#include "Contents/Effects/RagEffect.h" #include "Contents/Effects/EffectActor.h" #include "Contents/Effects/EffectPrimitiveState.h" #include "Resource/Resource.h" #include "Client/Mode/CGameMode.h" #include "Client/Mode/ModeMgr.h" #include "Contents/Camera/Camera.h" #include "Contents/Configuration/ServiceOptions.h" #include "Contents/Effects/EffectPrim.h" #include "Contents/Sound/SoundMgr.h" #include "Contents/World/World.h" #include "Render/Primitives/RenderPrimitive.h" #include "Render/Projection/RenderProjection.h" #include "Render/Textures/TextureCache.h" #include "Resource/ResourceMgr.h" #include "Utility/Math/AffineMatrix.h" #include "Contents/Effects/EffectPrimitiveMotion.h" #include "Resource/EZeffectResource.h" #include "Resource/World/TerrainResource.h" #include #include #include #include #include // INLINED inline RagEffectState::RagEffectState() : parent(nullptr), defZ(0), isDirection(0), type(0), level(1), flag(0), count(0), stateCnt(0), deltaPos{}, deltaPos2{}, deltaPos3{}, resource(nullptr), resourceData(nullptr), currentLayer(0), loopCount(0), loopLimit(0), unknown_11C84(nullptr), unknown_11C88{-1, -1, -1, -1}, forceRender(0), tag(0), unknown_11CA0(0) { for (unsigned index = 0; index < 20; ++index) { auto* record = this->objSeg + index * 80; const std::uint32_t zero = 0; for (unsigned field = 0; field < 6; ++field) { std::memcpy(record + field * 4, &zero, sizeof(zero)); } } std::memset(this->currentKey, 0, sizeof(this->currentKey)); std::memset(this->vertices, 0, sizeof(this->vertices)); } // INLINED inline RagEffectState::~RagEffectState() { for (EffectPrimitiveState* particle : this->primList) { particle->master = nullptr; } this->primList.clear(); if (this->parent) { this->parent->state.Attachments().Unlink(this); } if (this->resource) { this->resource->Unlock(); } } // OFFSET: 0x00BF84B0 // FUNCTION: fn_20007 CRagEffect::CRagEffect() { } CRagEffect::~CRagEffect() = default; // INLINED static CEffectPrim& Owner(EffectPrimitiveState* particle) { return *reinterpret_cast(reinterpret_cast(particle) - offsetof(CEffectPrim, state)); } // INLINED static vector3d RotatedForward(const float* matrix, float distance) { return { ((matrix[3] * 0.0f + matrix[0] * 0.0f) + matrix[6] * distance) + matrix[9], ((matrix[4] * 0.0f + matrix[1] * 0.0f) + matrix[7] * distance) + matrix[10], ((matrix[5] * 0.0f + matrix[2] * 0.0f) + matrix[8] * distance) + matrix[11] }; } // INLINED static void AllocateTextures(EffectPrimitiveState& particle) { const auto bytes = particle.totalTexture >> 30 != 0 ? std::numeric_limits::max() : static_cast(4u * particle.totalTexture); particle.textures = static_cast(::operator new(bytes)); } // INLINED static void PlayEffectWave(const CRagEffect& effect, const char* name) { const auto* player = reinterpret_cast(static_cast(g_modeMgr.GetGameMode())->scene->player); g_soundMgr->PlayWave(name, effect.render.position.x - player->render.position.x, 0.0f, effect.render.position.z - player->render.position.z, 250, 40, 1.0f, 0); } // INLINED static std::list& WorldObjects() { return static_cast(g_modeMgr.GetGameMode())->scene->objects; } // OFFSET: 0x00C121A0 // FUNCTION: fn_20040 void CRagEffect::BloodDrain() { if (this->state.stateCnt != 0) { return; } for (int angle = -90; angle < 180; angle += 90) { this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 8, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->duration = 60; this->state.unknown_11C84->deltaPos2 = {0.0f, -10.0f, 0.0f}; this->state.unknown_11C84->radius = Owner(this->state.unknown_11C84).CalcDist(this->state.deltaPos[0], this->state.deltaPos[2]); Owner(this->state.unknown_11C84).Face(this->state.deltaPos[0], this->state.deltaPos[2]); this->state.unknown_11C84->longitude = -Owner(this->state.unknown_11C84).render.angle; const float speed = this->state.unknown_11C84->radius / this->state.unknown_11C84->duration; this->state.unknown_11C84->speed = speed + speed; this->state.unknown_11C84->gravSpeed = 2.0f; const float rise = -(this->state.unknown_11C84->gravSpeed / this->state.unknown_11C84->duration); this->state.unknown_11C84->gravAccel = rise + rise; this->state.unknown_11C84->latiSpeed = -2.0f; const float spread = -(this->state.unknown_11C84->latiSpeed / this->state.unknown_11C84->duration); this->state.unknown_11C84->latiAccel = spread + spread; this->state.unknown_11C84->roll = static_cast(angle); EffectPrimitiveState& particle = *this->state.unknown_11C84; reinterpret_cast(particle.transform)->MakeYRotation(GetRadian(static_cast(particle.longitude))); this->state.unknown_11C84->deltaPos3 = RotatedForward(this->state.unknown_11C84->transform, 1.0f); this->state.unknown_11C84->rotAxis[0] = this->state.unknown_11C84->deltaPos3.x; this->state.unknown_11C84->rotAxis[1] = this->state.unknown_11C84->deltaPos3.y; this->state.unknown_11C84->rotAxis[2] = this->state.unknown_11C84->deltaPos3.z; this->state.unknown_11C84->red = 100; this->state.unknown_11C84->green = 100; this->state.unknown_11C84->blue = 250; this->state.unknown_11C84->size = 1.7f; Owner(this->state.unknown_11C84).SetSpriteName(ResourceMgr::Instance(), "이팩트\\particle1.spr"); Owner(this->state.unknown_11C84).SetActionName(ResourceMgr::Instance(), "이팩트\\particle1.act"); this->state.unknown_11C84->numSegment = 7; Owner(this->state.unknown_11C84).InitSegment(); } } // OFFSET: 0x00C14510 // FUNCTION: fn_20046 void CRagEffect::FireBall() { const int frame = this->state.stateCnt; if (frame != 20 && frame != 24 && frame != 28 && frame != 32) { return; } PlayEffectWave(*this, "effect\\EF_FireBall.wav"); this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 5, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->duration = 20; this->state.unknown_11C84->pattern |= 0x120u; this->state.unknown_11C84->deltaPos2 = {0.0f, -15.0f, 0.0f}; Owner(this->state.unknown_11C84).Face(this->state.deltaPos[0], this->state.deltaPos[2]); this->state.unknown_11C84->longitude = -Owner(this->state.unknown_11C84).render.angle; Owner(this->state.unknown_11C84).render.angle = 180.0f - Owner(this->state.unknown_11C84).render.angle; if (Owner(this->state.unknown_11C84).render.angle < 0.0f) { Owner(this->state.unknown_11C84).render.angle = Owner(this->state.unknown_11C84).render.angle + 360.0f; } CEffectPrim& particle = Owner(this->state.unknown_11C84); particle.state.speed = -(particle.CalcDist(this->state.deltaPos[0], this->state.deltaPos[2]) / particle.state.duration); reinterpret_cast(this->state.unknown_11C84->transform)->MakeYRotation(GetRadian(static_cast(this->state.unknown_11C84->longitude))); this->state.unknown_11C84->size = 1.3f; this->state.unknown_11C84->animSpeed = 1; if (this->state.stateCnt != 20) { this->state.unknown_11C84->red = 246; this->state.unknown_11C84->green = 199; this->state.unknown_11C84->blue = 76; if (this->state.stateCnt == 24) { this->state.unknown_11C84->alpha = 180.0f; } else if (this->state.stateCnt == 28) { this->state.unknown_11C84->alpha = 130.0f; } else { this->state.unknown_11C84->alpha = 80.0f; } } Owner(this->state.unknown_11C84).SetSpriteName(ResourceMgr::Instance(), "이팩트\\fireball.spr"); Owner(this->state.unknown_11C84).SetActionName(ResourceMgr::Instance(), "이팩트\\fireball.act"); Owner(this->state.unknown_11C84).InitSegment(); } // OFFSET: 0x00C15E40 // FUNCTION: fn_20054 void CRagEffect::FrostDiver(TextureCache& textures, char type) { if (g_serviceOptions.Get(229) != 0) { return; } if (this->state.stateCnt == 0) { this->Face(this->state.deltaPos[0], this->state.deltaPos[2]); matrix rotation; rotation.MakeYRotation(GetRadian(static_cast(-this->render.angle))); const vector3d reach = RotatedForward(rotation.values, 5.0f); this->state.deltaPos3[0] = this->state.deltaPos3[0] - reach.x; this->state.deltaPos3[1] = this->state.deltaPos3[1] - reach.y; this->state.deltaPos3[2] = this->state.deltaPos3[2] - reach.z; const vector3d step = RotatedForward(rotation.values, 2.0f); this->state.deltaPos2[0] = step.x; this->state.deltaPos2[1] = step.y; this->state.deltaPos2[2] = step.z; } if (this->state.flag != 0) { return; } const vector3d saved = this->render.position; this->render.position.x = this->state.deltaPos3[0] + this->render.position.x; this->render.position.y = this->state.deltaPos3[1] + this->render.position.y; this->render.position.z = this->state.deltaPos3[2] + this->render.position.z; if (this->CalcDist(this->state.deltaPos[0], this->state.deltaPos[2]) <= 2.5f) { this->state.flag = 1; } this->render.position = saved; this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 9, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->duration = 40; this->state.unknown_11C84->pattern |= 1u; this->state.unknown_11C84->slots[0].flag1[0] = type == 3 ? 