Decompile 12 functions in Source/Contents/Effects/Level99Orb2Effect.cpp, Source/Contents/Effects/Level99Orb2Effect.h, ...

Batch #4747 by youko: 0 byte-identical, 12 confirmed by peer review.

- fn_19103 CLightSphereEffect::CLightSphereEffect: logic confirmed by peer review
- fn_19108 CLightSphereEffect::Slot06: logic confirmed by peer review
- fn_19109 CLightSphereEffect::Slot03: logic confirmed by peer review
- fn_19116 CMapMagicZoneEffect::Slot03: logic confirmed by peer review
- fn_19117 CMapMagicZoneEffect::UpdateSpinner: logic confirmed by peer review
- fn_19118 CMapMagicZoneEffect::Slot04: logic confirmed by peer review
- fn_19124 CPokJukEffect::Slot03: logic confirmed by peer review
- fn_19125 CPokJukEffect::Slot04: logic confirmed by peer review
- fn_19126 CPokJukEffect::FaceCamera: logic confirmed by peer review
- fn_19131 CRainbowEffect::Slot03: logic confirmed by peer review
- fn_19138 CRedLineEffect::Slot03: logic confirmed by peer review
- fn_19139 CRedLineEffect::Slot04: logic confirmed by peer review

Peer-reviewed-by: eAthena, Yommy, superintelligence, tayoba, OrangeCat
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
This commit is contained in:
ragnarok-clanker 2026-10-30 04:42:23 +00:00
commit 8d458c0e82
5 changed files with 693 additions and 0 deletions

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@ -11,10 +11,149 @@
#include <cstring>
// OFFSET: 0x00B6C9F0
// FUNCTION: fn_19103
CLightSphereEffect::CLightSphereEffect() : CEffect(-1), spheres(), rays() {
}
// OFFSET: 0x00B6D160
// FUNCTION: fn_19108
bool CLightSphereEffect::Slot06() {
std::vector<CParticle*>::iterator sphere = this->spheres.begin();
for (; sphere != this->spheres.end(); ++sphere) {
if ((*sphere)->alpha > 0) {
break;
}
}
std::vector<CParticle*>::iterator ray = this->rays.begin();
for (; ray != this->rays.end(); ++ray) {
if ((*ray)->alpha > 0) {
break;
}
}
return sphere != this->spheres.end() || ray != this->rays.end();
}
// OFFSET: 0x00B6D1C0
// FUNCTION: fn_19109
void CLightSphereEffect::Slot03() {
for (std::vector<CParticle*>::iterator it = this->spheres.begin(); it != this->spheres.end(); ++it) {
CParticle* particle = *it;
vector3d& position = particle->position;
position.x = this->position[0];
position.y = this->position[1];
position.z = this->position[2];
if (particle != nullptr) {
if (particle->unknown_00E8 < 300) {
const int alpha = particle->alpha + 1;
particle->alpha = alpha >= 255 ? 255 : alpha;
} else {
const int alpha = particle->alpha - 1;
particle->alpha = alpha < 0 ? 0 : alpha;
}
float& phase = *reinterpret_cast<float*>(particle->unknown_0058);
const int spin = (static_cast<int>(phase) + 2) % 360;
phase = static_cast<float>(spin);
const float scale = particle->scale * g_sinTable[spin] * 0.05f + particle->scale;
matrix rotation;
std::memcpy(rotation.values, g_identityMatrix, sizeof(rotation.values));
rotation.MakeXRotation(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->camera.pitch / 180.0f * 3.141592f);
matrix scaling;
std::memcpy(scaling.values, g_identityMatrix, sizeof(scaling.values));
scaling.SetScale(scale, scale, 1.0f);
matrix billboard;
billboard.Compose(scaling, rotation);
matrix translation;
std::memcpy(translation.values, g_identityMatrix, sizeof(translation.values));
translation.MakeTranslate(0.0f, particle->unknown_0054, 0.0f);
