#include "Contents/Effects/EffectParticle.h" #include "Contents/Effects/AttachedEffect.h" // OFFSET: 0x00BAD940 // FUNCTION: fn_19761 EffectParticle::EffectParticle(ResourceMgr& resources, JobNames& names) : CRenderObject(resources, names), state(this->render) { } // OFFSET: 0x00C1DE70 // FUNCTION: fn_20076 EffectParticle* CreateEffectParticle( AttachedEffect& master, const RenderObjectState& masterRender, int type, float x, float y, float z, ResourceMgr& resources, JobNames& names, std::list& worldObjects ) { auto* particle = new EffectParticle(resources, names); particle->state.Initialize(particle->render, master, masterRender, type, x, y, z); master.state.related.push_back(&particle->state); worldObjects.push_back(particle); return particle; }