3 : 0; const int angle = std::max(rand() % 360, 0); const float distance = static_cast(std::max(rand() % 10, 0) + 5) / 10.0f; const float sine = ClientSine(angle); const float cosine = ClientCosine(angle); this->state.unknown_11C84->deltaPos2.y = 30.0f; this->state.unknown_11C84->deltaPos2.x = sine * distance; this->state.unknown_11C84->deltaPos2.z = -distance * cosine; vector3d& velocity = this->state.unknown_11C84->deltaPos2; velocity.x = this->state.deltaPos3[0] + velocity.x; velocity.y = this->state.deltaPos3[1] + velocity.y; velocity.z = this->state.deltaPos3[2] + velocity.z; this->state.unknown_11C84->size = static_cast(std::max(rand() % 40, 0) + 60) / 100.0f; this->state.unknown_11C84->heightSize = static_cast(std::max(rand() % 30, 0) + 150) / 10.0f; this->state.unknown_11C84->longitude = static_cast(std::max(rand() % 360, 0)); this->state.unknown_11C84->latitude = static_cast(std::max(rand() % 30, 0) + 75); EffectPrimitiveState& tilt = *this->state.unknown_11C84; reinterpret_cast(tilt.transform)->MakeXRotation(GetRadian(static_cast(tilt.latitude))); EffectPrimitiveState& turn = *this->state.unknown_11C84; reinterpret_cast(turn.transform)->AppendYRotation(GetRadian(static_cast(turn.longitude))); EffectPrimitiveState& copy = *this->state.unknown_11C84; std::memcpy(copy.rotTransform, copy.transform, sizeof(copy.rotTransform)); this->state.unknown_11C84->speed = 3.0f; EffectPrimitiveState& slow = *this->state.unknown_11C84; const float decay = -(slow.speed / slow.duration); slow.accel = decay + decay; this->state.unknown_11C84->chCnt = 20; this->state.unknown_11C84->fadeOutCnt = this->state.unknown_11C84->duration - 10; AllocateTextures(*this->state.unknown_11C84); CTexture* texture = textures.Load("effect\\ice.tga", 0, false, true, false); this->state.unknown_11C84->textures[0] = texture; this->state.deltaPos3[0] = this->state.deltaPos3[0] - this->state.deltaPos2[0]; this->state.deltaPos3[1] = this->state.deltaPos3[1] - this->state.deltaPos2[1]; this->state.deltaPos3[2] = this->state.deltaPos3[2] - this->state.deltaPos2[2]; } // OFFSET: 0x00C16C70 // FUNCTION: fn_20058 void CRagEffect::GrimTooth(TextureCache& textures) { if (this->state.stateCnt == 0) { PlayEffectWave(*this, "effect\\EF_FrostDiver.wav"); this->Face(this->state.deltaPos[0], this->state.deltaPos[2]); matrix rotation; rotation.MakeYRotation(GetRadian(static_cast(-this->render.angle))); const vector3d step = RotatedForward(rotation.values, 2.0f); this->state.deltaPos2[0] = step.x; this->state.deltaPos2[1] = step.y; this->state.deltaPos2[2] = step.z; this->state.deltaPos3[0] = this->state.deltaPos3[0] - step.x; this->state.deltaPos3[1] = this->state.deltaPos3[1] - step.y; this->state.deltaPos3[2] = this->state.deltaPos3[2] - step.z; } if (this->state.flag != 0) { return; } if (this->state.stateCnt % 3 != 0) { this->state.deltaPos3[0] = this->state.deltaPos3[0] - this->state.deltaPos2[0]; this->state.deltaPos3[1] = this->state.deltaPos3[1] - this->state.deltaPos2[1]; this->state.deltaPos3[2] = this->state.deltaPos3[2] - this->state.deltaPos2[2]; return; } const vector3d saved = this->render.position; if (this->CalcDist(this->state.deltaPos[0], this->state.deltaPos[2]) <= 2.5f) { this->state.flag = 1; } this->render.position = saved; this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 9, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->pattern |= 1u; this->state.unknown_11C84->duration = 40; const int angle = std::max(rand() % 360, 0); rand(); ClientSine(angle); ClientCosine(angle); this->state.unknown_11C84->deltaPos2 = {0.0f, 20.0f, 0.0f}; vector3d& velocity = this->state.unknown_11C84->deltaPos2; velocity.x = this->state.deltaPos3[0] + velocity.x; velocity.y = this->state.deltaPos3[1] + velocity.y; velocity.z = this->state.deltaPos3[2] + velocity.z; this->state.unknown_11C84->size = static_cast(std::max(rand() % 40, 0) + 60) / 100.0f; this->state.unknown_11C84->heightSize = 10.0f; this->state.unknown_11C84->longitude = static_cast(std::max(rand() % 360, 0)); this->state.unknown_11C84->latitude = static_cast(std::max(rand() % 30, 0) + 75); EffectPrimitiveState& tilt = *this->state.unknown_11C84; reinterpret_cast(tilt.transform)->MakeXRotation(GetRadian(static_cast(tilt.latitude))); EffectPrimitiveState& turn = *this->state.unknown_11C84; reinterpret_cast(turn.transform)->AppendYRotation(GetRadian(static_cast(turn.longitude))); EffectPrimitiveState& copy = *this->state.unknown_11C84; std::memcpy(copy.rotTransform, copy.transform, sizeof(copy.rotTransform)); this->state.unknown_11C84->speed = 3.0f; EffectPrimitiveState& slow = *this->state.unknown_11C84; const float decay = -(slow.speed / slow.duration); slow.accel = decay + decay; this->state.unknown_11C84->chCnt = 6; this->state.unknown_11C84->fadeOutCnt = this->state.unknown_11C84->duration - 10; AllocateTextures(*this->state.unknown_11C84); CTexture* texture = textures.Load("effect\\stone.bmp", 0, false, true, false); this->state.deltaPos3[0] = this->state.deltaPos3[0] - this->state.deltaPos2[0]; this->state.deltaPos3[1] = this->state.deltaPos3[1] - this->state.deltaPos2[1]; this->state.unknown_11C84->textures[0] = texture; this->state.deltaPos3[2] = this->state.deltaPos3[2] - this->state.deltaPos2[2]; } // OFFSET: 0x00C19980 // FUNCTION: fn_20066 void CRagEffect::Hit4(const RenderProjection& projection, TextureCache& textures) { RenderVertex vertex{0.0f, 0.0f, 0.0f, 0.0f, 0u, 0xFF000000u, 0.0f, 0.0f}; projection.Project(&this->state.parent->render.position.x, static_cast(g_modeMgr.GetGameMode())->camera->frame.view.values, vertex); this->state.tlvertX = vertex.x; this->state.tlvertY = vertex.y; if (this->state.stateCnt != 0) { return; } PlayEffectWave(*this, "effect\\EF_hit4.wav"); const int facing = static_cast(180.0f - this->state.parent->render.angle); const int direction = facing < 0 ? facing + 360 : facing; this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 13, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->duration = 15; this->state.unknown_11C84->longitude = static_cast(direction); this->state.unknown_11C84->latitude = -90.0f; EffectPrimitiveState& tilt = *this->state.unknown_11C84; reinterpret_cast(tilt.transform)->MakeXRotation(GetRadian(static_cast(tilt.latitude))); EffectPrimitiveState& turn = *this->state.unknown_11C84; reinterpret_cast(turn.transform)->AppendYRotation(GetRadian(static_cast(turn.longitude))); this->state.unknown_11C84->deltaPos2 = {0.0f, -10.0f, 0.0f}; this->state.unknown_11C84->speed = 0.7f; EffectPrimitiveState& slow = *this->state.unknown_11C84; slow.accel = -(slow.speed / slow.duration) * 0.5f; this->state.unknown_11C84->outerSize = 4.0f; this->state.unknown_11C84->innerSize = 0.5f; this->state.unknown_11C84->heightSpeed = 0.25f; this->state.unknown_11C84->heightAccel = 0.15f; const int lifetime = this->state.unknown_11C84->duration; this->state.unknown_11C84->fadeOutCnt = lifetime - lifetime / 3; AllocateTextures(*this->state.unknown_11C84); CTexture* texture = textures.Load("effect\\lens2.tga", 0, false, true, false); this->state.unknown_11C84->textures[0] = texture; for (int count = 5; count != 0; --count) { this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 5, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->longitude = static_cast(direction - 40 + std::max(rand() % 80, 0)); this->state.unknown_11C84->latitude = static_cast(std::max(rand() % 100, 0) - 50); EffectPrimitiveState& yaw = *this->state.unknown_11C84; reinterpret_cast(yaw.transform)->MakeYRotation(GetRadian(static_cast(yaw.longitude))); EffectPrimitiveState& pitch = *this->state.unknown_11C84; reinterpret_cast(pitch.transform)->AppendXRotation(GetRadian(static_cast(pitch.latitude))); EffectPrimitiveState& spark = *this->state.unknown_11C84; spark.deltaPos3 = RotatedForward(spark.transform, static_cast(std::max(rand() % 4, 0) + 4)); EffectPrimitiveState& moving = *this->state.unknown_11C84; moving.deltaPos2.x = moving.deltaPos3.x + 0.0f; moving.deltaPos2.y = moving.deltaPos3.y - 10.0f; moving.deltaPos2.z = moving.deltaPos3.z + 0.0f; this->state.unknown_11C84->speed = static_cast(std::max(rand() % 90, 0) + 60) / 100.0f; this->state.unknown_11C84->duration = std::max(rand() % 24, 0) + 6; EffectPrimitiveState& fading = *this->state.unknown_11C84; fading.accel = -(fading.speed / fading.duration) * 0.5f; this->state.unknown_11C84->size = static_cast(std::max(rand() % 100, 0) + 60) / 100.0f; EffectPrimitiveState& shrinking = *this->state.unknown_11C84; shrinking.sizeSpeed = -(shrinking.size / shrinking.duration); this->state.unknown_11C84->fadeOutCnt = 0; Owner(this->state.unknown_11C84).SetSpriteName(ResourceMgr::Instance(), "이팩트\\particle1.spr"); Owner(this->state.unknown_11C84).SetActionName(ResourceMgr::Instance(), "이팩트\\particle1.act"); this->state.unknown_11C84->numSegment = 3; Owner(this->state.unknown_11C84).InitSegment(); } } // OFFSET: 0x00C3B2E0 // FUNCTION: fn_20106 void CRagEffect::SoulStrike(char F1) { int base = 0; int step = 0; int total = 0; switch (this->state.count) { case 1: total = 1; base = 0; step = 1; break; case 2: total = 2; step = 180; base = -90; break; case 3: total = 3; step = 90; base = -90; break; case 4: total = 4; step = 60; base = -90; break; case 5: total = 5; step = 45; base = -90; break; case 6: total = 6; step = 30; base = -90; break; case 7: total = 7; step = 25; base = -90; break; default: break; } const int frame = this->state.stateCnt + 5; if (frame % 11 != 0 || frame / 11 > total) { return; } const int index = frame / 11; PlayEffectWave(*this, "effect\\EF_SoulStrike.wav"); this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 8, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->duration = 40; this->state.unknown_11C84->deltaPos2 = {0.0f, -10.0f, 0.0f}; this->state.unknown_11C84->radius = Owner(this->state.unknown_11C84).CalcDist(this->state.deltaPos[0], this->state.deltaPos[2]); Owner(this->state.unknown_11C84).Face(this->state.deltaPos[0], this->state.deltaPos[2]); this->state.unknown_11C84->longitude = -Owner(this->state.unknown_11C84).render.angle; this->state.unknown_11C84->speed = this->state.unknown_11C84->radius / this->state.unknown_11C84->duration; this->state.unknown_11C84->gravSpeed = 3.5f; const float rise = -(this->state.unknown_11C84->gravSpeed / this->state.unknown_11C84->duration); this->state.unknown_11C84->gravAccel = rise + rise; this->state.unknown_11C84->latiSpeed = -2.0f; const float spread = -(this->state.unknown_11C84->latiSpeed / this->state.unknown_11C84->duration); this->state.unknown_11C84->latiAccel = spread + spread; this->state.unknown_11C84->roll = static_cast(base + step * index); EffectPrimitiveState& particle = *this->state.unknown_11C84; reinterpret_cast(particle.transform)->MakeYRotation(GetRadian(static_cast(particle.longitude))); this->state.unknown_11C84->deltaPos3 = RotatedForward(this->state.unknown_11C84->transform, 1.0f); this->state.unknown_11C84->rotAxis[0] = this->state.unknown_11C84->deltaPos3.x; this->state.unknown_11C84->rotAxis[1] = this->state.unknown_11C84->deltaPos3.y; this->state.unknown_11C84->rotAxis[2] = this->state.unknown_11C84->deltaPos3.z; this->state.unknown_11C84->size = 2.75f; const char* action = F1 != 0 ? "이팩트\\particle5.act" : "이팩트\\particle1.act"; const char* sprite = F1 != 0 ? "이팩트\\particle5.spr" : "이팩트\\particle1.spr"; Owner(this->state.unknown_11C84).SetSpriteName(ResourceMgr::Instance(), sprite); Owner(this->state.unknown_11C84).SetActionName(ResourceMgr::Instance(), action); this->state.unknown_11C84->numSegment = 12; Owner(this->state.unknown_11C84).InitSegment(); } // OFFSET: 0x00C3B730 // FUNCTION: fn_20107 void CRagEffect::SpearBmr() { const int frame = this->state.stateCnt; if (frame != 0 && frame != 4 && frame != 8 && frame != 12) { return; } PlayEffectWave(*this, "effect\\EF_FireBall.wav"); this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 5, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->duration = 15; this->state.unknown_11C84->pattern |= 0x120u; this->state.unknown_11C84->deltaPos2 = {0.0f, -15.0f, 0.0f}; Owner(this->state.unknown_11C84).Face(this->state.deltaPos[0], this->state.deltaPos[2]); this->state.unknown_11C84->longitude = -Owner(this->state.unknown_11C84).render.angle; Owner(this->state.unknown_11C84).render.angle = 180.0f - Owner(this->state.unknown_11C84).render.angle; if (Owner(this->state.unknown_11C84).render.angle < 0.0f) { Owner(this->state.unknown_11C84).render.angle = Owner(this->state.unknown_11C84).render.angle + 360.0f; } CEffectPrim& particle = Owner(this->state.unknown_11C84); particle.state.speed = -(particle.CalcDist(this->state.deltaPos[0], this->state.deltaPos[2]) / particle.state.duration); reinterpret_cast(this->state.unknown_11C84->transform)->MakeYRotation(GetRadian(static_cast(this->state.unknown_11C84->longitude))); this->state.unknown_11C84->size = 1.0f; this->state.unknown_11C84->animSpeed = 1; if (this->state.stateCnt != 0) { if (this->state.stateCnt == 4) { this->state.unknown_11C84->alpha = 180.0f; } else if (this->state.stateCnt == 8) { this->state.unknown_11C84->alpha = 130.0f; } else { this->state.unknown_11C84->alpha = 80.0f; } } this->SetAction(this->Get8Dir2(this->state.parent->render.angle, 1), 1, 1); Owner(this->state.unknown_11C84).SetSpriteName(ResourceMgr::Instance(), "이팩트\\창.spr"); Owner(this->state.unknown_11C84).SetActionName(ResourceMgr::Instance(), "이팩트\\창.act"); Owner(this->state.unknown_11C84).InitSegment(); } // OFFSET: 0x00C3BD40 // FUNCTION: fn_20109 void CRagEffect::SprayPond(TextureCache& textures) { if (this->state.stateCnt == 0) { for (int angle = 0; angle < 360; angle += 45) { this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 15, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->pattern = 2; this->state.unknown_11C84->duration = 130; EffectPrimitiveState& yaw = *this->state.unknown_11C84; reinterpret_cast(yaw.transform)->MakeYRotation(GetRadian(static_cast(static_cast(angle) + 22.5f))); EffectPrimitiveState& moving = *this->state.unknown_11C84; const vector3d edge = RotatedForward(moving.transform, 12.2f); moving.deltaPos2.x = edge.x + 0.0f; moving.deltaPos2.y = edge.y - 2.0f; moving.deltaPos2.z = edge.z + 0.0f; EffectPrimitiveState& facing = *this->state.unknown_11C84; reinterpret_cast(facing.rotTransform)->MakeYRotation(GetRadian(static_cast(static_cast(angle + 90) + 22.5f))); this->state.unknown_11C84->alpha = 120.0f; this->state.unknown_11C84->widthSize = 5.0f; this->state.unknown_11C84->heightSize = 2.7f; AllocateTextures(*this->state.unknown_11C84); this->state.unknown_11C84->textures[0] = textures.Load("effect\\pond_water.bmp", 0, false, true, false); } } if (this->state.stateCnt % 10 == 0) { for (int angle = 0; angle < 360; angle += 45) { this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 15, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->duration = 30; EffectPrimitiveState& yaw = *this->state.unknown_11C84; reinterpret_cast(yaw.transform)->MakeYRotation(GetRadian(static_cast(static_cast(angle) + 22.5f))); EffectPrimitiveState& moving = *this->state.unknown_11C84; const vector3d edge = RotatedForward(moving.transform, 13.8f); moving.deltaPos2.x = edge.x; moving.deltaPos2.y = edge.y; moving.deltaPos2.z = edge.z; EffectPrimitiveState& roll = *this->state.unknown_11C84; reinterpret_cast(roll.rotTransform)->MakeZRotation(GetRadian(90)); EffectPrimitiveState& facing = *this->state.unknown_11C84; reinterpret_cast(facing.rotTransform)->AppendYRotation(GetRadian(static_cast(static_cast(angle + 90) + 