#include "Contents/Effects/MappillarEffect.h" #include "Contents/Effects/Particle.h" #include "Utility/Math/AffineMatrix.h" #include #include // OFFSET: 0x00B4C0B0 // FUNCTION: fn_18957 bool CMappillarEffect::Slot06() { return this->ActorExists(); } // OFFSET: 0x00B4C0C0 // FUNCTION: fn_18958 void CMappillarEffect::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 (CParticle* particle = *it) { if (particle->unknown_0010 != 3 || particle->unknown_000C != 21 || particle->unknown_00E8 <= 999) { const int frame = particle->unknown_00E8; const int angle = static_cast(*reinterpret_cast(&particle->unknown_00C4) - static_cast(frame)); float height; if (frame >= 800) { particle->unknown_00C0 = std::max(0.0f, particle->unknown_00C0 - 1.0f); height = particle->unknown_00C0; } else if (frame < 200) { height = 0.0f; } else if (frame > 290) { height = particle->unknown_00C0; } else { height = g_sinTable[frame - 200] * particle->unknown_00C0; } particle->unknown_0054 = height; if (height < 0.0f) { particle->unknown_0054 = 0.0f; } matrix rotation; std::memcpy(rotation.values, g_identityMatrix, sizeof(rotation.values)); rotation.MakeYRotation(static_cast(angle) / 180.0f * 3.141592f); matrix scale; std::memcpy(scale.values, g_identityMatrix, sizeof(scale.values)); scale.SetScale(1.0f, particle->unknown_0054 / 100.0f * 1.1f, 1.0f); const matrix first = rotation; rotation.Compose(first, scale); particle->transform = rotation; } } ++(*it)->unknown_00E8; } } // OFFSET: 0x00B4C4C0 // FUNCTION: fn_18959 void CMappillarEffect::Slot04() { for (std::vector::iterator it = this->particles.begin(); it != this->particles.end(); ++it) { CParticle* particle = *it; if (particle) { const int texPart = particle->unknown_000C; ParticleQuad quad; quad.billboard = false; quad.top = 0.0f; quad.bottom = 1.0f; quad.left = static_cast(texPart - 1) / 21.0f; quad.right = static_cast(texPart) / 21.0f; quad.unused = false; quad.depth = true; particle->Render(quad); } } }