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).
This commit is contained in:
ragnarok-clanker 2026-11-10 13:25:00 +00:00
commit b259f2aa8a

View file

@ -35,11 +35,13 @@ void CEvilLandEffect::Open() {
for (int row = 0; row < this->effectLevel; ++row) {
for (int column = 0; column < this->effectLevel; ++column) {
CMultiTexParticle* particle = static_cast<CMultiTexParticle*>(CreateMultiTexParticle(reinterpret_cast<const vector3d*>(this->position), -1));
if (!particle) {
CParticle* created = CreateMultiTexParticle(reinterpret_cast<const vector3d*>(this->position), -1);
if (!created) {
continue;
}
CMultiTexParticle* particle = static_cast<CMultiTexParticle*>(created);
particle->effectId = this->id;
particle->rowIndex = row;
particle->columnIndex = column;
@ -49,24 +51,26 @@ void CEvilLandEffect::Open() {
particle->uv1[0][0] = static_cast<float>(column) * textureStepU;
particle->uv1[0][1] = static_cast<float>(row) * textureStepV;
particle->uv1[1][0] = static_cast<float>(column + 1) * textureStepU;
particle->uv1[1][1] = static_cast<float>(row) * textureStepV;
particle->uv1[2][0] = static_cast<float>(column) * textureStepU;
particle->uv1[2][1] = static_cast<float>(row + 1) * textureStepV;
particle->uv1[3][0] = static_cast<float>(column + 1) * textureStepU;
particle->uv1[3][1] = static_cast<float>(row + 1) * textureStepV;
particle->uv2[0][0] = static_cast<float>(column) * alphaStepU;
particle->uv2[0][1] = static_cast<float>(row) * alphaStepV;
particle->uv1[1][0] = static_cast<float>(column + 1) * textureStepU;
particle->uv1[1][1] = static_cast<float>(row) * textureStepV;
particle->uv2[1][0] = static_cast<float>(column + 1) * alphaStepU;
particle->uv2[1][1] = static_cast<float>(row) * alphaStepV;
particle->uv1[2][0] = static_cast<float>(column) * textureStepU;
particle->uv1[2][1] = static_cast<float>(row + 1) * textureStepV;
particle->uv2[2][0] = static_cast<float>(column) * alphaStepU;
particle->uv2[2][1] = static_cast<float>(row + 1) * alphaStepV;
particle->uv1[3][0] = static_cast<float>(column + 1) * textureStepU;
particle->uv1[3][1] = static_cast<float>(row + 1) * textureStepV;
particle->uv2[3][0] = static_cast<float>(column + 1) * alphaStepU;
particle->uv2[3][1] = static_cast<float>(row + 1) * alphaStepV;
particle->AllocateVertices(4);
this->particles.push_back(particle);
this->particles.push_back(created);
}
}
}