matrix transform;
transform.Compose(billboard, translation);
particle->transform = transform;
}
++particle->unknown_00E8;
}
for (std::vector<CParticle*>::iterator it = this->rays.begin(); it != this->rays.end(); ++it) {
CParticle* particle = *it;
vector3d& position = particle->position;
position.x = this->position[0];
position.y = this->position[1];
position.z = this->position[2];
if (particle != nullptr) {
float scale = particle->scale;
if (scale < 10.0f) {
scale *= 1.02f;
}
particle->scale = scale;
int alpha = particle->alpha;
if (particle->unknown_00E8 > 500) {
--alpha;
if (alpha < 0) {
alpha = 0;
}
}
particle->alpha = alpha;
const int previous = particle->unknown_0050;
const int roll = std::rand() % 2;
const int phase = (previous + 1 + (roll < 0 ? 0 : roll)) % 360;
particle->unknown_0050 = phase;
vector3d points[3]{};
const float radius = particle->scale * g_sinTable[phase] + particle->scale;
const int pitch = particle->unknown_004C;
const int yaw = static_cast<int>(*reinterpret_cast<float*>(&particle->unknown_00C4));
const float flat = radius * g_cosTable[pitch];
points[0].x = flat * g_cosTable[yaw];
points[0].y = radius * g_sinTable[pitch] - particle->unknown_0054;
points[0].z = flat * g_sinTable[yaw];
if (*reinterpret_cast<float*>(particle->unknown_0058) == 0.0f) {
points[1].x = -0.5f;
points[1].y = -particle->unknown_0054;
points[1].z = 0.0f;
points[2].x = 0.5f;
points[2].y = -particle->unknown_0054;
points[2].z = 0.0f;
} else {
points[1].x = 0.0f;
points[1].y = -particle->unknown_0054;
points[1].z = -0.5f;
points[2].x = 0.0f;
points[2].y = -particle->unknown_0054;
points[2].z = 0.5f;
}
particle->vertices[0].x = points[0].x;
particle->vertices[0].y = points[0].y;
particle->vertices[0].z = points[0].z;
particle->vertices[1].x = points[0].x;
particle->vertices[1].y = points[0].y;
particle->vertices[1].z = points[0].z;
particle->vertices[2].x = points[1].x;
particle->vertices[2].y = points[1].y;
particle->vertices[2].z = points[1].z;
particle->vertices[3].x = points[2].x;
particle->vertices[3].y = points[2].y;
particle->vertices[3].z = points[2].z;
}
++particle->unknown_00E8;
}
}
// OFFSET: 0x00B6D990
// FUNCTION: fn_19110

View file

@ -15,7 +15,168 @@ bool CMapMagicZoneEffect::Slot06() {
}
// OFFSET: 0x00B6E3C0
// FUNCTION: fn_19116
void CMapMagicZoneEffect::Slot03() {
for (std::vector<CParticle*>::iterator it = this->spinners.begin(); it != this->spinners.end(); ++it) {
CParticle* particle = *it;
particle->position.x = this->position[0];
particle->position.y = this->position[1];
particle->position.z = this->position[2];
++particle->unknown_00E8;
this->UpdateSpinner(particle);
}
for (std::vector<CParticle*>::iterator it = this->petals.begin(); it != this->petals.end(); ++it) {
CParticle* particle = *it;
particle->position.x = this->position[0];
particle->position.y = this->position[1];
particle->position.z = this->position[2];
++particle->unknown_00E8;
vector3d corners[4]{};
const int angle = particle->unknown_000C * 23;
particle->unknown_004C = (particle->unknown_004C + 3) % 360;
const float radius = (g_sinTable[particle->unknown_004C] + 1.0f) * (particle->scale * 0.1f) + particle->scale * 0.8f;
const float height = particle->unknown_0054;
for (int corner = 0; corner < 4; ++corner) {
