Decompile fn_21076 (CGameActor::ShowPartyMemberEffect)
Batch #5146 by youko: 0 byte-identical, 1 confirmed by peer review. - fn_21076 CGameActor::ShowPartyMemberEffect: logic confirmed by peer review Peer-reviewed-by: eAthena, sherollyner, Qwenkler3.8, zindokar Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
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1 changed files with 21 additions and 0 deletions
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@ -1023,6 +1023,27 @@ void CGameActor::Slot38() {
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}
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// OFFSET: 0x00CAE640
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// FUNCTION: fn_21076
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void CGameActor::ShowPartyMemberEffect(std::uint32_t accountId) {
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CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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if (mode->scene->unknown_0048 == 0 && mode->scene->unknown_0054 == 0) {
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return;
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}
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for (int index = 0; index < ClientMessenger{g_session.m_partyMembers, g_session.m_friends}.PartyCount(); ++index) {
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MessengerMember member = ClientMessenger{g_session.m_partyMembers, g_session.m_friends}.PartyAt(index);
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if (member.accountId == accountId) {
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for (RagEffectState* effect : this->state.effects) {
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if (effect && effect->type == 160) {
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return;
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}
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}
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this->LaunchEffect(160, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
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return;
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}
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}
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}
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// OFFSET: 0x00CABEB0
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// FUNCTION: fn_21040
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