rodecomp/Source/Contents/Effects/Primitives/EffectPrimitiveArcs.cpp
ragnarok-clanker 20ae1c861d Maintenance: Source reorganisation, part 1 of 3: Source/Contents into feature folders (375 units/headers moved). Path-only; includes
Batch #16619 by ragnarok-clanker: forced by an admin (1 lower score(s), 13 changed function(s)); checked with 460 compiled unit(s), including every includer of Source/Client/Mode/CGameMode.h, Source/Contents/Achievement/AchievementMgr.h, Source/Contents/Actors/ActorNameCard.h, Source/Contents/Actors/GameActor.h, Source/Contents/Actors/GndRiser.h, Source/Contents/Actors/GroundScope.h, Source/Contents/Actors/Item.h, Source/Contents/Actors/PlayerNameDictionary.h, Source/Contents/Actors/Resources/EquipmentResourceMgr.h, Source/Contents/AdventureGuide/AdventureGuideMgr.h, Source/Contents/CashEmotion/CashEmotionMgr.h, Source/Contents/Clan/ClanInfo.h, Source/Contents/CombatTypes.h, Source/Contents/Configuration/ConfigMgr.h, Source/Contents/Effects/Core/CellRangeEffect.h, Source/Contents/Effects/Core/ChangeSizeEffect.h, Source/Contents/Effects/Core/DummyEffectLauncher.h, Source/Contents/Effects/Core/Effect.h, Source/Contents/Effects/Core/EffectActor.h, Source/Contents/Effects/Core/EffectLists.h, Source/Contents/Effects/Core/EffectMaker.h, Source/Contents/Effects/Core/EffectMemoryMgr.h, Source/Contents/Effects/Core/EffectMessageId.h, Source/Contents/Effects/Core/EffectPoint.h, Source/Contents/Effects/Core/EffectPrimId.h, Source/Contents/Effects/Core/EffectTypes.h, Source/Contents/Effects/Core/MsgEffect.h, Source/Contents/Effects/Core/RagEffect.h, Source/Contents/Effects/Core/RagEffectState.h, Source/Contents/Effects/Core/ShowEffect.h, Source/Contents/Effects/Core/SquareRangeEffect.h, Source/Contents/Effects/EffectResourceSwitcher.h, Source/Contents/Effects/Particles/AnimatedEmitterEffect.h, Source/Contents/Effects/Particles/CharacterParticleBundle.h, Source/Contents/Effects/Particles/EZ2STREffect.h, Source/Contents/Effects/Particles/EZ2STREffectEx.h, Source/Contents/Effects/Particles/EffectEmitter.h, Source/Contents/Effects/Particles/EmitterEffect.h, Source/Contents/Effects/Particles/Particle.h, Source/Contents/Effects/Particles/ParticlePool.h, Source/Contents/Effects/Particles/SpriteEffect.h, Source/Contents/Effects/Particles/SpriteParticle.h, Source/Contents/Effects/Primitives/EffectPrim.h, Source/Contents/Effects/Primitives/EffectPrimitiveMotion.h, Source/Contents/Effects/Primitives/EffectPrimitiveState.h, Source/Contents/Effects/RDamageVar.h, Source/Contents/Effects/Skills/AMachineEffect.h, Source/Contents/Effects/Skills/AcidifiedThrow.h, Source/Contents/Effects/Skills/ArrowEffect.h, Source/Contents/Effects/Skills/AstralStrikeEffect.h, Source/Contents/Effects/Skills/AxeBoomerang.h, Source/Contents/Effects/Skills/Bash.h, Source/Contents/Effects/Skills/BezierArcThrowEffect.h, Source/Contents/Effects/Skills/BindTrapEffect.h, Source/Contents/Effects/Skills/BlastForge.h, Source/Contents/Effects/Skills/CaneOfEvilEyeEffect.h, Source/Contents/Effects/Skills/CartCannon.h, Source/Contents/Effects/Skills/ChargingPierceEffect.h, Source/Contents/Effects/Skills/CherryBlossomEffect.h, Source/Contents/Effects/Skills/ClimaxEffect.h, Source/Contents/Effects/Skills/CloudEffect.h, Source/Contents/Effects/Skills/CloudKillEffect.h, Source/Contents/Effects/Skills/CommonFloorEffect.h, Source/Contents/Effects/Skills/Competentia.h, Source/Contents/Effects/Skills/CresciveBolt.h, Source/Contents/Effects/Skills/ElectricEffect.h, Source/Contents/Effects/Skills/EnergyOrbEffect.h, Source/Contents/Effects/Skills/EvilLandEffect.h, Source/Contents/Effects/Skills/EvilsPawEffect.h, Source/Contents/Effects/Skills/FlowerCastingEffect.h, Source/Contents/Effects/Skills/FortuneKissEffect.h, Source/Contents/Effects/Skills/FriggSongEffect.h, Source/Contents/Effects/Skills/FuumaShouakuEffect.h, Source/Contents/Effects/Skills/GlassWallEffect.h, Source/Contents/Effects/Skills/GravityControlEffect.h, Source/Contents/Effects/Skills/HealEffect.h, Source/Contents/Effects/Skills/HealSpEffect.h, Source/Contents/Effects/Skills/HitLineEffect.h, Source/Contents/Effects/Skills/JupitelThunderStormEffect.h, Source/Contents/Effects/Skills/Level150Effect.h, Source/Contents/Effects/Skills/Level99Effect.h, Source/Contents/Effects/Skills/Level99Orb1Effect.h, Source/Contents/Effects/Skills/Level99Orb2Effect.h, Source/Contents/Effects/Skills/LightSphereEffect.h, Source/Contents/Effects/Skills/MagicFloorEffect.h, Source/Contents/Effects/Skills/MagnumBreak.h, Source/Contents/Effects/Skills/MandraAttackEffect.h, Source/Contents/Effects/Skills/MapChainEffect.h, Source/Contents/Effects/Skills/MapMagicZoneEffect.h, Source/Contents/Effects/Skills/MappillarEffect.h, Source/Contents/Effects/Skills/MonsterSkillEffects.h, Source/Contents/Effects/Skills/NyanggrassEffect.h, Source/Contents/Effects/Skills/PartyMemberEffects.h, Source/Contents/Effects/Skills/PokJukEffect.h, Source/Contents/Effects/Skills/PowderingEffect.h, Source/Contents/Effects/Skills/RainbowEffect.h, Source/Contents/Effects/Skills/RectUpEffect.h, Source/Contents/Effects/Skills/RedLineEffect.h, Source/Contents/Effects/Skills/RichManKim.h, Source/Contents/Effects/Skills/RotateBgEffect.h, Source/Contents/Effects/Skills/RotateItemEffect.h, Source/Contents/Effects/Skills/RotateLineEffect.h, Source/Contents/Effects/Skills/SaintCastingEffect.h, Source/Contents/Effects/Skills/ScatterEffect.h, Source/Contents/Effects/Skills/ShadowExceedEffect.h, Source/Contents/Effects/Skills/SkillEffects.h, Source/Contents/Effects/Skills/SmokeEffect.h, Source/Contents/Effects/Skills/SoulCollectEffect.h, Source/Contents/Effects/Skills/SoulUnityEffect.h, Source/Contents/Effects/Skills/SphereWind2Effect.h, Source/Contents/Effects/Skills/SphereWindEffect.h, Source/Contents/Effects/Skills/StarEffect.h, Source/Contents/Effects/Skills/StarEmperorEffect.h, Source/Contents/Effects/Skills/StealEffect.h, Source/Contents/Effects/Skills/StormCannonEffect.h, Source/Contents/Effects/Skills/StormGustEffect.h, Source/Contents/Effects/Skills/StormKickEffect.h, Source/Contents/Effects/Skills/SunStanceEffect.h, Source/Contents/Effects/Skills/TalismanMarkEffect.h, Source/Contents/Effects/Skills/TetraBallEffect.h, Source/Contents/Effects/Skills/ThrowEffects.h, Source/Contents/Effects/Skills/TriangleShotArrow.h, Source/Contents/Effects/Skills/ViolentQuakeEffect.h, Source/Contents