22.5f))); this->state.unknown_11C84->alpha = 100.0f; this->state.unknown_11C84->fadeOutCnt = 0; this->state.unknown_11C84->widthSize = 5.5f; this->state.unknown_11C84->heightSize = 1.0f; AllocateTextures(*this->state.unknown_11C84); this->state.unknown_11C84->textures[0] = textures.Load("effect\\alpha_down.tga", 0, false, true, false); } } if (this->state.stateCnt % 20 == 0) { this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 12, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->duration = 25; this->state.unknown_11C84->radius = 13.0f; this->state.unknown_11C84->arcAngle = 10.0f; this->state.unknown_11C84->size = 1.25f; this->state.unknown_11C84->latitude = 90.0f; EffectPrimitiveState& tilt = *this->state.unknown_11C84; reinterpret_cast(tilt.transform)->MakeXRotation(GetRadian(static_cast(tilt.latitude))); this->state.unknown_11C84->radiusSpeed = 0.25f; EffectPrimitiveState& growing = *this->state.unknown_11C84; growing.radiusAccel = -(growing.radiusSpeed / growing.duration); this->state.unknown_11C84->alpha = 100.0f; this->state.unknown_11C84->fadeOutCnt = 0; Owner(this->state.unknown_11C84).InitSegment(); AllocateTextures(*this->state.unknown_11C84); this->state.unknown_11C84->textures[0] = textures.Load("effect\\alpha_center.tga", 0, false, true, false); } } // OFFSET: 0x00C3F440 // FUNCTION: fn_20120 void CRagEffect::WaterBall2() { if (this->state.stateCnt != 0) { return; } PlayEffectWave(*this, "effect\\wizard_waterball_chulung.wav"); this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 8, 0.0f, 0.0f, 0.0f, WorldObjects())->state; Owner(this->state.unknown_11C84).SetSpriteName(ResourceMgr::Instance(), "이팩트\\Waterball.spr"); Owner(this->state.unknown_11C84).SetActionName(ResourceMgr::Instance(), "이팩트\\Waterball.act"); this->state.unknown_11C84->duration = 40; this->state.unknown_11C84->deltaPos2 = {0.0f, -10.0f, 0.0f}; this->state.unknown_11C84->radius = Owner(this->state.unknown_11C84).CalcDist(this->state.deltaPos[0], this->state.deltaPos[2]); Owner(this->state.unknown_11C84).Face(this->state.deltaPos[0], this->state.deltaPos[2]); this->state.unknown_11C84->longitude = -Owner(this->state.unknown_11C84).render.angle; this->state.unknown_11C84->speed = this->state.unknown_11C84->radius / this->state.unknown_11C84->duration; this->state.unknown_11C84->gravSpeed = 3.5f; const float rise = -(this->state.unknown_11C84->gravSpeed / this->state.unknown_11C84->duration); this->state.unknown_11C84->gravAccel = rise + rise; this->state.unknown_11C84->latiSpeed = -2.0f; const float spread = -(this->state.unknown_11C84->latiSpeed / this->state.unknown_11C84->duration); this->state.unknown_11C84->latiAccel = spread + spread; this->state.unknown_11C84->roll = 0.0f; EffectPrimitiveState& particle = *this->state.unknown_11C84; reinterpret_cast(particle.transform)->MakeYRotation(GetRadian(static_cast(particle.longitude))); this->state.unknown_11C84->deltaPos3 = RotatedForward(this->state.unknown_11C84->transform, 1.0f); this->state.unknown_11C84->rotAxis[0] = this->state.unknown_11C84->deltaPos3.x; this->state.unknown_11C84->rotAxis[1] = this->state.unknown_11C84->deltaPos3.y; this->state.unknown_11C84->rotAxis[2] = this->state.unknown_11C84->deltaPos3.z; this->state.unknown_11C84->size = 0.75f; this->state.unknown_11C84->numSegment = 12; Owner(this->state.unknown_11C84).InitSegment(); } // OFFSET: 0x00C3FE30 // FUNCTION: fn_20124 void CRagEffect::Yufitel(TextureCache& textures, char F1) { if (this->state.stateCnt != 0) { return; } PlayEffectWave(*this, "effect\\hunter_shockwavetrap.wav"); if (this->state.stateCnt != 0) { return; } this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 15, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->duration = 20; this->state.unknown_11C84->pattern |= 0x40u; this->state.unknown_11C84->pattern |= 0x400u; this->state.unknown_11C84->renderFlag |= 2u; this->state.unknown_11C84->widthSize = 3.5f; this->state.unknown_11C84->heightSize = 3.5f; Owner(this->state.unknown_11C84).Face(this->state.deltaPos[0], this->state.deltaPos[2]); this->state.unknown_11C84->longitude = -Owner(this->state.unknown_11C84).render.angle; Owner(this->state.unknown_11C84).render.angle = 180.0f - Owner(this->state.unknown_11C84).render.angle; if (Owner(this->state.unknown_11C84).render.angle < 0.0f) { Owner(this->state.unknown_11C84).render.angle = Owner(this->state.unknown_11C84).render.angle + 360.0f; } CEffectPrim& center = Owner(this->state.unknown_11C84); center.state.speed = -(center.CalcDist(this->state.deltaPos[0], this->state.deltaPos[2]) / center.state.duration); reinterpret_cast(this->state.unknown_11C84->transform)->MakeYRotation(GetRadian(static_cast(this->state.unknown_11C84->longitude))); this->state.unknown_11C84->deltaPos2.y = -5.0f; this->state.unknown_11C84->alpha = 170.0f; AllocateTextures(*this->state.unknown_11C84); this->state.unknown_11C84->textures[0] = F1 != 0 ? textures.Load("effect\\twirl_soft.bmp", 0, false, true, false) : textures.Load("effect\\thunder_center.bmp", 0, false, true, false); this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 15, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->duration = 20; this->state.unknown_11C84->pattern = 0x40u; this->state.unknown_11C84->pattern |= 0x400u; this->state.unknown_11C84->renderFlag |= 2u; this->state.unknown_11C84->repeatAnim = 1; this->state.unknown_11C84->widthSize = 4.5f; this->state.unknown_11C84->heightSize = 4.5f; Owner(this->state.unknown_11C84).Face(this->state.deltaPos[0], this->state.deltaPos[2]); this->state.unknown_11C84->longitude = -Owner(this->state.unknown_11C84).render.angle; Owner(this->state.unknown_11C84).render.angle = 180.0f - Owner(this->state.unknown_11C84).render.angle; if (Owner(this->state.unknown_11C84).render.angle < 0.0f) { Owner(this->state.unknown_11C84).render.angle = Owner(this->state.unknown_11C84).render.angle + 360.0f; } CEffectPrim& ball = Owner(this->state.unknown_11C84); ball.state.speed = -(ball.CalcDist(this->state.deltaPos[0], this->state.deltaPos[2]) / ball.state.duration); reinterpret_cast(this->state.unknown_11C84->transform)->MakeYRotation(GetRadian(static_cast(this->state.unknown_11C84->longitude))); this->state.unknown_11C84->deltaPos2.y = -5.0f; this->state.unknown_11C84->animSpeed = 1; this->state.unknown_11C84->totalTexture = 6; AllocateTextures(*this->state.unknown_11C84); if (F1 != 0) { this->state.unknown_11C84->textures[0] = textures.Load("effect\\twirl_soft.bmp", 0, false, true, false); this->state.unknown_11C84->textures[1] = textures.Load("effect\\thunder_ball_b.bmp", 0, false, true, false); this->state.unknown_11C84->textures[2] = textures.Load("effect\\twirl_soft.bmp", 0, false, true, false); this->state.unknown_11C84->textures[3] = textures.Load("effect\\thunder_ball_d.bmp", 0, false, true, false); this->state.unknown_11C84->textures[4] = textures.Load("effect\\twirl_soft.bmp", 0, false, true, false); } else { this->state.unknown_11C84->textures[0] = textures.Load("effect\\thunder_ball_a.bmp", 0, false, true, false); this->state.unknown_11C84->textures[1] = textures.Load("effect\\thunder_ball_b.bmp", 0, false, true, false); this->state.unknown_11C84->textures[2] = textures.Load("effect\\thunder_ball_c.bmp", 0, false, true, false); this->state.unknown_11C84->textures[3] = textures.Load("effect\\thunder_ball_d.bmp", 0, false, true, false); this->state.unknown_11C84->textures[4] = textures.Load("effect\\thunder_ball_e.bmp", 0, false, true, false); } this->state.unknown_11C84->textures[5] = textures.Load("effect\\thunder_ball_f.bmp", 0, false, true, false); } // OFFSET: 0x00C40E70 // FUNCTION: fn_20132 void CRagEffect::AirTexture(TextureCache& textures, const char* name) { const int frame = this->state.stateCnt; const RenderObjectState& parent = this->state.parent->render; this->render.position.x = parent.position.x; this->render.position.y = parent.position.y; this->render.position.z = parent.position.z; if (frame != 0) { return; } this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 98, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->renderFlag = 5; this->state.unknown_11C84->duration = this->state.duration; AllocateTextures(*this->state.unknown_11C84); this->state.unknown_11C84->textures[0] = textures.Load(name, 0, false, true, false); this->state.unknown_11C84->size = 0.0f; this->state.unknown_11C84->slots[0].life = 1; this->state.unknown_11C84->slots[0].process = 0; this->state.unknown_11C84->slots[0].distance = 5.0f; this->state.unknown_11C84->slots[0].alphaB = 0; EffectPrimitiveSlot& slot = this->state.unknown_11C84->slots[0]; slot.vecBNow.x = this->state.deltaPos[0]; slot.vecBNow.y = this->state.deltaPos[1]; slot.vecBNow.z = this->state.deltaPos[2]; this->state.unknown_11C84->slots[0].fullDisplayAngle = static_cast(std::max(rand() % 360, 0)); Get_Angle(this->state.deltaPos[0] - this->render.position.x, this->state.deltaPos[2] - this->render.position.z, &this->state.unknown_11C84->slots[0].riseAngle); this->state.unknown_11C84->slots[0].riseAngle += 90; EffectPrimitiveSlot& rise = this->state.unknown_11C84->slots[0]; if (rise.riseAngle >= 360) { rise.riseAngle -= 360; } this->state.unknown_11C84->slots[1].life = 0; this->state.unknown_11C84->slots[1].alphaB = 0; this->state.unknown_11C84->slots[2].life = 0; this->state.unknown_11C84->slots[2].alphaB = 0; this->state.unknown_11C84->slots[3].life = 0; this->state.unknown_11C84->slots[3].alphaB = 0; } // OFFSET: 0x00C4F250 // FUNCTION: fn_20181 void CRagEffect::EnergyDrain2() { if (this->state.stateCnt != 0) { return; } for (int angle = -90; angle < 180; angle += 90) { this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 8, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->duration = 60; const float deltaZ = this->state.deltaPos[2] - this->render.position.z; EffectPrimitiveState& launched = *this->state.unknown_11C84; launched.deltaPos2.x = this->state.deltaPos[0] - this->render.position.x; launched.deltaPos2.z = deltaZ; launched.deltaPos2.y = -10.0f; this->state.unknown_11C84->radius = Owner(this->state.unknown_11C84).CalcDist( this->state.deltaPos[0] - (this->state.deltaPos[0] - this->render.position.x) * 0.5f, this->state.deltaPos[2] - (this->state.deltaPos[2] - this->render.position.z) * 0.5f ); Owner(this->state.unknown_11C84).Face( (this->render.position.x + this->render.position.x) - this->state.deltaPos[0], (this->render.position.z + this->render.position.z) - this->state.deltaPos[2] ); this->state.unknown_11C84->longitude = -Owner(this->state.unknown_11C84).render.angle; const float speed = this->state.unknown_11C84->radius / this->state.unknown_11C84->duration; this->state.unknown_11C84->speed = speed + speed; this->state.unknown_11C84->gravSpeed = 2.0f; const float rise = -(this->state.unknown_11C84->gravSpeed / this->state.unknown_11C84->duration); this->state.unknown_11C84->gravAccel = rise + rise; this->state.unknown_11C84->latiSpeed = -2.0f; const float spread = -(this->state.unknown_11C84->latiSpeed / this->state.unknown_11C84->duration); this->state.unknown_11C84->latiAccel = spread + spread; this->state.unknown_11C84->roll = static_cast(angle); EffectPrimitiveState& particle = *this->state.unknown_11C84; reinterpret_cast(particle.transform)->MakeYRotation(GetRadian(static_cast(particle.longitude))); this->state.unknown_11C84->deltaPos3 = RotatedForward(this->state.unknown_11C84->transform, 1.0f); this->state.unknown_11C84->rotAxis[0] = this->state.unknown_11C84->deltaPos3.x; this->state.unknown_11C84->rotAxis[1] = this->state.unknown_11C84->deltaPos3.y; this->state.unknown_11C84->rotAxis[2] = this->state.unknown_11C84->deltaPos3.z; this->state.unknown_11C84->red = std::max(rand() % 81, 0) + 160; this->state.unknown_11C84->green = std::max(rand() % 81, 0) + 160; this->state.unknown_11C84->blue = 255; this->state.unknown_11C84->size = static_cast(std::max(rand() % 6, 0)) * 0.1f + 1.5f; Owner(this->state.unknown_11C84).SetSpriteName(ResourceMgr::Instance(), "이팩트\\particle1.spr"); Owner(this->state.unknown_11C84).SetActionName(ResourceMgr::Instance(), "이팩트\\particle1.act"); this->state.unknown_11C84->numSegment = 7; Owner(this->state.unknown_11C84).InitSegment(); } } // OFFSET: 0x00C1DC70 // FUNCTION: fn_20075 void CRagEffect::InitEZ2STRFrame() { const CEZeffectRes& clips = *static_cast(this->state.resource); this->state.currentLayer = 0; this->state.stateCnt = 0; this->state.endLayer = clips.clipCount; if (clips.clips[0].frameCount == 0) { --this->state.endLayer; } for (int layer = 0; layer < clips.clipCount; ++layer) { this->state.currentKey[layer] = 0; } } // OFFSET: 0x00C36FC0 // FUNCTION: fn_20095 bool CRagEffect::ProcessEZ2STR(float x, float y, float z) { RagEffectState& state = this->state; if (state.resource == nullptr) { return false; } if (state.currentLayer >= state.endLayer) { ++state.loopCount; if (state.loopCount > state.loopLimit) { return false; } this->InitEZ2STRFrame(); } const RenderVertex vertex = TransformVert(static_cast(g_modeMgr.GetGameMode())->camera->frame.view, state.parent->render.position); state.tlvertX = vertex.x + x; state.tlvertY = vertex.y + y; state.tlvertZ = vertex.z + z; state.defZ = x == 0.0f && y == -80.0f && z == 0.0f ? 0 : 1; float ratio; const CEZeffectRes& clips = *static_cast(state.resource); for (int layer = 0; layer < clips.clipCount; ++layer) { state.layerDrawn[layer] = false; const EZeffectClip& clip = clips.clips[layer]; if (clip.frameCount == 0 || state.currentKey[layer] == -1) { continue; } const EZeffectKeyFrame* key = &clip.frames[state.currentKey[layer]]; const int elapsed = state.stateCnt - key->frame; if (elapsed < 0) { continue; } if (elapsed != 0 && key[1].frame == state.stateCnt) { if (++state.currentKey[layer] >= clip.frameCount - 1) { state.currentKey[layer] = -1; ++state.currentLayer; } ++key; } EZeffectTransform& current = state.transforms[layer]; const EZeffectTransform& delta = key->transform; if (key->type == 0) { std::memcpy(¤t, &delta, sizeof(current)); if (state.currentKey[layer] != -1 && key[1].frame == key->frame) { ++state.currentKey[layer]; } state.layerDrawn[layer] = true; continue; } current.x += delta.x; current.y += delta.y; current.u += delta.u; current.v += delta.v; current.us += delta.us; current.vs += delta.vs; current.u2 += delta.u2; current.v2 += delta.v2; current.us2 += delta.us2; current.vs2 += delta.vs2; current.ax[0] += delta.ax[0]; current.ax[1] += delta.ax[1]; current.ax[2] += delta.ax[2]; current.ax[3] += delta.ax[3]; current.ay[0] += delta.ay[0]; current.ay[1] += delta.ay[1]; current.ay[2] += delta.ay[2]; current.ay[3] += delta.ay[3]; current.crR += delta.crR; current.crG += delta.crG; current.crB += delta.crB; current.crA += delta.crA; current.rz += delta.rz; switch (delta.anitype) { case 1: current.aniframe += delta.aniframe; break; case 2: current.aniframe += delta.anidelta; if (current.aniframe >= static_cast(clip.textureCount)) { current.aniframe = static_cast(clip.textureCount) - 1.0f; } break; case 3: { const float frame = current.aniframe += delta.anidelta; const float count = static_cast(clip.textureCount); if (frame >= count) { ratio = static_cast(static_cast(frame / count)); current.aniframe = frame - ratio * count; } break; } case 4: { float frame = current.aniframe -= delta.anidelta; if (frame < 0.0f) { const float count = static_cast(clip.textureCount); frame -= ratio * count; ratio = static_cast(static_cast(frame / count)); if (frame < 0.0f) { frame += count; } current.aniframe = frame; } break; } case 5: { const int frame = static_cast(static_cast(elapsed) * delta.anidelta + current.aniframe); const int count = clip.textureCount - 1; const int turns = frame / count; if ((turns & 1) != 0) { current.aniframe = static_cast(count - (frame - turns * count)); } else { current.aniframe = static_cast(frame - turns * count); } break; } } state.layerDrawn[layer] = true; } return true; } // OFFSET: 0x00C73480 // FUNCTION: fn_20326 bool CRagEffect::ShieldCharge() { return this->ProcessEZ2STR(0.0f, -80.0f, 0.0f) ? true : false; } // OFFSET: 0x00C0B360 // FUNCTION: fn_20016 bool CRagEffect::Aspersio() { if (this->state.stateCnt == 