const int index = (angle + corner * 90) % 360;
corners[corner].x = radius * g_cosTable[index];
corners[corner].y = height;
corners[corner].z = radius * g_sinTable[index];
}
particle->vertices[0].x = corners[0].x;
particle->vertices[0].y = corners[0].y;
particle->vertices[0].z = corners[0].z;
particle->vertices[1].x = corners[1].x;
particle->vertices[1].y = corners[1].y;
particle->vertices[1].z = corners[1].z;
particle->vertices[3].x = corners[2].x;
particle->vertices[3].y = corners[2].y;
particle->vertices[3].z = corners[2].z;
particle->vertices[2].x = corners[3].x;
particle->vertices[2].y = corners[3].y;
particle->vertices[2].z = corners[3].z;
matrix rotation;
std::memcpy(rotation.values, g_identityMatrix, sizeof(rotation.values));
rotation.MakeYRotation(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->camera.yaw / -180.0f * 3.141592f);
particle->transform = rotation;
}
for (std::vector<CParticle*>::iterator it = this->ribbon.begin(); it != this->ribbon.end(); ++it) {
CParticle* particle = *it;
particle->position.x = this->position[0];
particle->position.y = this->position[1];
particle->position.z = this->position[2];
++particle->unknown_00E8;
float& spinAngle = *reinterpret_cast<float*>(&particle->unknown_00C4);
spinAngle = static_cast<float>(static_cast<int>(particle->unknown_0010 + spinAngle + 3.0f));
matrix rotation;
std::memcpy(rotation.values, g_identityMatrix, sizeof(rotation.values));
rotation.MakeYRotation(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->camera.yaw / -180.0f * 3.141592f);
particle->transform = rotation;
const int segment = particle->unknown_000C;
const float wave = g_sinTable[segment * 9] * particle->unknown_00C0;
const int step = static_cast<int>(static_cast<float>(particle->unknown_0050) / 20.0f);
const int angle = static_cast<int>(static_cast<float>(step * segment) + spinAngle) % 360;
const float flat = wave * g_cosTable[particle->unknown_004C];
const float rise = wave * g_sinTable[particle->unknown_004C];
vector3d points[2]{};
points[0].x = particle->scale * g_cosTable[angle];
points[0].z = particle->scale * g_sinTable[angle];
points[1].x = points[0].x + flat * g_cosTable[angle];
points[1].y = points[0].y - rise;
points[1].z = points[0].z + flat * g_sinTable[angle];
particle->vertices[3].x = points[0].x;
particle->vertices[3].y = points[0].y;
particle->vertices[3].z = points[0].z;
particle->vertices[1].x = points[1].x;
particle->vertices[1].y = points[1].y;
particle->vertices[1].z = points[1].z;
if (segment != 0) {
particle->vertices[0].x = this->previousOuter.x;
particle->vertices[0].y = this->previousOuter.y;
particle->vertices[0].z = this->previousOuter.z;
particle->vertices[2].x = this->previousInner.x;
particle->vertices[2].y = this->previousInner.y;
particle->vertices[2].z = this->previousInner.z;
}
this->previousInner = points[0];
this->previousOuter = points[1];
}
}
// OFFSET: 0x00B6E8F0
// FUNCTION: fn_19117
void CMapMagicZoneEffect::UpdateSpinner(CParticle* particle) {
if (particle) {
vector3d corners[4]{};
float& spinAngle = *reinterpret_cast<float*>(&particle->unknown_00C4);
const int angle = static_cast<int>(spinAngle + 1.0f);
spinAngle = static_cast<float>(angle % 360);
const float radius = (g_sinTable[particle->unknown_004C] + 1.0f) * (particle->scale * 0.1f) + particle->scale * 0.8f;
