Batch #3905 by youko: 0 byte-identical, 2 confirmed by peer review. - fn_07506 CTalismanMarkEffect::UpdateParticle: logic confirmed by peer review - fn_07507 CTalismanMarkEffect::Slot04: logic confirmed by peer review Peer-reviewed-by: ragnarok-clanker, Yommy, superintelligence Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
64 lines
2.3 KiB
C++
64 lines
2.3 KiB
C++
#include "Contents/Effects/TalismanMarkEffect.h"
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#include "Client/Mode/CGameMode.h"
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#include "Client/Mode/ModeMgr.h"
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#include "Contents/Camera/Camera.h"
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#include "Contents/Effects/Particle.h"
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#include "Utility/Math/AffineMatrix.h"
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#include "Utility/Math/Vector3d.h"
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// OFFSET: 0x0072E210
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// FUNCTION: fn_07504
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bool CTalismanMarkEffect::Slot06() {
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if (this->ActorExists() == true && !this->particles.empty()) {
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return true;
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}
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return false;
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}
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// OFFSET: 0x0072E3F0
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// FUNCTION: fn_07506
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void CTalismanMarkEffect::UpdateParticle(CEZ2STRParticle* particle) {
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if (!particle) {
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return;
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}
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const vector3d center = {this->position[0], this->position[1], this->position[2]};
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const float* view = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->frame.view.values;
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const float viewX = view[0] * center.x + view[3] * center.y + view[6] * center.z + view[9];
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const float viewY = view[1] * center.x + view[4] * center.y + view[7] * center.z + view[10];
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const float viewZ = view[2] * center.x + view[5] * center.y + view[8] * center.z + view[11];
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const float* inverse = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->frame.inverse.values;
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int angle = particle->unknown_004C;
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if (particle->unknown_00A8 == 1) {
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angle = (angle + 1) % 360;
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particle->unknown_004C = angle;
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}
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const float radians = static_cast<float>(angle) / 180.0f * 3.141592f;
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const float offsetY = ClientSin(radians) * 8.5f - 20.0f;
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const float offsetX = ClientCos(radians) * 8.5f;
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const float x = offsetX + viewX;
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const float y = offsetY + viewY;
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const float z = viewZ + 0.0f;
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const float worldX = x * inverse[0] + y * inverse[3] + z * inverse[6] + inverse[9];
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const float worldY = x * inverse[1] + y * inverse[4] + z * inverse[7] + inverse[10];
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const float worldZ = x * inverse[2] + y * inverse[5] + z * inverse[8] + inverse[11];
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particle->position.x = worldX;
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particle->position.y = worldY;
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particle->position.z = worldZ;
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particle->Process(0.0f, 0.0f, 0.0f);
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}
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// OFFSET: 0x0072E5F0
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// FUNCTION: fn_07507
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void CTalismanMarkEffect::Slot04() {
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for (auto it = this->particles.begin(); it != this->particles.end(); ++it) {
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CEZ2STRParticle* particle = *it;
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if (particle) {
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particle->DrawScreen(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->frame.view);
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}
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}
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}
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