70) { PlayEffectWave(*this, "effect\\priest_aspersio.wav"); } const int frame = this->state.stateCnt; if (frame % 5 == 0 && frame > 60 && frame < 140) { this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 7, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.duration = 400; EffectPrimitiveState& particle = *this->state.unknown_11C84; particle.duration = 40; particle.radius = 1.5f; particle.gravSpeed = 0.19f; particle.gravAccel = 0.01f; particle.longitude = static_cast(std::max(rand() % 360, 0)); particle.size = 1.2f; reinterpret_cast(particle.transform)->MakeYRotation(GetRadian(static_cast(particle.longitude))); const float* m = particle.transform; const float distance = particle.radius; particle.deltaPos2 = { (m[0] * 0.0f - m[3] * 30.0f) + distance * m[6] + m[9], (m[1] * 0.0f - m[4] * 30.0f) + distance * m[7] + m[10], (m[2] * 0.0f - m[5] * 30.0f) + distance * m[8] + m[11] }; particle.fadeOutCnt = 30; Owner(&particle).SetSpriteName(ResourceMgr::Instance(), "이팩트\\particle1.spr"); Owner(&particle).SetActionName(ResourceMgr::Instance(), "이팩트\\particle1.act"); Owner(&particle).InitSegment(); } if (this->state.stateCnt == this->state.duration) { return false; } this->ProcessEZ2STR(0.0f, -80.0f, 0.0f); return true; } // OFFSET: 0x00C0C550 // FUNCTION: fn_20019 void CRagEffect::Blessing(TextureCache& textures) { const EffectActor& parent = *this->state.parent; this->render.position.x = parent.render.position.x; this->render.position.y = parent.render.position.y; this->render.position.z = parent.render.position.z; if (this->state.stateCnt == 0) { PlayEffectWave(*this, "effect\\EF_Blessing.wav"); this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 12, 0.0f, 0.0f, 0.0f, WorldObjects())->state; EffectPrimitiveState& ring = *this->state.unknown_11C84; ring.duration = this->state.duration; ring.pattern |= 1u; ring.renderFlag |= 0x200u; ring.radius = 10.0f; ring.latitude = 90.0f; ring.red = 32; ring.green = 176; ring.blue = 232; ring.alpha = 0.0f; ring.maxAlpha = 100.0f; ring.alphaSpeed = ring.maxAlpha / 30.0f; ring.fadeOutCnt = ring.duration - 30; Owner(&ring).InitSegment(); AllocateTextures(ring); ring.textures[0] = textures.Load("effect\\alpha_down.tga", 0, false, true, false); } if (this->state.stateCnt % 3 == 0 && this->state.stateCnt < 10) { this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 5, 0.0f, 0.0f, 0.0f, WorldObjects())->state; EffectPrimitiveState& wing = *this->state.unknown_11C84; wing.duration = this->state.duration; wing.animSpeed = 2; wing.alpha = static_cast(this->state.stateCnt * -6 + 200); wing.deltaPos2 = {0.0f, -25.0f, 0.0f}; Owner(&wing).SetSpriteName(ResourceMgr::Instance(), "이팩트\\축복.spr"); Owner(&wing).SetActionName(ResourceMgr::Instance(), "이팩트\\축복.act"); Owner(&wing).InitSegment(); } if (this->state.stateCnt % 4 == 0) { this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 5, 0.0f, 0.0f, 0.0f, WorldObjects())->state; EffectPrimitiveState& spark = *this->state.unknown_11C84; spark.duration = 80; spark.pattern |= 0x80u; reinterpret_cast(spark.transform)->MakeYRotation(GetRadian(std::max(rand() % 360, 0))); const float* m = spark.transform; const float distance = static_cast(std::max(rand() % 7, 0) + 2); spark.deltaPos2 = { (m[0] * 0.0f - m[3] * 25.0f) + distance * m[6] + m[9], (m[1] * 0.0f - m[4] * 25.0f) + distance * m[7] + m[10], (m[2] * 0.0f - m[5] * 25.0f) + distance * m[8] + m[11] }; reinterpret_cast(spark.transform)->MakeXRotation(GetRadian(-90)); spark.speed = static_cast(std::max(rand() % 20, 0) + 20) / 100.0f; spark.accel = -(spark.speed / static_cast(spark.duration)) * 0.5f; spark.alpha = 0.0f; spark.size = 0.5f; spark.fadeOutCnt = spark.duration - spark.duration / 5; spark.alphaSpeed = spark.maxAlpha / 10.0f; Owner(&spark).SetActionName(ResourceMgr::Instance(), "이팩트\\particle6.act"); Owner(&spark).SetSpriteName(ResourceMgr::Instance(), "이팩트\\particle6.spr"); Owner(&spark).InitSegment(); } } // INLINED static __forceinline void SpawnBottomQuad(CRagEffect& effect, TextureCache& textures, const vector3d& velocity, int angle) { effect.state.unknown_11C84 = &CreateEffectParticle(effect, effect.render, 15, 0.0f, 0.0f, 0.0f, WorldObjects())->state; EffectPrimitiveState& quad = *effect.state.unknown_11C84; quad.duration = 9999; quad.commonPattern = 1; quad.pattern = 0x28; quad.type = 0x32; quad.deltaPos2 = velocity; quad.longitude = static_cast(angle); quad.widthSize = 5.0f; quad.heightSize = 15.0f; quad.heightSpeed = 0.25f; quad.alpha = 0.0f; quad.maxAlpha = 180.0f; quad.alphaSpeed = quad.maxAlpha / 6.0f; quad.fadeOutCnt = quad.duration - 35; AllocateTextures(quad); quad.textures[0] = textures.Load("effect\\magic_violet.tga", 0, false, true, false); } // OFFSET: 0x00C0DA60 // FUNCTION: fn_20023 void CRagEffect::Bottom(TextureCache& textures) { if (this->state.stateCnt != 0) { return; } int angle = static_cast(180.0f - this->state.parent->render.angle); if (angle < 0) { angle += 360; } matrix rotation; rotation.MakeYRotation(GetRadian(angle)); const float* m = rotation.values; this->state.duration = 9999; for (int side = 1; side > -2; side -= 2) { const float distance = static_cast(side) * 5.0f; SpawnBottomQuad( *this, textures, {m[3] * 0.0f + m[0] * 0.0f + distance * m[6] + m[9], m[4] * 0.0f + m[1] * 0.0f + distance * m[7] + m[10], m[5] * 0.0f + m[2] * 0.0f + distance * m[8] + m[11]}, angle + 90 ); SpawnBottomQuad( *this, textures, {distance * m[0] + m[3] * 0.0f + m[6] * 0.0f + m[9], distance * m[1] + m[4] * 0.0f + m[7] * 0.0f + m[10], distance * m[2] + m[5] * 0.0f + m[8] * 0.0f + m[11]}, angle ); } } // OFFSET: 0x00C10830 // FUNCTION: fn_20034 bool CRagEffect::ProcessEZ2STRC10830() { return this->ProcessEZ2STR(0.0f, -80.0f, 0.0f) ? true : false; } // OFFSET: 0x00C153A0 // FUNCTION: fn_20049 bool CRagEffect::ProcessEZ2STRC153A0() { return this->ProcessEZ2STR(0.0f, -80.0f, 0.0f) ? true : false; } // OFFSET: 0x00C3CC40 // FUNCTION: fn_20112 bool CRagEffect::ProcessEZ2STRC3CC40() { return this->ProcessEZ2STR(0.0f, -80.0f, 0.0f) ? true : false; } // OFFSET: 0x00C3FE00 // FUNCTION: fn_20123 bool CRagEffect::ProcessEZ2STRC3FE00() { return this->ProcessEZ2STR(0.0f, 0.0f, 0.0f) ? true : false; } // OFFSET: 0x00C65300 // FUNCTION: fn_20267 bool CRagEffect::ProcessEZ2STRC65300() { return this->ProcessEZ2STR(0.0f, 0.0f, 0.0f) ? true : false; } // OFFSET: 0x00C15990 // FUNCTION: fn_20051 bool CRagEffect::ProcessEZ2STRC15990() { if (!this->ProcessEZ2STR(0.0f, -80.0f, 0.0f)) { this->state.stateCnt = 9999; return false; } return true; } // OFFSET: 0x00C159D0 // FUNCTION: fn_20052 bool CRagEffect::ProcessEZ2STRC159D0() { if (!this->ProcessEZ2STR(0.0f, -80.0f, 0.0f)) { this->state.stateCnt = 9999; return false; } return true; } // OFFSET: 0x00C5EFA0 // FUNCTION: fn_20241 void CRagEffect::Fireworks() { if (this->state.stateCnt == 300) { g_soundMgr->PlayWave("effect\\폭죽.wav", 0.0f, 0.0f, 0.0f, 250, 40, 1.0f, 0); } if (this->state.stateCnt > 2300) { this->state.stateCnt = 299; } } // OFFSET: 0x00C410A0 // FUNCTION: fn_20133 void CRagEffect::AttackEnergy2(TextureCache& textures, const char* name) { const EffectActor& parent = *this->state.parent; this->render.position.x = parent.render.position.x; this->render.position.y = parent.render.position.y; this->render.position.z = parent.render.position.z; if (this->state.stateCnt != 0 && this->state.stateCnt != 4) { return; } this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 106, 0.0f, 0.0f, 0.0f, WorldObjects())->state; EffectPrimitiveState& prim = *this->state.unknown_11C84; prim.renderFlag = 5; prim.duration = this->state.duration; prim.totalTexture = 1; AllocateTextures(prim); prim.textures[0] = textures.Load(name, 0, false, true, false); prim.size = 4.0f; for (EffectPrimitiveSlot& slot : prim.slots) { slot.life = 0; } for (int index = 0; index < 4; ++index) { EffectPrimitiveSlot& slot = this->state.unknown_11C84->slots[index]; slot.life = 1; slot.process = 0; slot.maxHeight = 8.0f; slot.alphaB = 0; slot.distance = 8.0f; slot.fullDisplayAngle = 360; slot.height[0] = 10.0f; slot.riseAngle = static_cast(index * 45); slot.height[1] = static_cast(index * 