const float height = particle->unknown_0054;
for (int corner = 0; corner < 4; ++corner) {
const int index = (angle + corner * 90) % 360;
corners[corner].x = radius * g_cosTable[index];
corners[corner].y = height;
corners[corner].z = radius * g_sinTable[index];
}
particle->vertices[0].x = corners[0].x;
particle->vertices[0].y = corners[0].y;
particle->vertices[0].z = corners[0].z;
particle->vertices[1].x = corners[1].x;
particle->vertices[1].y = corners[1].y;
particle->vertices[1].z = corners[1].z;
particle->vertices[3].x = corners[2].x;
particle->vertices[3].y = corners[2].y;
particle->vertices[3].z = corners[2].z;
particle->vertices[2].x = corners[3].x;
particle->vertices[2].y = corners[3].y;
particle->vertices[2].z = corners[3].z;
matrix rotation;
std::memcpy(rotation.values, g_identityMatrix, sizeof(rotation.values));
rotation.MakeYRotation(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->camera.yaw / -180.0f * 3.141592f);
particle->transform = rotation;
}
}
// OFFSET: 0x00B6F010
// FUNCTION: fn_19118
void CMapMagicZoneEffect::Slot04() {
for (std::vector<CParticle*>::iterator it = this->spinners.begin(); it != this->spinners.end(); ++it) {
CParticle* particle = *it;
if (particle) {
particle->destinationBlend = 6;
particle->Render(false, 0.0f, 1.0f, 0.0f, 1.0f, false, true);
}
}
for (std::vector<CParticle*>::iterator it = this->petals.begin(); it != this->petals.end(); ++it) {
CParticle* particle = *it;
if (particle) {
particle->Render(false, 0.0f, 1.0f, 0.0f, 1.0f, false, true);
}
}
for (std::vector<CParticle*>::iterator it = this->ribbon.begin(); it != this->ribbon.end(); ++it) {
CParticle* particle = *it;
if (particle && particle->unknown_000C > 0) {
const int segment = particle->unknown_000C;
particle->destinationBlend = 6;
const ParticleQuad quad = {false, 0.0f, 1.0f, static_cast<float>(segment - 1) / 21.0f, static_cast<float>(segment) / 21.0f, false, true};
particle->Render(quad);
}
}
}

View file

@ -15,7 +15,183 @@ bool CPokJukEffect::Slot06() {
}
// OFFSET: 0x00B6F7D0
// FUNCTION: fn_19124
void CPokJukEffect::Slot03() {
for (std::vector<CParticle*>::iterator it = this->particles.begin(); it != this->particles.end(); ++it) {
CParticle* particle = *it;
vector3d& position = particle->position;
position.x = this->position[0];
position.y = this->position[1];
position.z = this->position[2];
if (particle != nullptr) {
const int index = particle->unknown_0010 * 160 + particle->unknown_000C;
const int age = particle->unknown_00E8;
if (age > 0) {
vector3d* trail = this->trails[index];
if (age % 3 == 0) {
trail[3] = trail[2];
trail[2] = trail[1];
trail[1] = trail[0];
}
const int delay = this->delays[index];
if (age >= delay + 160 && age <= delay + 180) {
const char beat = static_cast<char>(age % 20);
if (beat == 15 || beat == 19) {
this->beats[index] = 1;
} else {
this->beats[index] = beat == 17 ? 2 : 0;
}
} else {
this->beats[index] = 0;
}
float& spinAngle = *reinterpret_cast<float*>(&particle->unknown_00C4);
spinAngle = static_cast<float>((static_cast<int>(spinAngle) + 5) % 360);
if (this->states[index] == 0) {
trail[0].y -= 0.25f;
if (age > 154) {
this->states[index] = 1;
particle->alpha = 250;
}
} else if (this->states[index] == 1) {
const int heading = particle->unknown_0050;
const float speed = particle->scale;
trail[0].y += speed * g_sinTable[heading];