/Effects/Skills/WhirlwindEffect.h, Source/Contents/Effects/Skills/WindEffect.h, Source/Contents/EntryQueue/EntryQueueMgr.h, Source/Contents/Events/CheckAttendanceMgr.h, Source/Contents/Events/RouletteMgr.h, Source/Contents/Events/ShowRankingScheduler.h, Source/Contents/Events/SpecialPopupMgr.h, Source/Contents/Guild/GuildInfo.h, Source/Contents/Guild/GuildMgr.h, Source/Contents/Guild/GuildTip.h, Source/Contents/Items/ClientItemLists.h, Source/Contents/Items/EnchantMgr.h, Source/Contents/Items/ItemDBToIDMgr.h, Source/Contents/Items/JobCodeForItem.h, Source/Contents/Map/FlyingShipRouteInfo.h, Source/Contents/Map/MapInfoMgr.h, Source/Contents/Map/MapPropertyMgr.h, Source/Contents/Map/MapSkyMgr.h, Source/Contents/Map/PrivateAirplaneMgr.h, Source/Contents/Map/TownInfoMgr.h, Source/Contents/Monster/ChampionMonsterMgr.h, Source/Contents/Movement/MovementRouteInterpolation.h, Source/Contents/Movement/TerrainPathSearch.h, Source/Contents/Navigation/NavigationManager.h, Source/Contents/Pet/PetEnums.h, Source/Contents/Pet/PetEvolutionMgr.h, Source/Contents/Quest/RenewQuestMgr.h, Source/Contents/Repute/ReputeMgr.h, Source/Contents/Repute/ReputeRecords.h, Source/Contents/Rodex/RodexMailStore.h, Source/Contents/RuneSystem/RuneSystem.h, Source/Contents/Skills/GraffiSkill.h, Source/Contents/Skin/SkinMgr.h, Source/Contents/Sprites/SpriteLayerDrawing.h, Source/Contents/Sprites/SpriteLayerOrder.h, Source/Contents/Sprites/SpriteRidingOffset.h, Source/Contents/Sprites/SpriteRidingPolicy.h, Source/Contents/Tables/ForbiddenWords.h, Source/Contents/Tables/MessageTable.h, Source/Contents/Tables/SimpleStringMgr.h, Source/Contents/Tables/TableMng.h, Source/Contents/Tables/TipBoxTitles.h, Source/Contents/Tables/TipOfTheDay.h, Source/Contents/Time/ServerTimeManager.h, Source/Contents/World/WorldViewData.h, Source/UI/Guild/UIGuildWnd.h, Source/UI/Lists/UIScrollBarVariants.h, Source/UI/Rodex/UIRodexInboxWnd.h, Source/UI/RuneSystem/UIRuneSystemWindows.h, Source/UI/RuneSystem/UIRuneSystemWnd.h, Source/UI/Text/UIAchWnd.h, Source/UI/UIReputeWnd.h, Source/UI/Window/UINewMakeCharWnd.h, Source/UI/Window/UIRoMapWnd.h, Source/Utility/JsonCppLoader.h, Source/Contents/AchievementMgr.h, Source/Contents/ActorNameCard.h, Source/Contents/Actors/GraffiSkill.h, Source/Contents/Actors/PetEnums.h, Source/Contents/AdventureGuideMgr.h, Source/Contents/CashEmotionMgr.h, Source/Contents/ChampionMonsterMgr.h, Source/Contents/CheckAttendanceMgr.h, Source/Contents/ClanInfo.h, Source/Contents/ClientItemLists.h, Source/Contents/Combat/CombatTypes.h, Source/Contents/ConfigMgr.h, Source/Contents/EffectResourceSwitcher.h, Source/Contents/Effects/AMachineEffect.h, Source/Contents/Effects/AcidifiedThrow.h, Source/Contents/Effects/AnimatedEmitterEffect.h, Source/Contents/Effects/ArrowEffect.h, Source/Contents/Effects/AstralStrikeEffect.h, Source/Contents/Effects/AxeBoomerang.h, Source/Contents/Effects/Bash.h, Source/Contents/Effects/BezierArcThrowEffect.h, Source/Contents/Effects/BindTrapEffect.h, Source/Contents/Effects/BlastForge.h, Source/Contents/Effects/CaneOfEvilEyeEffect.h, Source/Contents/Effects/CartCannon.h, Source/Contents/Effects/CellRangeEffect.h, Source/Contents/Effects/ChangeSizeEffect.h, Source/Contents/Effects/CharacterParticleBundle.h, Source/Contents/Effects/ChargingPierceEffect.h, Source/Contents/Effects/CherryBlossomEffect.h, Source/Contents/Effects/ClimaxEffect.h, Source/Contents/Effects/CloudEffect.h, Source/Contents/Effects/CloudKillEffect.h, Source/Contents/Effects/CommonFloorEffect.h, Source/Contents/Effects/Competentia.h, Source/Contents/Effects/CresciveBolt.h, Source/Contents/Effects/DummyEffectLauncher.h, Source/Contents/Effects/EZ2STREffect.h, Source/Contents/Effects/EZ2STREffectEx.h, Source/Contents/Effects/Effect.h, Source/Contents/Effects/EffectActor.h, Source/Contents/Effects/EffectEmitter.h, Source/Contents/Effects/EffectLists.h, Source/Contents/Effects/EffectMaker.h, Source/Contents/Effects/EffectMemoryMgr.h, Source/Contents/Effects/EffectMessageId.h, Source/Contents/Effects/EffectPoint.h, Source/Contents/Effects/EffectPrim.h, Source/Contents/Effects/EffectPrimId.h, Source/Contents/Effects/EffectPrimitiveMotion.h, Source/Contents/Effects/EffectPrimitiveState.h, Source/Contents/Effects/EffectTypes.h, Source/Contents/Effects/ElectricEffect.h, Source/Contents/Effects/EmitterEffect.h, Source/Contents/Effects/EnergyOrbEffect.h, Source/Contents/Effects/EvilLandEffect.h, Source/Contents/Effects/EvilsPawEffect.h, Source/Contents/Effects/FlowerCastingEffect.h, Source/Contents/Effects/FortuneKissEffect.h, Source/Contents/Effects/FriggSongEffect.h, Source/Contents/Effects/FuumaShouakuEffect.h, Source/Contents/Effects/GlassWallEffect.h, Source/Contents/Effects/GravityControlEffect.h, Source/Contents/Effects/HealEffect.h, Source/Contents/Effects/HealSpEffect.h, Source/Contents/Effects/HitLineEffect.h, Source/Contents/Effects/JupitelThunderStormEffect.h, Source/Contents/Effects/Level150Effect.h, Source/Contents/Effects/Level99Effect.h, Source/Contents/Effects/Level99Orb1Effect.h, Source/Contents/Effects/Level99Orb2Effect.h, Source/Contents/Effects/LightSphereEffect.h, Source/Contents/Effects/MagicFloorEffect.h, Source/Contents/Effects/MagnumBreak.h, Source/Contents/Effects/MandraAttackEffect.h, Source/Contents/Effects/MapChainEffect.h, Source/Contents/Effects/MapMagicZoneEffect.h, Source/Contents/Effects/MappillarEffect.h, Source/Contents/Effects/MonsterSkillEffects.h, Source/Contents/Effects/MsgEffect.h, Source/Contents/Effects/NyanggrassEffect.h, Source/Contents/Effects/Particle.h, Source/Contents/Effects/ParticlePool.h, Source/Contents/Effects/PartyMemberEffects.h, Source/Contents/Effects/PokJukEffect.h, Source/Contents/Effects/PowderingEffect.h, Source/Contents/Effects/RagEffect.h, Source/Contents/Effects/RagEffectState.h, Source/Contents/Effects/RainbowEffect.h, Source/Contents/Effects/RectUpEffect.h, Source/Contents/Effects/RedLineEffect.h, Source/Contents/Effects/RichManKim.h, Source/Contents/Effects/RotateBgEffect.h, Source/Contents/Effects/RotateItemEffect.h, Source/Contents/Effects/RotateLineEffect.h, Source/Contents/Effects/SaintCastingEffect.h, Source/Contents/Effects/ScatterEffect.h, Source/Contents/Effects/ShadowExceedEffect.h, Source/Contents/Effects/ShowEffect.h, Source/Contents/Effects/SkillEffects.h, Source/Contents/Effects/SmokeEffect.h, Source/Contents/Effects/SoulCollectEffect.h, Source/Contents/Effects/SoulUnityEffect.h, Source/Contents/Effects/SphereWind2Effect.h, Source/Contents/Effects/SphereWindEffect.h, Source/Contents/Effects/SpriteEffect.h, Source/Contents/Effects/SpriteParticle.h, Source/Contents/Effects/SquareRangeEffect.h, Source/Contents/Effects/StarEffect.h, Source/Contents/Effects/StarEmperorEffect.h, Source/Contents/Effects/StealEffect.h, Source/Contents/Effects/StormCannonEffect.h, Source/Contents/Effects/StormGustEffect.h, Source/Contents/Effects/StormKickEffect.h, Source/Contents/Effects/SunStanceEffect.h, Source/Contents/Effects/TalismanMarkEffect.h, Source/Contents/Effects/TetraBallEffect.h, Source/Contents/Effects/ThrowEffects.h, Source/Contents/Effects/TriangleShotArrow.h, Source/Contents/Effects/ViolentQuakeEffect.h, Source/Contents/Effects/WhirlwindEffect.h, Source/Contents/Effects/WindEffect.h, Source/Contents/EnchantMgr.h, Source/Contents/EntryQueueMgr.h, Source/Contents/EquipmentResourceMgr.h, Source/Contents/FlyingShipRouteInfo.h, Source/Contents/ForbiddenWords.h, Source/Contents/GuildInfo.h, Source/Contents/GuildMgr.h, Source/Contents/GuildTip.h, Source/Contents/ItemDBToIDMgr.h, Source/Contents/Items/RuneSystem.h, Source/Contents/JobCodeForItem.h, Source/Contents/MapInfoMgr.h, Source/Contents/MapPropertyMgr.h, Source/Contents/MapSkyMgr.h, Source/Contents/MessageTable.h, Source/Contents/MovementRouteInterpolation.h, Source/Contents/NavigationManager.h, Source/Contents/PetEvolutionMgr.h, Source/Contents/PlayerNameDictionary.h, Source/Contents/PrivateAirplaneMgr.h, Source/Contents/RDamageVar.h, Source/Contents/RenewQuestMgr.h, Source/Contents/ReputeMgr.h, Source/Contents/ReputeRecords.h, Source/Contents/RodexMailStore.h, Source/Contents/RouletteMgr.h, Source/Contents/ServerTimeManager.h, Source/Contents/ShowRankingScheduler.h, Source/Contents/SimpleStringMgr.h, Source/Contents/SkinMgr.h, Source/Contents/SpecialPopupMgr.h, Source/Contents/SpriteLayerDrawing.h, Source/Contents/SpriteLayerOrder.h, Source/Contents/SpriteRidingOffset.h, Source/Contents/SpriteRidingPolicy.h, Source/Contents/TableMng.h, Source/Contents/TerrainPathSearch.h, Source/Contents/TipBoxTitles.h, Source/Contents/TipOfTheDay.h, Source/Contents/TownInfoMgr.h, Source/Contents/WorldView/WorldViewData.h.
Adds to the build: Source/Contents/Achievement/AchievementMgr.cpp, Source/Contents/Actors/ActorGeometry.cpp, Source/Contents/Actors/ActorNameCache.cpp, Source/Contents/Actors/ActorNameCard.cpp, Source/Contents/Actors/ActorNameDirectory.cpp, Source/Contents/Actors/ActorNameRequests.cpp, Source/Contents/Actors/PlayerNameDictionary.cpp, Source/Contents/Actors/Resources/BodyResources.cpp, Source/Contents/Actors/Resources/EquipmentResources.cpp, Source/Contents/Actors/Resources/HeadResources.cpp, Source/Contents/Actors/Resources/MonsterResources.cpp, Source/Contents/Actors/Resources/RobeResources.cpp, Source/Contents/Actors/Resources/StatusIconImages.cpp, Source/Contents/AdventureGuide/AdventureGuideMgr.cpp, Source/Contents/CashEmotion/CashEmotionMgr.cpp, Source/Contents/Clan/ClanInfo.cpp, Source/Contents/Configuration/ConfigMgr.cpp, Source/Contents/Effects/Core/CellRangeEffect.cpp, Source/Contents/Effects/Core/ChangeSizeEffect.cpp, Source/Contents/Effects/Core/DummyEffectLauncher.cpp, Source/Contents/Effects/Core/Effect.cpp, Source/Contents/Effects/Core/EffectActor.cpp, Source/Contents/Effects/Core/EffectAttachments.cpp, Source/Contents/Effects/Core/EffectForceRender.cpp, Source/Contents/Effects/Core/EffectLists.cpp, Source/Contents/Effects/Core/EffectMaker.cpp, Source/Contents/Effects/Core/EffectMemoryMgr.cpp, Source/Contents/Effects/Core/EffectTypes.cpp, Source/Contents/Effects/Core/EffectVisibility.cpp, Source/Contents/Effects/Core/MsgEffect.cpp, Source/Contents/Effects/Core/RagEffect.cpp, Source/Contents/Effects/Core/RagEffectInitialization.cpp, Source/Contents/Effects/Core/ShowEffect.cpp, Source/Contents/Effects/Core/SquareRangeEffect.cpp, Source/Contents/Effects/EffectResourceSwitcher.cpp, Source/Contents/Effects/Particles/AnimatedEmitterEffect.cpp, Source/Contents/Effects/Particles/CharacterParticleBundle.cpp, Source/Contents/Effects/Particles/EZ2STREffect.cpp, Source/Contents/Effects/Particles/EZ2STREffectEx.cpp, Source/Contents/Effects/Particles/EmitterEffect.cpp, Source/Contents/Effects/Particles/Particle.cpp, Source/Contents/Effects/Particles/ParticlePool.cpp, Source/Contents/Effects/Particles/SpriteEffect.cpp, Source/Contents/Effects/Particles/SpriteParticle.cpp, Source/Contents/Effects/Primitives/EffectPrim.cpp, Source/Contents/Effects/Primitives/EffectPrimitiveArcs.cpp, Source/Contents/Effects/Primitives/EffectPrimitiveColor.cpp, Source/Contents/Effects/Primitives/EffectPrimitiveGlowSquares.cpp, Source/Contents/Effects/Primitives/EffectPrimitiveMotion.cpp, Source/Contents/Effects/Primitives/EffectPrimitivePanels.cpp, Source/Contents/Effects/Primitives/EffectPrimitiveRecords.cpp, Source/Contents/Effects/Primitives/EffectPrimitiveRendering.cpp, Source/Contents/Effects/Primitives/EffectPrimitiveSprites.cpp, Source/Contents/Effects/Primitives/EffectPrimitiveState.cpp, Source/Contents/Effects/Primitives/EffectPrimitiveSweeps.cpp, Source/Contents/Effects/RDamageVar.cpp, Source/Contents/Effects/Skills/AMachineEffect.cpp, Source/Contents/Effects/Skills/AcidifiedThrow.cpp, Source/Contents/Effects/Skills/ArrowEffect.cpp, Source/Contents/Effects/Skills/AstralStrikeEffect.cpp, Source/Contents/Effects/Skills/AxeBoomerang.cpp, Source/Contents/Effects/Skills/Bash.cpp, Source/Contents/Effects/Skills/BezierArcThrowEffect.cpp, Source/Contents/Effects/Skills/BindTrapEffect.cpp, Source/Contents/Effects/Skills/BlastForge.cpp, Source/Contents/Effects/Skills/CaneOfEvilEyeEffect.cpp, Source/Contents/Effects/Skills/CartCannon.cpp, Source/Contents/Effects/Skills/ChargingPierceEffect.cpp, Source/Contents/Effects/Skills/CherryBlossomEffect.cpp, Source/Contents/Effects/Skills/ClimaxEffect.cpp, Source/Contents/Effects/Skills/CloudEffect.cpp, Source/Contents/Effects/Skills/CloudKillEffect.cpp, Source/Contents/Effects/Skills/CommonFloorEffect.cpp, Source/Contents/Effects/Skills/Competentia.cpp, Source/Contents/Effects/Skills/CresciveBolt.cpp, Source/Contents/Effects/Skills/ElectricEffect.cpp, Source/Contents/Effects/Skills/EnergyOrbEffect.cpp, Source/Contents/Effects/Skills/EvilLandEffect.cpp, Source/Contents/Effects/Skills/EvilsPawEffect.cpp, Source/Contents/Effects/Skills/FlowerCastingEffect.cpp, Source/Contents/Effects/Skills/FortuneKissEffect.cpp, Source/Contents/Effects/Skills/FriggSongEffect.cpp, Source/Contents/Effects/Skills/FuumaShouakuEffect.cpp, Source/Contents/Effects/Skills/GlassWallEffect.cpp, Source/Contents/Effects/Skills/HealEffect.cpp, Source/Contents/Effects/Skills/HealSpEffect.cpp, Source/Contents/Effects/Skills/HitLineEffect.cpp, Source/Contents/Effects/Skills/JupitelThunderStormEffect.cpp, Source/Contents/Effects/Skills/Level150Effect.cpp, Source/Contents/Effects/Skills/Level99Effect.cpp, Source/Contents/Effects/Skills/Level99Orb1Effect.cpp, Source/Contents/Effects/Skills/Level99Orb2Effect.cpp, Source/Contents/Effects/Skills/LightSphereEffect.cpp, Source/Contents/Effects/Skills/MagicFloorEffect.cpp, Source/Contents/Effects/Skills/MagnumBreak.cpp, Source/Contents/Effects/Skills/MandraAttackEffect.cpp, Source/Contents/Effects/Skills/MapChainEffect.cpp, Source/Contents/Effects/Skills/MapMagicZoneEffect.cpp, Source/Contents/Effects/Skills/MappillarEffect.cpp, Source/Contents/Effects/Skills/MeteorEffect.cpp, Source/Contents/Effects/Skills/MonsterSkillEffects.cpp, Source/Contents/Effects/Skills/NyanggrassEffect.cpp, Source/Contents/Effects/Skills/PartyMemberEffects.cpp, Source/Contents/Effects/Skills/PokJukEffect.cpp, Source/Contents/Effects/Skills/PowderingEffect.cpp, Source/Contents/Effects/Skills/RainbowEffect.cpp, Source/Contents/Effects/Skills/RectUpEffect.cpp, Source/Contents/Effects/Skills/RedLineEffect.cpp, Source/Contents/Effects/Skills/RichManKim.cpp, Source/Contents/Effects/Skills/RotateBgEffect.cpp, Source/Contents/Effects/Skills/RotateItemEffect.cpp, Source/Contents/Effects/Skills/RotateLineEffect.cpp, Source/Contents/Effects/Skills/SaintCastingEffect.cpp, Source/Contents/Effects/Skills/ScatterEffect.cpp, Source/Contents/Effects/Skills/ShadowExceedEffect.cpp, Source/Contents/Effects/Skills/ShadowExceedNewEffect.cpp, Source/Contents/Effects/Skills/SmokeEffect.cpp, Source/Contents/Effects/Skills/SoulCollectEffect.cpp, Source/Contents/Effects/Skills/SoulUnityEffect.cpp, Source/Contents/Effects/Skills/SphereWind2Effect.cpp, Source/Contents/Effects/Skills/SphereWindEffect.cpp, Source/Contents/Effects/Skills/StarEffect.cpp, Source/Contents/Effects/Skills/StarEmperorEffect.cpp, Source/Contents/Effects/Skills/StealEffect.cpp, Source/Contents/Effects/Skills/StormCannonEffect.cpp, Source/Contents/Effects/Skills/StormGustEffect.cpp, Source/Contents/Effects/Skills/StormKickEffect.cpp, Source/Contents/Effects/Skills/SunStanceEffect.cpp, Source/Contents/Effects/Skills/TalismanMarkEffect.cpp, Source/Contents/Effects/Skills/TetraBallEffect.cpp, Source/Contents/Effects/Skills/ThrowEffects.cpp, Source/Contents/Effects/Skills/TriangleShotArrow.cpp, Source/Contents/Effects/Skills/ViolentQuakeEffect.cpp, Source/Contents/Effects/Skills/WindEffect.cpp, Source/Contents/Emblems/EmblemCacheRaw.cpp, Source/Contents/Emblems/GuildEmblemLookup.cpp, Source/Contents/Emblems/GuildEmblemState.cpp, Source/Contents/EntryQueue/EntryQueueMgr.cpp, Source/Contents/Events/CheckAttendanceMgr.cpp, Source/Contents/Events/RouletteMgr.cpp, Source/Contents/Events/ShowRankingScheduler.cpp, Source/Contents/Events/SpecialPopupMgr.cpp, Source/Contents/Guild/GuildInfo.cpp, Source/Contents/Guild/GuildMgr.cpp, Source/Contents/Guild/GuildTip.cpp, Source/Contents/Items/ClientItemLists.cpp, Source/Contents/Items/EnchantMgr.cpp, Source/Contents/Items/ItemDBToIDMgr.cpp, Source/Contents/Items/JobCodeForItem.cpp, Source/Contents/Map/FlyingShipRouteInfo.cpp, Source/Contents/Map/MapInfoMgr.cpp, Source/Contents/Map/MapNameTable.cpp, Source/Contents/Map/MapPropertyMgr.cpp, Source/Contents/Map/MapSkyMgr.cpp, Source/Contents/Map/PrivateAirplaneMgr.cpp, Source/Contents/Map/TownInfoMgr.cpp, Source/Contents/Models/ModelKeyframes.cpp, Source/Contents/Monster/ChampionMonsterMgr.cpp, Source/Contents/Monster/EnemyMonsterTalk.cpp, Source/Contents/Monster/MonsterSpeech.cpp, Source/Contents/Monster/MonsterXmlActions.cpp, Source/Contents/Movement/ActorMovementRoute.cpp, Source/Contents/Movement/MovementRoute.cpp, Source/Contents/Movement/MovementRouteInterpolation.cpp, Source/Contents/Movement/MovementTraversal.cpp, Source/Contents/Movement/Pathfinding.cpp, Source/Contents/Movement/TerrainPathSearch.cpp, Source/Contents/Navigation/NavigationCandidates.cpp, Source/Contents/Navigation/NavigationDestinations.cpp, Source/Contents/Navigation/NavigationGraph.cpp, Source/Contents/Navigation/NavigationLink.cpp, Source/Contents/Navigation/NavigationRequest.cpp, Source/Contents/Navigation/NavigationRoute.cpp, Source/Contents/Navigation/NavigationSource.cpp, Source/Contents/Navigation/NpcLocationRadius.cpp, Source/Contents/Navigation/WorldNavigation.cpp, Source/Contents/Pet/PetEvolutionMgr.cpp, Source/Contents/Pet/PetStatus.cpp, Source/Contents/Pet/PetStrings.cpp, Source/Contents/Pet/PetTalk.cpp, Source/Contents/Pet/PetTalkNames.cpp, Source/Contents/Quest/RenewQuestMgr.cpp, Source/Contents/Repute/ReputeMgr.cpp, Source/Contents/Rodex/RodexMailStore.cpp, Source/Contents/RuneSystem/RuneSystem.cpp, Source/Contents/Skills/GraffiSkill.cpp, Source/Contents/Skin/SkinCatalog.cpp, Source/Contents/Skin/SkinInfo.cpp, Source/Contents/Skin/SkinMgr.cpp, Source/Contents/Sound/HitSounds.cpp, Source/Contents/Sprites/RobeOpacity.cpp, Source/Contents/Sprites/RobeTopLayer.cpp, Source/Contents/Sprites/SpriteFrameSynchronization.cpp, Source/Contents/Sprites/SpriteJob.cpp, Source/Contents/Sprites/SpriteLayerDepth.cpp, Source/Contents/Sprites/SpriteLayerDrawing.cpp, Source/Contents/Sprites/SpriteLayerOrder.cpp, Source/Contents/Sprites/SpriteRidingOffset.cpp, Source/Contents/Sprites/SpriteRidingPolicy.cpp, Source/Contents/Sprites/SpriteRobe.cpp, Source/Contents/Sprites/SpriteRobeCommands.cpp, Source/Contents/Sprites/SpriteShadow.cpp, Source/Contents/Tables/ClientXmlTables.cpp, Source/Contents/Tables/ForbiddenWords.cpp, Source/Contents/Tables/MessageTable.cpp, Source/Contents/Tables/SimpleStringMgr.cpp, Source/Contents/Tables/TableMng.cpp, Source/Contents/Tables/TipBoxTitles.cpp, Source/Contents/Tables/TipOfTheDay.cpp, Source/Contents/Time/ClientTiming.cpp, Source/Contents/Time/ServerTimeManager.cpp, Source/Contents/World/WorldViewData.cpp