22); } } // OFFSET: 0x00C1E050 // FUNCTION: fn_20077 bool CRagEffect::LexDivina() { if (this->state.stateCnt == 0) { PlayEffectWave(*this, "effect\\priest_lexdivina.wav"); } if (this->state.stateCnt == 20) { PlayEffectWave(*this, "effect\\priest_lexdivina.wav"); } if (this->state.stateCnt == 35) { PlayEffectWave(*this, "effect\\priest_lexdivina.wav"); } if (this->state.stateCnt == 60) { PlayEffectWave(*this, "effect\\priest_lexdivina.wav"); } if (this->state.stateCnt == 70) { PlayEffectWave(*this, "effect\\priest_lexdivina.wav"); } return this->ProcessEZ2STR(0.0f, -80.0f, 0.0f); } // OFFSET: 0x00C37A60 // FUNCTION: fn_20096 void CRagEffect::RemoveTrap() { if (this->state.stateCnt == 0) { PlayEffectWave(*this, "effect\\hunter_removetrap.wav"); } if (this->state.stateCnt != 0 && this->state.stateCnt != 7) { return; } for (int count = 12; count != 0; --count) { this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 7, 0.0f, 0.0f, 0.0f, WorldObjects())->state; EffectPrimitiveState& particle = *this->state.unknown_11C84; particle.duration = 50; particle.radiusSpeed = 0.2f; rand(); particle.gravSpeed = -2.0f; particle.gravAccel = static_cast(std::max(rand() % 10, 0)) / 1000.0f + 0.08f; particle.longitude = static_cast(std::max(rand() % 360, 0)); particle.size = 0.8f; reinterpret_cast(particle.transform)->MakeYRotation(GetRadian(static_cast(particle.longitude))); const float* m = particle.transform; const float distance = particle.radius; particle.deltaPos2 = { m[3] * 0.0f + m[0] * 0.0f + distance * m[6] + m[9], m[4] * 0.0f + m[1] * 0.0f + distance * m[7] + m[10], m[5] * 0.0f + m[2] * 0.0f + distance * m[8] + m[11] }; particle.fadeOutCnt = 35; Owner(&particle).SetSpriteName(ResourceMgr::Instance(), "이팩트\\particle1.spr"); Owner(&particle).SetActionName(ResourceMgr::Instance(), "이팩트\\particle1.act"); Owner(&particle).InitSegment(); } } // OFFSET: 0x00C3B9E0 // FUNCTION: fn_20108 void CRagEffect::Sphere() { const EffectActor& parent = *this->state.parent; this->render.position.x = parent.render.position.x; this->render.position.y = parent.render.position.y; this->render.position.z = parent.render.position.z; if (this->state.stateCnt % 10 != 0) { return; } this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 7, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.duration = 500 - this->state.stateCnt; EffectPrimitiveState& particle = *this->state.unknown_11C84; particle.duration = 300; particle.radius = 0.1f; particle.radiusSpeed = 0.15f; particle.gravSpeed = 0.15f; particle.longitude = 2.0f; particle.longSpeed = 8.0f; particle.longAccel = -0.01f; particle.size = 1.2f; reinterpret_cast(particle.transform)->MakeYRotation(GetRadian(static_cast(particle.longitude))); const float* m = particle.transform; const float distance = particle.radius; particle.deltaPos2 = { (m[0] * 0.0f - m[3] * 30.0f) + distance * m[6] + m[9], (m[1] * 0.0f - m[4] * 30.0f) + distance * m[7] + m[10], (m[2] * 0.0f - m[5] * 30.0f) + distance * m[8] + m[11] }; particle.chRadiSpeed = 1; particle.unknown_01D8 = 0; particle.chPoint.push_back(95.0f); particle.chVal1.push_back(-0.15f); particle.chVal2.push_back(particle.radiusAccel); Owner(&particle).SetSpriteName(ResourceMgr::Instance(), "이팩트\\particle1.spr"); Owner(&particle).SetActionName(ResourceMgr::Instance(), "이팩트\\particle1.act"); Owner(&particle).InitSegment(); } // OFFSET: 0x00C17220 // FUNCTION: fn_20059 void CRagEffect::GrimToothAtk(TextureCache& textures) { if (this->state.stateCnt != 0) { return; } for (int index = 0; index < 3; ++index) { this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 9, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->pattern |= 1u; this->state.unknown_11C84->renderFlag |= 0x200u; this->state.duration = 1000; this->state.unknown_11C84->duration = 1000; ClientSine(index * 120); ClientCosine(index * 120); if (index == 0) { this->state.unknown_11C84->deltaPos2 = {0.0f, 40.0f, -12.0f}; } else if (index == 1) { this->state.unknown_11C84->deltaPos2 = {12.0f, 40.0f, 6.0f}; } else if (index == 2) { this->state.unknown_11C84->deltaPos2 = {-12.0f, 40.0f, 6.0f}; } this->state.unknown_11C84->size = 0.9f; this->state.unknown_11C84->heightSize = 25.0f; this->state.unknown_11C84->longitude = static_cast((6 - index) * 120); this->state.unknown_11C84->latitude = 75.0f; EffectPrimitiveState& tilt = *this->state.unknown_11C84; reinterpret_cast(tilt.transform)->MakeXRotation(GetRadian(static_cast(tilt.latitude))); EffectPrimitiveState& turn = *this->state.unknown_11C84; reinterpret_cast(turn.transform)->AppendYRotation(GetRadian(static_cast(turn.longitude))); EffectPrimitiveState& copy = *this->state.unknown_11C84; std::memcpy(copy.rotTransform, copy.transform, sizeof(copy.rotTransform)); this->state.unknown_11C84->speed = 3.5f; this->state.unknown_11C84->accel = 0.001f; this->state.unknown_11C84->chCnt = 10; this->state.unknown_11C84->fadeOutCnt = this->state.unknown_11C84->duration - 10; AllocateTextures(*this->state.unknown_11C84); CTexture* texture = textures.Load("effect\\stone.bmp", 0, false, true, false); this->state.deltaPos3[0] = this->state.deltaPos3[0] - this->state.deltaPos2[0]; this->state.unknown_11C84->textures[0] = texture; this->state.deltaPos3[1] = this->state.deltaPos3[1] - this->state.deltaPos2[1]; this->state.deltaPos3[2] = this->state.deltaPos3[2] - this->state.deltaPos2[2]; } } // OFFSET: 0x00C16430 // FUNCTION: fn_20055 int CRagEffect::GetDuration() { return this->state.duration; } // OFFSET: 0x00C3A920 // OFFSET: 0x00C12B90 // FUNCTION: fn_20104 void CRagEffect::Snow() { CWorld* world = static_cast(g_modeMgr.GetGameMode())->scene; const vector3d& player = reinterpret_cast(world->player)->render.position; this->render.position.x = player.x; this->render.position.y = player.y; this->render.position.z = player.z; if (this->GetDuration() - this->state.stateCnt <= 160) { return; } for (int count = 2; count != 0; --count) { this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 21, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->orgPos = this->render.position; this->state.unknown_11C84->duration = 320; EffectPrimitiveState& particle = *this->state.unknown_11C84; reinterpret_cast(particle.transform)->MakeYRotation(GetRadian(std::max(rand() % 360, 0))); const float z = static_cast(std::max(rand() % 300, 0) - 300); const float y = world->terrain->Grid().Height(this->render.position.x, this->render.position.z) - 100.0f; const float* m = particle.transform; particle.deltaPos2 = { y * m[3] + m[0] * 0.0f + z * m[6] + m[9], y * m[4] + m[1] * 0.0f + z * m[7] + m[10], y * m[5] + m[2] * 0.0f + z * m[8] + m[11] }; reinterpret_cast(particle.transform)->MakeXRotation(GetRadian(90)); this->state.unknown_11C84->speed = -0.5f; this->state.unknown_11C84->accel = 0.0f; this->state.unknown_11C84->size = static_cast(std::max(rand() % 15, 0) + 25) / 50.0f; this->state.unknown_11C84->rollSpeed = 0.0f; this->state.unknown_11C84->alpha = 0.0f; this->state.unknown_11C84->alphaSpeed = this->state.unknown_11C84->maxAlpha / 10.0f; const int duration = this->state.unknown_11C84->duration; this->state.unknown_11C84->fadeOutCnt = duration - duration / 5; Owner(this->state.unknown_11C84).SetSpriteName(ResourceMgr::Instance(), "이팩트\\ef_snow.spr"); Owner(this->state.unknown_11C84).SetActionName(ResourceMgr::Instance(), "이팩트\\ef_snow.act"); Owner(this->state.unknown_11C84).InitSegment(); } } // OFFSET: 0x00C12B90 // FUNCTION: fn_20042 void CRagEffect::Entry(TextureCache& textures) { if (this->state.stateCnt != 0) { return; } this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 13, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->duration = 55; EffectPrimitiveState& tilt = *this->state.unknown_11C84; reinterpret_cast(tilt.transform)->MakeXRotation(GetRadian(static_cast(tilt.latitude))); EffectPrimitiveState& turn = *this->state.unknown_11C84; reinterpret_cast(turn.transform)->AppendYRotation(GetRadian(static_cast(turn.longitude))); this->state.unknown_11C84->accel = -0.00007f; this->state.unknown_11C84->longSpeed = -10.0f; this->state.unknown_11C84->outerSize = 