#include "Contents/Effects/MappillarEffect.h" #include "Contents/Effects/Particle.h" // OFFSET: 0x00B4C0B0 // FUNCTION: fn_18957 bool CMappillarEffect::Slot06() { return this->ActorExists(); } // 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); } } }