Deletes: Source/Contents/AchievementMgr.cpp, Source/Contents/AchievementMgr.h, Source/Contents/ActorGeometry.cpp, Source/Contents/ActorMovementRoute.cpp, Source/Contents/ActorNameCache.cpp, Source/Contents/ActorNameCard.cpp, Source/Contents/ActorNameCard.h, Source/Contents/ActorNameDirectory.cpp, Source/Contents/ActorNameRequests.cpp, Source/Contents/Actors/GraffiSkill.cpp, Source/Contents/Actors/GraffiSkill.h, Source/Contents/Actors/PetEnums.h, Source/Contents/AdventureGuideMgr.cpp, Source/Contents/AdventureGuideMgr.h, Source/Contents/BodyResources.cpp, Source/Contents/CashEmotionMgr.cpp, Source/Contents/CashEmotionMgr.h, Source/Contents/ChampionMonsterMgr.cpp, Source/Contents/ChampionMonsterMgr.h, Source/Contents/CheckAttendanceMgr.cpp, Source/Contents/CheckAttendanceMgr.h, Source/Contents/ClanInfo.cpp, Source/Contents/ClanInfo.h, Source/Contents/ClientItemLists.cpp, Source/Contents/ClientItemLists.h, Source/Contents/ClientTiming.cpp, Source/Contents/ClientXmlTables.cpp, Source/Contents/Combat/CombatTypes.h, Source/Contents/ConfigMgr.cpp, Source/Contents/ConfigMgr.h, Source/Contents/EffectResourceSwitcher.cpp, Source/Contents/EffectResourceSwitcher.h, Source/Contents/Effects/AMachineEffect.cpp, Source/Contents/Effects/AMachineEffect.h, Source/Contents/Effects/AcidifiedThrow.cpp, Source/Contents/Effects/AcidifiedThrow.h, Source/Contents/Effects/AnimatedEmitterEffect.cpp, Source/Contents/Effects/AnimatedEmitterEffect.h, Source/Contents/Effects/ArrowEffect.cpp, Source/Contents/Effects/ArrowEffect.h, Source/Contents/Effects/AstralStrikeEffect.cpp, Source/Contents/Effects/AstralStrikeEffect.h, Source/Contents/Effects/AxeBoomerang.cpp, Source/Contents/Effects/AxeBoomerang.h, Source/Contents/Effects/Bash.cpp, Source/Contents/Effects/Bash.h, Source/Contents/Effects/BezierArcThrowEffect.cpp, Source/Contents/Effects/BezierArcThrowEffect.h, Source/Contents/Effects/BindTrapEffect.cpp, Source/Contents/Effects/BindTrapEffect.h, Source/Contents/Effects/BlastForge.cpp, Source/Contents/Effects/BlastForge.h, Source/Contents/Effects/CaneOfEvilEyeEffect.cpp, Source/Contents/Effects/CaneOfEvilEyeEffect.h, Source/Contents/Effects/CartCannon.cpp, Source/Contents/Effects/CartCannon.h, Source/Contents/Effects/CellRangeEffect.cpp, Source/Contents/Effects/CellRangeEffect.h, Source/Contents/Effects/ChangeSizeEffect.cpp, Source/Contents/Effects/ChangeSizeEffect.h, Source/Contents/Effects/CharacterParticleBundle.cpp, Source/Contents/Effects/CharacterParticleBundle.h, Source/Contents/Effects/ChargingPierceEffect.cpp, Source/Contents/Effects/ChargingPierceEffect.h, Source/Contents/Effects/CherryBlossomEffect.cpp, Source/Contents/Effects/CherryBlossomEffect.h, Source/Contents/Effects/ClimaxEffect.cpp, Source/Contents/Effects/ClimaxEffect.h, Source/Contents/Effects/CloudEffect.cpp, Source/Contents/Effects/CloudEffect.h, Source/Contents/Effects/CloudKillEffect.cpp, Source/Contents/Effects/CloudKillEffect.h, Source/Contents/Effects/CommonFloorEffect.cpp, Source/Contents/Effects/CommonFloorEffect.h, Source/Contents/Effects/Competentia.cpp, Source/Contents/Effects/Competentia.h, Source/Contents/Effects/CresciveBolt.cpp, Source/Contents/Effects/CresciveBolt.h, Source/Contents/Effects/DummyEffectLauncher.cpp, Source/Contents/Effects/DummyEffectLauncher.h, Source/Contents/Effects/EZ2STREffect.cpp, Source/Contents/Effects/EZ2STREffect.h, Source/Contents/Effects/EZ2STREffectEx.cpp, Source/Contents/Effects/EZ2STREffectEx.h, Source/Contents/Effects/Effect.cpp, Source/Contents/Effects/Effect.h, Source/Contents/Effects/EffectActor.cpp, Source/Contents/Effects/EffectActor.h, Source/Contents/Effects/EffectAttachments.cpp, Source/Contents/Effects/EffectEmitter.h, Source/Contents/Effects/EffectForceRender.cpp, Source/Contents/Effects/EffectLists.cpp, Source/Contents/Effects/EffectLists.h, Source/Contents/Effects/EffectMaker.cpp, Source/Contents/Effects/EffectMaker.h, Source/Contents/Effects/EffectMemoryMgr.cpp, Source/Contents/Effects/EffectMemoryMgr.h, Source/Contents/Effects/EffectMessageId.h, Source/Contents/Effects/EffectPoint.h, Source/Contents/Effects/EffectPrim.cpp, Source/Contents/Effects/EffectPrim.h, Source/Contents/Effects/EffectPrimId.h, Source/Contents/Effects/EffectPrimitiveArcs.cpp, Source/Contents/Effects/EffectPrimitiveColor.cpp, Source/Contents/Effects/EffectPrimitiveGlowSquares.cpp, Source/Contents/Effects/EffectPrimitiveMotion.cpp, Source/Contents/Effects/EffectPrimitiveMotion.h, Source/Contents/Effects/EffectPrimitivePanels.cpp, Source/Contents/Effects/EffectPrimitiveRecords.cpp, Source/Contents/Effects/EffectPrimitiveRendering.cpp, Source/Contents/Effects/EffectPrimitiveSprites.cpp, Source/Contents/Effects/EffectPrimitiveState.cpp, Source/Contents/Effects/EffectPrimitiveState.h, Source/Contents/Effects/EffectPrimitiveSweeps.cpp, Source/Contents/Effects/EffectTypes.cpp, Source/Contents/Effects/EffectTypes.h, Source/Contents/Effects/EffectVisibility.cpp, Source/Contents/Effects/ElectricEffect.cpp, Source/Contents/Effects/ElectricEffect.h, Source/Contents/Effects/EmitterEffect.cpp, Source/Contents/Effects/EmitterEffect.h, Source/Contents/Effects/EnergyOrbEffect.cpp, Source/Contents/Effects/EnergyOrbEffect.h, Source/Contents/Effects/EvilLandEffect.cpp, Source/Contents/Effects/EvilLandEffect.h, Source/Contents/Effects/EvilsPawEffect.cpp, Source/Contents/Effects/EvilsPawEffect.h, Source/Contents/Effects/FlowerCastingEffect.cpp, Source/Contents/Effects/FlowerCastingEffect.h, Source/Contents/Effects/FortuneKissEffect.cpp, Source/Contents/Effects/FortuneKissEffect.h, Source/Contents/Effects/FriggSongEffect.cpp, Source/Contents/Effects/FriggSongEffect.h, Source/Contents/Effects/FuumaShouakuEffect.cpp, Source/Contents/Effects/FuumaShouakuEffect.h, Source/Contents/Effects/GlassWallEffect.cpp, Source/Contents/Effects/GlassWallEffect.h, Source/Contents/Effects/GravityControlEffect.h, Source/Contents/Effects/HealEffect.cpp, Source/Contents/Effects/HealEffect.h, Source/Contents/Effects/HealSpEffect.cpp, Source/Contents/Effects/HealSpEffect.h, Source/Contents/Effects/HitLineEffect.cpp, Source/Contents/Effects/HitLineEffect.h, Source/Contents/Effects/JupitelThunderStormEffect.cpp, Source/Contents/Effects/JupitelThunderStormEffect.h, Source/Contents/Effects/Level150Effect.cpp, Source/Contents/Effects/Level150Effect.h, Source/Contents/Effects/Level99Effect.cpp, Source/Contents/Effects/Level99Effect.h, Source/Contents/Effects/Level99Orb1Effect.cpp, Source/Contents/Effects/Level99Orb1Effect.h, Source/