Decompile fn_19131 (CRainbowEffect::OnProcess)
Batch #15962 by Yommy: 0 byte-identical, 1 confirmed by peer review. - fn_19131 CRainbowEffect::OnProcess: logic confirmed by peer review Peer-reviewed-by: eAthena, bgamez23 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 8 additions and 3 deletions
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@ -4,6 +4,7 @@
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#include "Client/Mode/ModeMgr.h"
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#include "Contents/Camera/Camera.h"
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#include "Contents/Effects/EffectMemoryMgr.h"
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#include "Contents/Effects/EffectPoint.h"
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#include "Contents/Effects/Particle.h"
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#include "Utility/Math/AffineMatrix.h"
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@ -90,7 +91,7 @@ void CRainbowEffect::OnProcess() {
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const int step = static_cast<int>(static_cast<float>(particle->angleParameter) / 20.0f);
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const int angle = static_cast<int>(static_cast<float>(step * particle->columnIndex) + spinAngle) % 360;
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vector3d points[4]{};
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EffectPoint points[4];
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const float width = particle->scale * g_cosTable[angle];
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const float height = particle->scale * g_sinTable[angle];
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@ -123,8 +124,12 @@ void CRainbowEffect::OnProcess() {
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particle->vertices[3].z = this->previousInner.z;
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}
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this->previousOuter = points[1];
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this->previousInner = points[0];
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this->previousOuter.x = points[1].x;
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this->previousOuter.y = points[1].y;
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this->previousOuter.z = points[1].z;
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this->previousInner.x = points[0].x;
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this->previousInner.y = points[0].y;
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this->previousInner.z = points[0].z;
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switch (band) {
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case 0:
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