const float flat = speed * g_cosTable[heading];
trail[0].x += flat * g_cosTable[particle->unknown_004C];
trail[0].z += flat * g_sinTable[particle->unknown_004C];
trail[0].y += 0.02f;
particle->scale = speed * 0.98f;
const int alpha = particle->alpha;
const int coin = std::rand() % 2;
if ((coin < 0 ? 0 : coin) == 0) {
const int faded = alpha - 2;
particle->alpha = faded < 0 ? 0 : faded;
} else {
const int faded = alpha - 1;
particle->alpha = faded < 0 ? 0 : faded;
}
}
if (age > 2000) {
particle->unknown_00E8 = 0;
const int heading = std::rand() % 360;
particle->unknown_004C = heading < 0 ? 0 : heading;
const int spread = std::rand() % 100;
particle->scale = static_cast<float>(spread < 0 ? 0 : spread) * 0.004f + 0.4f;
trail[0].x = -15.0f;
trail[0].y = 0.0f;
trail[0].z = 0.0f;
this->states[index] = 0;
}
}
}
++particle->unknown_00E8;
}
}
// OFFSET: 0x00B6FEA0
// FUNCTION: fn_19125
void CPokJukEffect::Slot04() {
for (std::vector<CParticle*>::iterator it = this->particles.begin(); it != this->particles.end(); ++it) {
CParticle* particle = *it;
if (particle && particle->alpha > 0) {
float shrink = 0.0f;
const int index = particle->unknown_0010 * 160 + particle->unknown_000C;
for (int layer = 0; layer < 2; ++layer) {
vector3d corners[4]{};
const float radius = particle->unknown_00C0 - shrink;
for (int corner = 0; corner < 4; ++corner) {
const int angle = static_cast<int>(static_cast<float>(corner * 90) + *reinterpret_cast<float*>(&particle->unknown_00C4)) % 360;
corners[corner].x = radius * g_cosTable[angle];
corners[corner].y = 0.0f;
corners[corner].z = radius * g_sinTable[angle];
}
this->FaceCamera(corners);
const vector3d& base = this->trails[index][layer];
for (int corner = 0; corner < 4; ++corner) {
corners[corner].x += base.x;
corners[corner].y += base.y;
corners[corner].z += base.z;
}
particle->vertices[0].x = corners[3].x;
particle->vertices[0].y = corners[3].y;
particle->vertices[0].z = corners[3].z;
particle->vertices[1].x = corners[0].x;
particle->vertices[1].y = corners[0].y;
particle->vertices[1].z = corners[0].z;
particle->vertices[2].x = corners[2].x;
particle->vertices[2].y = corners[2].y;
particle->vertices[2].z = corners[2].z;
particle->vertices[3].x = corners[1].x;
particle->vertices[3].y = corners[1].y;
particle->vertices[3].z = corners[1].z;
switch (this->beats[index]) {
case 0:
particle->SetTexture("effect\\pok1.tga");
break;
case 1:
particle->SetTexture("effect\\pok3.tga");
break;
case 2:
particle->SetTexture("effect\\pok2.tga");
break;
}
const int alpha = particle->alpha;
particle->destinationBlend = 2;
particle->sourceBlend = 5;
int shown = alpha / (layer + 1);
if (this->beats[index] != 0) {
shown /= 2;
}
particle->alpha = shown;
particle->Render(false, 0.0f, 1.0f, 0.0f, 1.0f, false, true);
particle->alpha = alpha;
shrink += layer == 0 ? 0.5f : 0.25f;
}
}
}
}
// OFFSET: 0x00B70540
// FUNCTION: fn_19126
void CPokJukEffect::FaceCamera(vector3d* corners) {
const int yaw = 360 - static_cast<int>(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->camera.yaw);
const int pitch = (450 - static_cast<int>(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->camera.pitch)) % 360;
for (int corner = 0; corner < 4; ++corner) {
const float y = corners[corner].y;
const float z = corners[corner].z;
