Decompile fn_06948 (CEvilLandEffect::Open)
Batch #16058 by Yommy: 0 byte-identical, 1 confirmed by peer review. - fn_06948 CEvilLandEffect::Open: logic confirmed by peer review Peer-reviewed-by: eAthena, alisonrag 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 14 additions and 10 deletions
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@ -35,11 +35,13 @@ void CEvilLandEffect::Open() {
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for (int row = 0; row < this->effectLevel; ++row) {
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for (int column = 0; column < this->effectLevel; ++column) {
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CMultiTexParticle* particle = static_cast<CMultiTexParticle*>(CreateMultiTexParticle(reinterpret_cast<const vector3d*>(this->position), -1));
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if (!particle) {
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CParticle* created = CreateMultiTexParticle(reinterpret_cast<const vector3d*>(this->position), -1);
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if (!created) {
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continue;
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}
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CMultiTexParticle* particle = static_cast<CMultiTexParticle*>(created);
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particle->effectId = this->id;
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particle->rowIndex = row;
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particle->columnIndex = column;
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@ -49,24 +51,26 @@ void CEvilLandEffect::Open() {
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particle->uv1[0][0] = static_cast<float>(column) * textureStepU;
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particle->uv1[0][1] = static_cast<float>(row) * textureStepV;
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particle->uv1[1][0] = static_cast<float>(column + 1) * textureStepU;
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particle->uv1[1][1] = static_cast<float>(row) * textureStepV;
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particle->uv1[2][0] = static_cast<float>(column) * textureStepU;
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particle->uv1[2][1] = static_cast<float>(row + 1) * textureStepV;
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particle->uv1[3][0] = static_cast<float>(column + 1) * textureStepU;
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particle->uv1[3][1] = static_cast<float>(row + 1) * textureStepV;
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particle->uv2[0][0] = static_cast<float>(column) * alphaStepU;
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particle->uv2[0][1] = static_cast<float>(row) * alphaStepV;
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particle->uv1[1][0] = static_cast<float>(column + 1) * textureStepU;
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particle->uv1[1][1] = static_cast<float>(row) * textureStepV;
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particle->uv2[1][0] = static_cast<float>(column + 1) * alphaStepU;
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particle->uv2[1][1] = static_cast<float>(row) * alphaStepV;
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particle->uv1[2][0] = static_cast<float>(column) * textureStepU;
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particle->uv1[2][1] = static_cast<float>(row + 1) * textureStepV;
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particle->uv2[2][0] = static_cast<float>(column) * alphaStepU;
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particle->uv2[2][1] = static_cast<float>(row + 1) * alphaStepV;
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particle->uv1[3][0] = static_cast<float>(column + 1) * textureStepU;
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particle->uv1[3][1] = static_cast<float>(row + 1) * textureStepV;
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particle->uv2[3][0] = static_cast<float>(column + 1) * alphaStepU;
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particle->uv2[3][1] = static_cast<float>(row + 1) * alphaStepV;
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particle->AllocateVertices(4);
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this->particles.push_back(particle);
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this->particles.push_back(created);
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}
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}
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}
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