#include "Contents/Effects/ScatterEffect.h" #include "Contents/Effects/SpriteParticle.h" #include "Utility/Math/AffineMatrix.h" #include // OFFSET: 0x00B75D10 // FUNCTION: fn_19167 CScatterEffect::CScatterEffect() : CEffect(-1) { } // OFFSET: 0x00B76130 // FUNCTION: fn_19172 void CScatterEffect::Slot03() { for (auto it = this->particles.begin(); it != this->particles.end(); ++it) { (*it)->position.x = this->position[0]; (*it)->position.y = this->position[1]; (*it)->position.z = this->position[2]; if (CSpriteParticle* particle = *it) { particle->alpha -= 3; if (particle->alpha < 0) { particle->alpha = 0; } const int angle = particle->unknown_004C; particle->velocity.y += particle->frameDelay; particle->velocity.x += g_cosTable[angle] * 0.2f; particle->velocity.z += g_sinTable[angle] * 0.2f; matrix translate; std::memcpy(translate.values, g_identityMatrix, sizeof(translate.values)); translate.MakeTranslate(particle->velocity.x + 0.0f, particle->velocity.y - 40.0f, particle->velocity.z + 0.0f); particle->transform = translate; } ++(*it)->unknown_00E8; } } // OFFSET: 0x00B76390 // FUNCTION: fn_19173 void CScatterEffect::Slot04() { for (auto it = this->particles.begin(); it != this->particles.end(); ++it) { if (*it) { (*it)->sub_B40F30(1); } } }