corners[corner].z = z * g_cosTable[pitch] - y * g_sinTable[pitch];
corners[corner].y = y * g_cosTable[pitch] + z * g_sinTable[pitch];
}
for (int corner = 0; corner < 4; ++corner) {
const float x = corners[corner].x;
const float z = corners[corner].z;
corners[corner].x = x * g_cosTable[yaw] - z * g_sinTable[yaw];
corners[corner].z = z * g_cosTable[yaw] + x * g_sinTable[yaw];
}
}

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@ -54,6 +54,106 @@ bool CRainbowEffect::Slot06() {
}
// OFFSET: 0x00B70E00
// FUNCTION: fn_19131
void CRainbowEffect::Slot03() {
for (std::vector<CParticle*>::iterator it = this->bands.begin(); it != this->bands.end(); ++it) {
CParticle* particle = *it;
vector3d& position = particle->position;
position.x = this->position[0];
position.y = this->position[1];
position.z = this->position[2];
if (particle != nullptr) {
int alpha = particle->alpha;
if (particle->unknown_00E8 <= 180) {
++alpha;
} else if (particle->unknown_00E8 <= 360) {
--alpha;
}
float& spinAngle = *reinterpret_cast<float*>(&particle->unknown_00C4);
spinAngle += 1.0f;
if (alpha < 0) {
alpha = 0;
}
particle->alpha = alpha >= 250 ? 250 : alpha;
matrix rotation;
std::memcpy(rotation.values, g_identityMatrix, sizeof(rotation.values));
rotation.MakeYRotation(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->camera.yaw / -180.0f * 3.141592f);
particle->transform = rotation;
const int band = particle->unknown_0010;
const int step = static_cast<int>(static_cast<float>(particle->unknown_0050) / 20.0f);
const int angle = static_cast<int>(static_cast<float>(step * particle->unknown_000C) + spinAngle) % 360;
vector3d points[4]{};
const float width = particle->scale * g_cosTable[angle];
const float height = particle->scale * g_sinTable[angle];
float ratio = 1.0f - static_cast<float>(band) * 0.05f;
float flat = width * ratio;
float rise = height * ratio;
points[0].x = g_cosTable[particle->unknown_004C] * flat;
points[0].y = rise + rise;
points[0].z = g_sinTable[particle->unknown_004C] * flat;
ratio = 1.0f - static_cast<float>(band + 1) * 0.05f;
flat = width * ratio;
rise = height * ratio;
points[1].x = g_cosTable[particle->unknown_004C] * flat;
points[1].y = rise + rise;
points[1].z = g_sinTable[particle->unknown_004C] * flat;
if (particle->unknown_000C != 0) {
particle->vertices[0].x = points[1].x;
particle->vertices[0].y = points[1].y;
particle->vertices[0].z = points[1].z;
particle->vertices[1].x = points[0].x;
particle->vertices[1].y = points[0].y;
particle->vertices[1].z = points[0].z;
particle->vertices[2].x = this->previousOuter.x;
particle->vertices[2].y = this->previousOuter.y;
particle->vertices[2].z = this->previousOuter.z;
particle->vertices[3].x = this->previousInner.x;
particle->vertices[3].y = this->previousInner.y;
particle->vertices[3].z = this->previousInner.z;
}
this->previousOuter = points[1];
this->previousInner = points[0];
switch (band) {
case 0:
particle->SetColor(255, 0, 0);
break;
case 1:
particle->SetColor(255, 126, 0);
break;
case 2:
particle->SetColor(255, 255, 0);
break;
case 3:
particle->SetColor(0, 255, 0);
break;
case 4:
particle->SetColor(0, 0, 255);
break;
case 5:
particle->SetColor(115, 50, 200);
break;
case 6:
particle->SetColor(255, 0, 255);
break;
}
}
++particle->unknown_00E8;
}
}
// OFFSET: 0x00B714C0
// FUNCTION: fn_19132

View file