Contents/Effects/Level99Orb2Effect.cpp, Source/Contents/Effects/Level99Orb2Effect.h, Source/Contents/Effects/LightSphereEffect.cpp, Source/Contents/Effects/LightSphereEffect.h, Source/Contents/Effects/MagicFloorEffect.cpp, Source/Contents/Effects/MagicFloorEffect.h, Source/Contents/Effects/MagnumBreak.cpp, Source/Contents/Effects/MagnumBreak.h, Source/Contents/Effects/MandraAttackEffect.cpp, Source/Contents/Effects/MandraAttackEffect.h, Source/Contents/Effects/MapChainEffect.cpp, Source/Contents/Effects/MapChainEffect.h, Source/Contents/Effects/MapMagicZoneEffect.cpp, Source/Contents/Effects/MapMagicZoneEffect.h, Source/Contents/Effects/MappillarEffect.cpp, Source/Contents/Effects/MappillarEffect.h, Source/Contents/Effects/MeteorEffect.cpp, Source/Contents/Effects/MonsterSkillEffects.cpp, Source/Contents/Effects/MonsterSkillEffects.h, Source/Contents/Effects/MsgEffect.cpp, Source/Contents/Effects/MsgEffect.h, Source/Contents/Effects/NyanggrassEffect.cpp, Source/Contents/Effects/NyanggrassEffect.h, Source/Contents/Effects/Particle.cpp, Source/Contents/Effects/Particle.h, Source/Contents/Effects/ParticlePool.cpp, Source/Contents/Effects/ParticlePool.h, Source/Contents/Effects/PartyMemberEffects.cpp, Source/Contents/Effects/PartyMemberEffects.h, Source/Contents/Effects/PokJukEffect.cpp, Source/Contents/Effects/PokJukEffect.h, Source/Contents/Effects/PowderingEffect.cpp, Source/Contents/Effects/PowderingEffect.h, Source/Contents/Effects/RagEffect.cpp, Source/Contents/Effects/RagEffect.h, Source/Contents/Effects/RagEffectInitialization.cpp, Source/Contents/Effects/RagEffectState.h, Source/Contents/Effects/RainbowEffect.cpp, Source/Contents/Effects/RainbowEffect.h, Source/Contents/Effects/RectUpEffect.cpp, Source/Contents/Effects/RectUpEffect.h, Source/Contents/Effects/RedLineEffect.cpp, Source/Contents/Effects/RedLineEffect.h, Source/Contents/Effects/RichManKim.cpp, Source/Contents/Effects/RichManKim.h, Source/Contents/Effects/RotateBgEffect.cpp, Source/Contents/Effects/RotateBgEffect.h, Source/Contents/Effects/RotateItemEffect.cpp, Source/Contents/Effects/RotateItemEffect.h, Source/Contents/Effects/RotateLineEffect.cpp, Source/Contents/Effects/RotateLineEffect.h, Source/Contents/Effects/SaintCastingEffect.cpp, Source/Contents/Effects/SaintCastingEffect.h, Source/Contents/Effects/ScatterEffect.cpp, Source/Contents/Effects/ScatterEffect.h, Source/Contents/Effects/ShadowExceedEffect.cpp, Source/Contents/Effects/ShadowExceedEffect.h, Source/Contents/Effects/ShadowExceedNewEffect.cpp, Source/Contents/Effects/ShowEffect.cpp, Source/Contents/Effects/ShowEffect.h, Source/Contents/Effects/SkillEffects.h, Source/Contents/Effects/SmokeEffect.cpp, Source/Contents/Effects/SmokeEffect.h, Source/Contents/Effects/SoulCollectEffect.cpp, Source/Contents/Effects/SoulCollectEffect.h, Source/Contents/Effects/SoulUnityEffect.cpp, Source/Contents/Effects/SoulUnityEffect.h, Source/Contents/Effects/SphereWind2Effect.cpp, Source/Contents/Effects/SphereWind2Effect.h, Source/Contents/Effects/SphereWindEffect.cpp, Source/Contents/Effects/SphereWindEffect.h, Source/Contents/Effects/SpriteEffect.cpp, Source/Contents/Effects/SpriteEffect.h, Source/Contents/Effects/SpriteParticle.cpp, Source/Contents/Effects/SpriteParticle.h, Source/Contents/Effects/SquareRangeEffect.cpp, Source/Contents/Effects/SquareRangeEffect.h, Source/Contents/Effects/StarEffect.cpp, Source/Contents/Effects/StarEffect.h, Source/Contents/Effects/StarEmperorEffect.cpp, Source/Contents/Effects/StarEmperorEffect.h, Source/Contents/Effects/StealEffect.cpp, Source/Contents/Effects/StealEffect.h, Source/Contents/Effects/StormCannonEffect.cpp, Source/Contents/Effects/StormCannonEffect.h, Source/Contents/Effects/StormGustEffect.cpp, Source/Contents/Effects/StormGustEffect.h, Source/Contents/Effects/StormKickEffect.cpp, Source/Contents/Effects/StormKickEffect.h, Source/Contents/Effects/SunStanceEffect.cpp, Source/Contents/Effects/SunStanceEffect.h, Source/Contents/Effects/TalismanMarkEffect.cpp, Source/Contents/Effects/TalismanMarkEffect.h, Source/Contents/Effects/TetraBallEffect.cpp, Source/Contents/Effects/TetraBallEffect.h, Source/Contents/Effects/ThrowEffects.cpp, Source/Contents/Effects/ThrowEffects.h, Source/Contents/Effects/TriangleShotArrow.cpp, Source/Contents/Effects/TriangleShotArrow.h, Source/Contents/Effects/ViolentQuakeEffect.cpp, Source/Contents/Effects/ViolentQuakeEffect.h, Source/Contents/Effects/WhirlwindEffect.h, Source/Contents/Effects/WindEffect.cpp, Source/Contents/Effects/WindEffect.h, Source/Contents/EmblemCacheRaw.cpp, Source/Contents/EnchantMgr.cpp, Source/Contents/EnchantMgr.h, Source/Contents/EnemyMonsterTalk.cpp, Source/Contents/EntryQueueMgr.cpp, Source/Contents/EntryQueueMgr.h, Source/Contents/EquipmentResourceMgr.h, Source/Contents/EquipmentResources.cpp, Source/Contents/FlyingShipRouteInfo.cpp, Source/Contents/FlyingShipRouteInfo.h, Source/Contents/ForbiddenWords.cpp, Source/Contents/ForbiddenWords.h, Source/Contents/GuildEmblemLookup.cpp, Source/Contents/GuildEmblemState.cpp, Source/Contents/GuildInfo.cpp, Source/Contents/GuildInfo.h, Source/Contents/GuildMgr.cpp, Source/Contents/GuildMgr.h, Source/Contents/GuildTip.cpp, Source/Contents/GuildTip.h, Source/Contents/HeadResources.cpp, Source/Contents/HitSounds.cpp, Source/Contents/ItemDBToIDMgr.cpp, Source/Contents/ItemDBToIDMgr.h, Source/Contents/Items/RuneSystem.cpp, Source/Contents/Items/RuneSystem.h, Source/Contents/JobCodeForItem.cpp, Source/Contents/JobCodeForItem.h, Source/Contents/MapInfoMgr.cpp, Source/Contents/MapInfoMgr.h, Source/Contents/MapNameTable.cpp, Source/Contents/MapPropertyMgr.cpp, Source/Contents/MapPropertyMgr.h, Source/Contents/MapSkyMgr.cpp, Source/Contents/MapSkyMgr.h, Source/Contents/MessageTable.cpp, Source/Contents/MessageTable.h, Source/Contents/ModelKeyframes.cpp, Source/Contents/MonsterResources.cpp, Source/Contents/MonsterSpeech.cpp, Source/Contents/MonsterXmlActions.cpp, Source/Contents/MovementRoute.cpp, Source/Contents/MovementRouteInterpolation.cpp, Source/Contents/MovementRouteInterpolation.h, Source/Contents/MovementTraversal.cpp, Source/Contents/NavigationCandidates.cpp, Source/Contents/NavigationDestinations.cpp, Source/Contents/NavigationGraph.cpp, Source/Contents/NavigationLink.cpp, Source/Contents/NavigationManager.h, Source/Contents/NavigationRequest.cpp, Source/Contents/NavigationRoute.cpp, Source/Contents/NavigationSource.cpp, Source/Contents/NpcLocationRadius.cpp, Source/Contents/Pathfinding.cpp, Source/Contents/PetEvolutionMgr.cpp, Source/Contents/PetEvolutionMgr.h, Source/Contents/PetStatus.cpp, Source/Contents/PetStrings.cpp, Source/Contents/PetTalk.cpp, Source/Contents/PetTalkNames.cpp, Source/Contents/PlayerNameDictionary.cpp, Source/Contents/PlayerNameDictionary.h, Source/Contents/PrivateAirplaneMgr.cpp, Source/Contents/PrivateAirplaneMgr.h, Source/Contents/RDamageVar.cpp, Source/Contents/RDamageVar.h, Source/Contents/RenewQuestMgr.cpp, Source/Contents/RenewQuestMgr.h, Source/Contents/ReputeMgr.cpp, Source/Contents/ReputeMgr.h, Source/Contents/ReputeRecords.h, Source/Contents/RobeOpacity.cpp, Source/Contents/RobeResources.cpp, Source/Contents/RobeTopLayer.cpp, Source/Contents/RodexMailStore.cpp, Source/Contents/RodexMailStore.h, Source/Contents/RouletteMgr.cpp, Source/Contents/RouletteMgr.h, Source/Contents/ServerTimeManager.cpp, Source/Contents/ServerTimeManager.h, Source/Contents/ShowRankingScheduler.cpp, Source/Contents/ShowRankingScheduler.h, Source/Contents/SimpleStringMgr.cpp, Source/Contents/SimpleStringMgr.h, Source/Contents/SkinCatalog.cpp, Source/Contents/SkinInfo.cpp, Source/Contents/SkinMgr.cpp, Source/Contents/SkinMgr.h, Source/Contents/SpecialPopupMgr.cpp, Source/Contents/SpecialPopupMgr.h, Source/Contents/SpriteFrameSynchronization.cpp, Source/Contents/SpriteJob.cpp, Source/Contents/SpriteLayerDepth.cpp, Source/Contents/SpriteLayerDrawing.cpp, Source/Contents/SpriteLayerDrawing.h, Source/Contents/SpriteLayerOrder.cpp, Source/Contents/SpriteLayerOrder.h, Source/Contents/SpriteRidingOffset.cpp, Source/Contents/SpriteRidingOffset.h, Source/Contents/SpriteRidingPolicy.cpp, Source/Contents/SpriteRidingPolicy.h, Source/Contents/SpriteRobe.cpp, Source/Contents/SpriteRobeCommands.cpp, Source/Contents/SpriteShadow.cpp, Source/Contents/StatusIconImages.cpp, Source/Contents/TableMng.cpp, Source/Contents/TableMng.h, Source/Contents/TerrainPathSearch.cpp, Source/Contents/TerrainPathSearch.h, Source/Contents/TipBoxTitles.cpp, Source/Contents/TipBoxTitles.h, Source/Contents/TipOfTheDay.cpp, Source/Contents/TipOfTheDay.h, Source/Contents/TownInfoMgr.cpp, Source/Contents/TownInfoMgr.h, Source/Contents/WorldNavigation.cpp, Source/Contents/WorldView/WorldViewData.cpp, Source/Contents/WorldView/WorldViewData.h
2026-11-10 23:40:35 +00:00

1803 lines
65 KiB
C++

#include "Contents/Effects/Primitives/EffectPrim.h"
#include "Contents/Effects/Primitives/EffectPrimitiveState.h"
#include "Contents/Configuration/ServiceOptions.h"
#include "Contents/Map/MapSkyMgr.h"
#include "Render/Renderer.h"
#include "Render/SpriteGeometry.h"
#include "Render/SpriteQuad.h"
#include "Render/Textures/SpritePixels.h"
#include "Resource/Sprites/ActionResource.h"
#include "Resource/Sprites/SpriteResource.h"
#include "Utility/Math/AffineMatrix.h"
#include "Contents/Actors/GameActor.h"
// INLINED
static __forceinline void ZeroVector(vector3d& v) {
v.x = 0.0f;
v.y = 0.0f;
v.z = 0.0f;
}
// INLINED
static __forceinline vector3d operator+(const vector3d& a, const vector3d& b) {
vector3d result;
result.x = a.x + b.x;
result.y = a.y + b.y;
result.z = a.z + b.z;
return result;
}
// OFFSET: 0x00BEBC80
// FUNCTION: fn_19972
void CEffectPrim::RenderGroundArcGlow(matrix& wtm) {
vector3d prevB;
ZeroVector(prevB);
vector3d curB;
ZeroVector(curB);
vector3d curT;
ZeroVector(curT);
vector3d prevT;
ZeroVector(prevT);
int rpCnt = 0;
short alpha;
for (int ec = 0; ec < 4; ++ec) {
if (this->state.slots[ec].life != 1) {
continue;
}
const int step = this->state.slots[ec].fullDisplayAngle / 20;
int i = 0;
for (int offset = 0; offset <= this->state.slots[ec].fullDisplayAngle; offset += step) {
int angle = this->state.slots[ec].rotStart + offset;
angle -= angle / 360 * 360;
if (this->state.slots[ec].fullDisplayAngle == 360 && i == 20) {
angle = this->state.slots[ec].rotStart;
}
const float rise = this->state.slots[ec].height[i];
const float radius = g_sinTable[this->state.slots[ec].rotStart] + this->state.slots[ec].distance;
const float riseX = rise * g_cosTable[this->state.slots[ec].riseAngle];
curB.x = radius * g_cosTable[angle];
curB.y = 0.0f;
curB.z = radius * g_sinTable[angle];
curT.x = riseX * g_cosTable[angle] + curB.x;
curT.y = -(rise * g_sinTable[this->state.slots[ec].riseAngle]);
curT.z = riseX * g_sinTable[angle] + curB.z;
if (i > 0) {
int texture;
if (this->state.slots[ec].alphaT == 10) {
texture = this->state.slots[ec].process / 3 % static_cast<int>(this->state.totalTexture);
} else {
texture = this->state.slots[ec].process % static_cast<int>(this->state.totalTexture);
this->state.size = 0.0f;
this->RenderTeiRect(&rpCnt, i - 1, this->state.slots[ec].alphaB, this->state.slots[ec].alphaB, prevB, curB, curT, prevT, wtm, static_cast<char>(texture));
}
if (this->state.slots[ec].alphaT <= 2) {
this->state.size = 17.0f;
alpha = this->state.slots[ec].alphaB * 3;
} else if (this->state.slots[ec].alphaT == 3) {
this->state.size = 18.0f;
alpha = this->state.slots[ec].alphaB * 3;
} else if (this->state.slots[ec].alphaT == 4) {
this->state.size = 19.0f;
alpha = this->state.slots[ec].alphaB * 2;
} else if (this->state.slots[ec].alphaT == 5) {
this->state.size = 20.0f;
alpha = this->state.slots[ec].alphaB * 2;
} else if (this->state.slots[ec].alphaT == 7) {
this->state.size = 21.0f;
alpha = this->state.slots[ec].alphaB * 2;
} else if (this->state.slots[ec].alphaT == 8) {
this->state.size = 22.0f;
alpha = this->state.slots[ec].alphaB * 2;
} else if (this->state.slots[ec].alphaT == 9) {
this->state.size = 30.0f;
alpha = this->state.slots[ec].alphaB;
if (!g_serviceOptions.Get(229)) {
alpha = this->state.slots[ec].alphaB * 2;
}
} else if (this->state.slots[ec].alphaT == 6) {
this->state.size = 5.0f;
alpha = this->state.slots[ec].alphaB * 2;
} else if (this->state.slots[ec].alphaT == 10) {
this->state.size = 6.0f;
alpha = this->state.slots[ec].alphaB * 3;
} else if (this->state.slots[ec].alphaT == 11) {
this->state.size = 32.0f;
alpha = this->state.slots[ec].alphaB;
if (!g_serviceOptions.Get(229)) {
alpha = this->state.slots[ec].alphaB * 2;
}
}
if (alpha > 255) {
alpha = 255;
}
this->RenderTeiRect(&rpCnt, i - 1, alpha, this->state.slots[ec].alphaB, prevB, curB, curT, prevT, wtm, static_cast<char>(texture));
}
++i;
if (i >= 21) {
i = 20;
}
prevT = curT;
prevB = curB;
}
}
}
// OFFSET: 0x00BEC150
