Decompile fn_19990 (CEffectPrim::RenderTrailingArc)
Batch #12367 by Yommy: 0 byte-identical, 1 confirmed by peer review. - fn_19990 CEffectPrim::RenderTrailingArc: logic confirmed by peer review Peer-reviewed-by: KWDev, cremane, codeplay 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 18 additions and 18 deletions
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@ -2,6 +2,7 @@
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#include "Contents/Effects/EffectPrimitiveState.h"
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#include "Utility/Math/AffineMatrix.h"
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#include <algorithm>
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#include <cstdlib>
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// OFFSET: 0x00BF1F00
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@ -163,41 +164,40 @@ void CEffectPrim::RenderSpinSquare(
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// OFFSET: 0x00BF27D0
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// FUNCTION: fn_19990
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void CEffectPrim::RenderTrailingArc(matrix& wtm) {
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vector3d prevB{};
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vector3d prevT{};
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vector3d curB{};
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vector3d curT{};
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vector3d prevT{};
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vector3d prevB{};
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int rpCnt = 0;
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for (int ec = 0; ec < 4; ++ec) {
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const EffectPrimitiveSlot& slot = this->state.slots[ec];
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if (slot.life != 1 || slot.process <= 0) {
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if (this->state.slots[ec].life != 1 || this->state.slots[ec].process <= 0) {
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continue;
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}
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const int texture = slot.process % static_cast<int>(this->state.totalTexture);
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const int step = slot.fullDisplayAngle / 20;
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const int texture = this->state.slots[ec].process % static_cast<int>(this->state.totalTexture);
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const int step = this->state.slots[ec].fullDisplayAngle / 20;
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int i = 0;
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for (int offset = 0; offset <= slot.fullDisplayAngle; offset += step) {
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int angle = (slot.rotStart + offset) % 360;
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if (slot.fullDisplayAngle == 360 && i == 20) {
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angle = slot.rotStart;
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for (int offset = 0; offset <= this->state.slots[ec].fullDisplayAngle; offset += step) {
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int angle = (this->state.slots[ec].rotStart + offset) % 360;
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if (this->state.slots[ec].fullDisplayAngle == 360 && i == 20) {
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angle = this->state.slots[ec].rotStart;
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}
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const float baseX = slot.distance * g_cosTable[angle];
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const float baseZ = slot.distance * g_sinTable[angle];
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const float rise = slot.height[i];
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const float riseX = rise * g_cosTable[slot.riseAngle];
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curT.y = -(rise * g_sinTable[slot.riseAngle]);
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const float baseX = this->state.slots[ec].distance * g_cosTable[angle];
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const float baseZ = this->state.slots[ec].distance * g_sinTable[angle];
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const float rise = this->state.slots[ec].height[i];
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const float riseX = rise * g_cosTable[this->state.slots[ec].riseAngle];
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curT.y = -(rise * g_sinTable[this->state.slots[ec].riseAngle]);
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curB.x = baseX - this->state.slots[0].vecTNow.x * 0.75f;
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curB.y = 0.0f;
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curB.z = baseZ - this->state.slots[0].vecTNow.z * 0.75f;
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curT.z = riseX * g_sinTable[angle] + baseZ - this->state.slots[0].vecTNow.z;
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curT.x = riseX * g_cosTable[angle] + baseX - this->state.slots[0].vecTNow.x;
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if (i > 0) {
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this->state.size = slot.vecTPre.x;
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this->RenderTeiRect(&rpCnt, i - 1, slot.alphaB, slot.alphaB, prevB, curB, curT, prevT, wtm, static_cast<char>(texture));
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this->state.size = this->state.slots[ec].vecTPre.x;
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this->RenderTeiRect(&rpCnt, i - 1, this->state.slots[ec].alphaB, this->state.slots[ec].alphaB, prevB, curB, curT, prevT, wtm, static_cast<char>(texture));
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}
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++i;
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