@ -4,5 +4,122 @@
#include "Utility/Math/AffineMatrix.h"
// OFFSET: 0x00B71EA0
// FUNCTION: fn_19138
void CRedLineEffect::Slot03() {
for (std::vector<CParticle*>::iterator it = this->lines.begin(); it != this->lines.end(); ++it) {
CParticle* particle = *it;
vector3d& position = particle->position;
position.x = this->position[0];
position.y = this->position[1];
position.z = this->position[2];
if (particle != nullptr) {
float& spinAngle = *reinterpret_cast<float*>(&particle->unknown_00C4);
float spin = spinAngle + 1.0f;
const int age = particle->unknown_00E8;
if (spin >= 360.0f) {
spin -= 360.0f;
}
spinAngle = spin;
float width;
if (age < 125) {
if (age < 100) {
width = 0.0f;
} else if (age <= 115) {
width = g_sinTable[(age - 100) * 6] * particle->unknown_00C0;
} else {
width = particle->unknown_00C0;
}
} else {
const float shrunk = particle->unknown_00C0 - 5.0f;
const int alpha = particle->alpha - 15;
particle->alpha = alpha < 0 ? 0 : alpha;
particle->unknown_00C0 = shrunk < 0.0f ? 0.0f : shrunk;
width = particle->unknown_00C0;
}
if (width < 0.0f) {
width = 0.0f;
}
const int segment = particle->unknown_000C;
const int step = static_cast<int>(static_cast<float>(particle->unknown_0050) / 20.0f);
const int angle = static_cast<int>(static_cast<float>(step * segment) + spin) % 360;
const float flat = width * g_cosTable[particle->unknown_004C];
const float rise = width * g_sinTable[particle->unknown_004C];
vector3d points[2]{};
points[0].x = particle->scale * g_cosTable[angle];
points[0].z = particle->scale * g_sinTable[angle];
if (particle->unknown_0054 == 1.0f) {
points[0].x *= 1.5f;
points[0].z *= 1.5f;
}
points[1].x = flat * g_cosTable[angle] + points[0].x;
points[1].y = points[0].y - rise;
points[1].z = flat * g_sinTable[angle] + points[0].z;
points[0].x += particle->unknown_00D0;
points[0].y += particle->unknown_00D4;
points[0].z += particle->unknown_00D8;
points[1].x += particle->unknown_00D0;
points[1].y += particle->unknown_00D4;
points[1].z += particle->unknown_00D8;
particle->vertices[1].x = points[1].x;
particle->vertices[1].y = points[1].y;
particle->vertices[1].z = points[1].z;
particle->vertices[3].x = points[0].x;
particle->vertices[3].y = points[0].y;
particle->vertices[3].z = points[0].z;
if (segment != 0) {
particle->vertices[0].x = this->previousOuter.x;
particle->vertices[0].y = this->previousOuter.y;
particle->vertices[0].z = this->previousOuter.z;
particle->vertices[2].x = this->previousInner.x;
particle->vertices[2].y = this->previousInner.y;
particle->vertices[2].z = this->previousInner.z;
}
this->previousInner = points[0];
this->previousOuter = points[1];
}
++particle->unknown_00E8;
}
}
// OFFSET: 0x00B72240
// FUNCTION: fn_19139
void CRedLineEffect::Slot04() {
for (std::vector<CParticle*>::iterator it = this->lines.begin(); it != this->lines.end(); ++it) {
CParticle* particle = *it;
if (particle && particle->unknown_000C > 0) {
int blend;
short shade;
if (particle->unknown_0054 == 0.0f) {
shade = 10;
blend = 6;
} else {
shade = 100;
blend = 2;
}
particle->destinationBlend = blend;
particle->SetColor(255, shade, shade);
const int segment = particle->unknown_000C;
const ParticleQuad quad = {false, 0.0f, 1.0f, static_cast<float>(segment - 1) / 21.0f, static_cast<float>(segment) / 21.0f, false, true};
particle->Render(quad);
}
}
}