Decompile 2 functions in Source/Contents/Effects/Particles/SpriteParticle.cpp, Source/Contents/Effects/Core/EffectLists.cpp, ...
Batch #17005 by eAthena: 0 byte-identical, 2 confirmed by peer review. - fn_18993 CEffect::Update: logic confirmed by peer review - fn_06966 ScreenAngle: logic confirmed by peer review Peer-reviewed-by: Yommy, Toshiro, br4yan Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
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2 changed files with 6 additions and 6 deletions
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@ -141,7 +141,7 @@ void CEffect::Update(std::uint32_t aid) {
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}
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const vector3d player = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->player->render.position;
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for (auto event = this->events.begin(); event != this->events.end(); ++event) {
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for (auto event = this->events.begin(); this->events.end() != event; ++event) {
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if (this->frame != event->frame) {
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continue;
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}
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@ -29,19 +29,19 @@ void CEZ2STREffectEx::EnableTimeLimit() {
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// OFFSET: 0x006FF780
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// FUNCTION: fn_06966
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float ScreenAngle(const float* from, const float* to, const float* matrix) {
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float fromX;
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float fromY;
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float fromDepth = 0.0f;
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float toX;
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float toY;
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float toDepth = 0.0f;
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float fromY;
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float fromX;
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float toY;
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float toX;
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g_renderer->ProjectViewport(from, matrix, &fromX, &fromY, &fromDepth);
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g_renderer->ProjectViewport(to, matrix, &toX, &toY, &toDepth);
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const float dx = toX - fromX;
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const float dy = toY - fromY;
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const float length = SquareRoot(dy * dy + dx * dx);
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if (length == 0.0f) {
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if (0.0f == length) {
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return 0.0f;
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}
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