#include "Contents/Effects/MapChainEffect.h" #include "Contents/Effects/Particle.h" // OFFSET: 0x00B4A9E0 // OFFSET: 0x00B4B130 // FUNCTION: fn_18951 bool CMapChainEffect::Slot06() { return this->ActorExists(); } // OFFSET: 0x00B4B740 // FUNCTION: fn_18953 void CMapChainEffect::Slot04() { for (std::vector::iterator it = this->particles.begin(); it != this->particles.end(); ++it) { CParticle* particle = *it; if (particle && particle->unknown_000C > 0) { if (particle->unknown_0010 < 6) { particle->destinationBlend = 6; } ParticleQuad quad; quad.billboard = false; quad.top = 0.0f; quad.bottom = 1.0f; quad.left = static_cast(particle->unknown_000C - 1) / 21.0f; quad.right = static_cast(particle->unknown_000C) / 21.0f; quad.unused = true; quad.depth = true; particle->Render(quad); } } }