Batch #1869 by ragnarok-clanker: 3 byte-identical, 0 confirmed by peer review. - fn_19971 EffectParticle::PrimWaterFall: byte-identical - fn_21090 CGameActor::ProcessBodyState: byte-identical - fn_12629 UIShortCutWnd::Slot03: byte-identical (already on main) Merged automatically: every function is byte-identical to the original.
62 lines
1.5 KiB
C++
62 lines
1.5 KiB
C++
#ifndef RAGNAROK_SOURCE_CONTENTS_EFFECTS_EFFECTPARTICLE_H
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#define RAGNAROK_SOURCE_CONTENTS_EFFECTS_EFFECTPARTICLE_H
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#include "Contents/Effects/EffectPrimitiveState.h"
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#include "Contents/Actors/RenderObject.h"
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#include <list>
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struct JobNames;
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class ResourceMgr;
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struct AttachedEffect;
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struct EffectParticle : CRenderObject {
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EffectParticle(ResourceMgr& resources, JobNames& names);
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bool UpdateFireWall();
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bool UpdateStoneCurse();
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void UpdateBeginSpell();
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bool UpdateHit6();
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bool UpdateCoin();
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bool UpdateDetoxication();
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bool UpdateExit();
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bool UpdateWarp();
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void PrimBottom2();
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void PrimBottom();
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void PrimBottomOut();
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void PrimBubbleDrop();
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void PrimChemical2();
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void PrimChemical3();
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void PrimChemical();
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void PrimEffectTexture2();
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void PrimEffectTexture_Ani();
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void PrimFirstAid();
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void PrimIntimidate();
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void PrimPoison();
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void PrimGuard();
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bool PrimLineLink();
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void PrimSMA();
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void PrimShieldBoomerang3();
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bool PrimSuperAngel();
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void PrimThrowItem();
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bool PrimPeong();
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void PrimGI3();
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void PrimWaterFall();
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bool AdvanceFrame();
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void UpdateRecords();
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/* 0138 */ EffectPrimitiveState state;
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};
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EffectParticle* CreateEffectParticle(
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AttachedEffect& master, const RenderObjectState& masterRender, int type, float x, float y, float z, ResourceMgr& resources, JobNames& names,
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std::list<CRenderObject*>& worldObjects
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);
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#if defined(_WIN32) && !defined(_WIN64)
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static_assert(sizeof(EffectParticle) == 0xFA18);
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static_assert(offsetof(EffectParticle, state) == 0x138);
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#endif
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#endif
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