#include "Contents/Effects/EZ2STREffect.h" #include "Client/Mode/CGameMode.h" #include "Client/Mode/ModeMgr.h" #include "Contents/Camera/Camera.h" #include "Contents/Effects/EffectMemoryMgr.h" #include "Render/Renderer.h" #include "Render/ScreenRectangle.h" #include "Render/TextureQuad.h" // OFFSET: 0x00B661B0 // FUNCTION: fn_19045 void CEZ2STRScreenEffect::Slot04() { CEZ2STRParticle* particle = this->particle; if (!particle) { return; } switch (this->id) { case 0x647: case 0x907: case 0x908: case 0x909: case 0x90A: case 0x90B: case 0x90D: case 0x90E: case 0x90F: this->overlayColor += 0x2000000; break; case 0x95B: case 0x95C: case 0x95F: this->overlayColor += 0x10000000; break; default: goto draw; } if (this->overlayColor >= 0xAA000000u) { this->overlayColor = 0xAA000000u; } DrawBlendedRectangle( g_renderer->primitives, g_renderer->queues, 0, 0, g_renderer->viewport.width, g_renderer->viewport.height, this->overlayColor, g_renderer->fog.supported != 0, g_depthStart, g_depthEnd ); draw: particle->DrawScreen(static_cast(g_modeMgr.GetGameMode())->camera->frame.view); } // OFFSET: 0x00B66460 // OFFSET: 0x00B66480 // OFFSET: 0x00B664A0 // OFFSET: 0x00B66540 // OFFSET: 0x00B665B0 // OFFSET: 0x00B665D0 // OFFSET: 0x00B665F0 // OFFSET: 0x00B66610 // OFFSET: 0x00B66630 // OFFSET: 0x00B66650 // OFFSET: 0x00B66680 // OFFSET: 0x00B666A0