Reconstruct readable C++ and organize cohesive source subsystems

Administrative source import: native x86 compilation passed for 423 authored units. Source placement and submission states are migrated separately; this commit does not imply peer acceptance.

Previous head: 35d2a8cb36
Payload SHA256: 592f016d2730c5593bb653aa054c1e5f76a6df72c8f5a09e66f74876e2e33dee
This commit is contained in:
ragnarok-clanker 2026-10-25 07:42:41 +00:00
commit a47d20f8be
890 changed files with 11796 additions and 16664 deletions

View file

@ -1,29 +0,0 @@
#include "Contents/EffectParticle.h"
#include "Contents/RagEffectState.h"
// OFFSET: 0x00BAD940
// FUNCTION: fn_19761
EffectParticle::EffectParticle(ResourceMgr& resources, JobNames& names)
: CRenderObject(resources, names), state(this->render) {
}
// OFFSET: 0x00C1DE70
// FUNCTION: fn_20076
EffectParticle* CreateEffectParticle(
RagEffectState& parent,
const RenderObjectState& parentRender,
int type,
float x,
float y,
float z,
ResourceMgr& resources,
JobNames& names,
std::list<CRenderObject*>& worldObjects
) {
auto* particle = new EffectParticle(resources, names);
particle->state.Initialize(particle->render, parent, parentRender, type, x, y, z);
parent.related.push_back(&particle->state);
worldObjects.push_back(particle);
return particle;
}