6.0f; this->state.unknown_11C84->outerSpeed = 0.08f; this->state.unknown_11C84->innerSize = 5.0f; this->state.unknown_11C84->heightSize = 6.5f; this->state.unknown_11C84->heightSpeed = -0.1f; this->state.unknown_11C84->alpha = 5.0f; this->state.unknown_11C84->maxAlpha = 245.0f; this->state.unknown_11C84->alphaSpeed = 10.0f; int duration = this->state.unknown_11C84->duration; this->state.unknown_11C84->fadeOutCnt = duration - duration / 5; AllocateTextures(*this->state.unknown_11C84); this->state.unknown_11C84->textures[0] = textures.Load("effect\\ring_blue.tga", 0, false, true, false); if (this->state.stateCnt == 0) { this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 13, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->duration = 55; this->state.unknown_11C84->arcAngle = 45.0f; this->state.unknown_11C84->longSpeed = 10.0f; this->state.unknown_11C84->outerSize = 4.5f; this->state.unknown_11C84->innerSize = 4.5f; this->state.unknown_11C84->heightSpeed = 2.5f; EffectPrimitiveState& shrink = *this->state.unknown_11C84; const float accel = -(shrink.heightSpeed / static_cast(shrink.duration)); shrink.heightAccel = accel + accel; this->state.unknown_11C84->alpha = 160.0f; duration = this->state.unknown_11C84->duration; this->state.unknown_11C84->fadeOutCnt = duration - duration / 3; AllocateTextures(*this->state.unknown_11C84); this->state.unknown_11C84->textures[0] = textures.Load("effect\\ring_blue.tga", 0, false, true, false); } } // OFFSET: 0x00C0E280 // FUNCTION: fn_20025 bool CRagEffect::CartRevolution(TextureCache& textures) { if (this->state.stateCnt == 7 || this->state.stateCnt == 20) { PlayEffectWave(*this, "effect\\EF_MagnumBreak.wav"); this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 12, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->duration = 20; this->state.unknown_11C84->renderFlag |= 0x200u; this->state.unknown_11C84->maxAlpha = 180.0f; this->state.unknown_11C84->latitude = 90.0f; this->state.unknown_11C84->radiusSpeed = 1.75f; EffectPrimitiveState& ring = *this->state.unknown_11C84; ring.radiusAccel = -(ring.radiusSpeed / static_cast(ring.duration)) * 0.5f; this->state.unknown_11C84->innerSize = 5.0f; this->state.unknown_11C84->alpha = 0.0f; this->state.unknown_11C84->alphaSpeed = this->state.unknown_11C84->maxAlpha / 15.0f; this->state.unknown_11C84->fadeOutCnt = this->state.unknown_11C84->duration - 15; Owner(this->state.unknown_11C84).InitSegment(); AllocateTextures(*this->state.unknown_11C84); this->state.unknown_11C84->textures[0] = textures.Load("effect\\ring_yellow.tga", 0, false, true, false); this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 14, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->duration = 20; this->state.unknown_11C84->radiusSpeed = 1.35f; EffectPrimitiveState& blast = *this->state.unknown_11C84; blast.radiusAccel = -(blast.radiusSpeed / static_cast(blast.duration)) * 0.5f; this->state.unknown_11C84->longSpeed = 3.0f; this->state.unknown_11C84->alpha = 0.0f; this->state.unknown_11C84->maxAlpha = 240.0f; this->state.unknown_11C84->alphaSpeed = this->state.unknown_11C84->maxAlpha / 7.0f; this->state.unknown_11C84->fadeOutCnt = this->state.unknown_11C84->duration - 15; AllocateTextures(*this->state.unknown_11C84); this->state.unknown_11C84->textures[0] = textures.Load("effect\\대폭발.tga", 0, false, true, false); } if (this->state.stateCnt < 300) { this->ProcessEZ2STR(0.0f, -80.0f, 0.0f); return true; } return false; } // OFFSET: 0x00C0DEF0 // FUNCTION: fn_20024 void CRagEffect::BowlingBash(TextureCache& textures) { if (this->state.stateCnt != 0 && this->state.stateCnt != 5) { return; } const int facing = static_cast(180.0f - this->state.parent->render.angle); this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 13, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->duration = 20 - this->state.stateCnt; const int angle = facing < 0 ? facing + 360 : facing; this->state.unknown_11C84->longitude = static_cast(angle + this->state.stateCnt * 20); EffectPrimitiveState& tilt = *this->state.unknown_11C84; reinterpret_cast(tilt.transform)->MakeXRotation(GetRadian(static_cast(tilt.latitude))); EffectPrimitiveState& turn = *this->state.unknown_11C84; reinterpret_cast(turn.transform)->AppendYRotation(GetRadian(static_cast(turn.longitude))); this->state.unknown_11C84->outerSize = 8.0f; this->state.unknown_11C84->outerSpeed = 0.5f; this->state.unknown_11C84->outerAccel = -0.03f; this->state.unknown_11C84->innerSize = 3.0f; this->state.unknown_11C84->innerSpeed = 0.5f; this->state.unknown_11C84->innerAccel = -0.03f; this->state.unknown_11C84->heightSize = 3.5f; this->state.unknown_11C84->alpha = static_cast(this->state.stateCnt * -7 + 240); const int duration = this->state.unknown_11C84->duration; this->state.unknown_11C84->fadeOutCnt = duration - duration / 2; AllocateTextures(*this->state.unknown_11C84); this->state.unknown_11C84->textures[0] = textures.Load("effect\\ring_blue.tga", 0, false, true, false); if (this->state.stateCnt == 0) { this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 12, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->duration = 50; this->state.unknown_11C84->renderFlag |= 0x200u; this->state.unknown_11C84->latitude = 90.0f; this->state.unknown_11C84->radius = 8.0f; this->state.unknown_11C84->radiusSpeed = 0.7f; this->state.unknown_11C84->radiusAccel = -(this->state.unknown_11C84->radiusSpeed / 30.0f); this->state.unknown_11C84->innerSize = 5.0f; this->state.unknown_11C84->changePoint = 20; this->state.unknown_11C84->changeAccel = 0.0f; this->state.unknown_11C84->changeSpeed = 0.08f; this->state.unknown_11C84->alpha = 45.0f; this->state.unknown_11C84->fadeOutCnt = 35; Owner(this->state.unknown_11C84).InitSegment(); AllocateTextures(*this->state.unknown_11C84); this->state.unknown_11C84->textures[0] = textures.Load("effect\\ring_yellow.tga", 0, false, true, false); } } // OFFSET: 0x00C3AF00 // FUNCTION: fn_20105 void CRagEffect::SonicBlowHit(TextureCache& textures) { if (this->state.stateCnt != 0) { return; } PlayEffectWave(*this, "effect\\assasin_sonicblow.wav"); if (this->state.stateCnt != 0) { return; } const int facing = static_cast(180.0f - this->state.parent->render.angle); const int spreadX = rand(); const int spreadY = rand(); rand(); this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 13, 0.0f, 0.0f, 0.0f, WorldObjects())->state; this->state.unknown_11C84->duration = 12; this->state.unknown_11C84->longitude = static_cast(facing < 0 ? facing + 360 : facing); this->state.unknown_11C84->latitude = -90.0f; EffectPrimitiveState& tilt = *this->state.unknown_11C84; reinterpret_cast(tilt.transform)->MakeXRotation(GetRadian(static_cast(tilt.latitude))); EffectPrimitiveState& turn = *this->state.unknown_11C84; reinterpret_cast(turn.transform)->AppendYRotation(GetRadian(static_cast(turn.longitude))); EffectPrimitiveState& lift = *this->state.unknown_11C84; const float* m = lift.transform; lift.speed3d = { (m[0] * 0.0f - m[3] * 2.0f) + m[6] * 0.0f + m[9], (m[1] * 0.0f - m[4] * 2.0f) + m[7] * 0.0f + m[10], (m[2] * 0.0f - m[5] * 2.0f) + m[8] * 0.0f + m[11] }; lift.deltaPos.x = lift.speed3d.x + lift.deltaPos.x; lift.deltaPos.y = lift.speed3d.y + lift.deltaPos.y; lift.deltaPos.z = lift.speed3d.z + lift.deltaPos.z; this->state.unknown_11C84->deltaPos2.z = 0.0f; this->state.unknown_11C84->deltaPos2.x = static_cast((std::max(spreadX % 10, 0) + 1) / 4); this->state.unknown_11C84->deltaPos2.y = static_cast((std::max(spreadY % 20, 0) + 1) / 2 - 11); this->state.unknown_11C84->speed = 0.4f; EffectPrimitiveState& slow = *this->state.unknown_11C84; slow.accel = -(slow.speed / static_cast(slow.duration)) * 0.5f; this->state.unknown_11C84->outerSize = 7.0f; this->state.unknown_11C84->innerSize = 4.0f; this->state.unknown_11C84->heightSize = 3.5f; const int duration = this->state.unknown_11C84->duration; this->state.unknown_11C84->fadeOutCnt = duration - duration / 2; AllocateTextures(*this->state.unknown_11C84); this->state.unknown_11C84->textures[0] = textures.Load("effect\\magic_red.tga", 0, false, true, false); }