// FUNCTION: fn_19973
void CEffectPrim::RenderGroundArc(matrix& wtm) {
vector3d prevB;
ZeroVector(prevB);
vector3d curB;
ZeroVector(curB);
vector3d curT;
ZeroVector(curT);
vector3d prevT;
ZeroVector(prevT);
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
if (this->state.slots[ec].life != 1 || this->state.slots[ec].process <= 0) {
continue;
}
const int step = this->state.slots[ec].fullDisplayAngle / 20;
int i = 0;
for (int offset = 0; offset <= this->state.slots[ec].fullDisplayAngle; offset += step) {
int angle = this->state.slots[ec].rotStart + offset;
angle -= angle / 360 * 360;
if (this->state.slots[ec].fullDisplayAngle == 360 && i == 20) {
angle = this->state.slots[ec].rotStart;
}
const float rise = this->state.slots[ec].height[i];
const float riseX = rise * g_cosTable[this->state.slots[ec].riseAngle];
curB.x = this->state.slots[ec].distance * g_cosTable[angle];
curB.y = 5.0f;
curB.z = this->state.slots[ec].distance * g_sinTable[angle];
curT.x = riseX * g_cosTable[angle] + curB.x;
curT.z = riseX * g_sinTable[angle] + curB.z;
curT.y = 5.0f - rise * g_sinTable[this->state.slots[ec].riseAngle];
if (i > 0) {
this->RenderTeiRect(
&rpCnt, i - 1, this->state.slots[ec].alphaB, this->state.slots[ec].alphaB, prevB, curB, curT, prevT, wtm,
static_cast<char>(this->state.slots[ec].process % static_cast<int>(this->state.totalTexture))
);
}
++i;
if (i >= 21) {
i = 20;
}
prevT = curT;
prevB = curB;
}
}
}
// OFFSET: 0x00BEC3D0
// FUNCTION: fn_19974
void CEffectPrim::RenderGroundArc2(matrix& wtm) {
vector3d prevB;
ZeroVector(prevB);
vector3d curB;
ZeroVector(curB);
vector3d curT;
ZeroVector(curT);
vector3d prevT;
ZeroVector(prevT);
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
if (this->state.slots[ec].life != 1 || this->state.slots[ec].process <= 0) {
continue;
}
const int step = this->state.slots[ec].fullDisplayAngle / 20;
int i = 0;
for (int offset = 0; offset <= this->state.slots[ec].fullDisplayAngle; offset += step) {
int angle = this->state.slots[ec].rotStart + offset;
angle -= angle / 360 * 360;
if (this->state.slots[ec].fullDisplayAngle == 360 && i == 20) {
angle = this->state.slots[ec].rotStart;
}
const float rise = this->state.slots[ec].height[i];
const float riseX = rise * g_cosTable[this->state.slots[ec].riseAngle];
curB.x = this->state.slots[ec].distance * g_cosTable[angle];
curB.y = 5.0f;
curB.z = this->state.slots[ec].distance * g_sinTable[angle];
curT.x = riseX * g_cosTable[angle] + curB.x;
curT.z = riseX * g_sinTable[angle] + curB.z;
curT.y = 5.0f - rise * g_sinTable[this->state.slots[ec].riseAngle];
if (i > 0) {
this->RenderTeiRect(
&rpCnt, i - 1, this->state.slots[ec].alphaB, this->state.slots[ec].alphaB, prevB, curB, curT, prevT, wtm,
static_cast<char>(this->state.slots[ec].process % static_cast<int>(this->state.totalTexture))
);
}
++i;
if (i >= 21) {
i = 20;
}
prevT = curT;
prevB = curB;
}
}
}
// OFFSET: 0x00BEC650
// FUNCTION: fn_19975
void CEffectPrim::RenderGroundArcStep(matrix& wtm) {
vector3d prevB;
ZeroVector(prevB);
vector3d curB;
ZeroVector(curB);
vector3d curT;
ZeroVector(curT);
vector3d prevT;
ZeroVector(prevT);
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
if (this->state.slots[ec].life != 1) {
continue;
}
const int step = this->state.slots[ec].fullDisplayAngle / 20;
int i = 0;
for (int offset = 0; offset <= this->state.slots[ec].fullDisplayAngle; offset += step) {
int angle = this->state.slots[ec].rotStart + offset;
angle -= angle / 360 * 360;
if (this->state.slots[ec].fullDisplayAngle == 360 && i == 20) {
angle = this->state.slots[ec].rotStart;
}
curB.x = this->state.slots[ec].distance * g_cosTable[angle];
curB.z = this->state.slots[ec].distance * g_sinTable[angle];
if (this->state.slots[ec].maxHeight == 6.001f) {
curB.y = -2.0f;
} else if (this->state.slots[ec].maxHeight == 24.001f) {
curB.y = -1.0f;
} else {
curB.y = 0.0f;
}
const float rise = this->state.slots[ec].height[i];
const float riseX = rise * g_cosTable[this->state.slots[ec].riseAngle];
float riseY = rise * g_sinTable[this->state.slots[ec].riseAngle];
curT.x = riseX * g_cosTable[angle] + curB.x;
curT.z = riseX * g_sinTable[angle] + curB.z;
if (this->state.slots[ec].maxHeight == 6.001f) {
riseY += 2.0f;
} else if (this->state.slots[ec].maxHeight == 24.001f) {
riseY += 1.0f;
}
curT.y = -riseY;
if (i > 0) {
this->RenderTeiRect(
&rpCnt, i - 1, this->state.slots[ec].alphaB, this->state.slots[ec].alphaB, prevB, curB, curT, prevT, wtm,
static_cast<char>(this->state.slots[ec].process % static_cast<int>(this->state.totalTexture))
);
}
++i;
if (i >= 21) {
i = 20;
}
prevB = curB;
prevT = curT;
}
}
}
// OFFSET: 0x00BEC960
// FUNCTION: fn_19976
__declspec(safebuffers) void CEffectPrim::RenderSegmentSprites(matrix& wtm) {
CSprRes* sprite = static_cast<CGameActor*>(static_cast<CRenderObject*>(this))->GetSprite();
CActRes* action = this->GetActRes();
for (int ec = 0; ec < 4; ++ec) {
for (int seg = 0; seg < this->state.numSegment; ++seg) {
const EffectPrimitiveRecord& record = this->state.records[seg];
vector3d position;
position.x = record.position.x + this->state.slots[ec].vecBNow.x;
position.y = record.position.y + this->state.slots[ec].vecBNow.y;
position.z = record.position.z + this->state.slots[ec].vecBNow.z;
const float depth = position.y * wtm.values[5] + position.x * wtm.values[2] + position.z * wtm.values[8] + wtm.values[11];
float screenX;
float screenY;
float reciprocalDepth;
g_renderer->ProjectViewport(&position.x, wtm.values, &screenX, &screenY, &reciprocalDepth);
const float distanceScale = g_renderer->ScaleDistance(reciprocalDepth);
const ActionFrame& frame = action->Frame(this->render.previousAnimation, this->render.curMotion);
for (int index = 0; index < frame.cellCount; ++index) {
const SpriteFrameCell& cell = frame.Cell(index);
if (cell.image == -1) {
continue;
}
const SpriteRleImage* image = sprite->images[cell.imageType][cell.image];
const double scale = record.scale;
const float top = static_cast<float>(cell.y * scale * cell.scaleY * distanceScale + screenY);
const float bottom = static_cast<float>(((static_cast<short>(image->doubleHeight) + 1) * image->height + cell.y) * scale * cell.scaleY * distanceScale + screenY);
if (top >= static_cast<float>(g_renderer->viewport.height) || bottom <= 0.0f) {
continue;
}
float left;
float right;
if ((cell.mirrored & 1) != 0) {
left = static_cast<float>(((static_cast<short>(image->doubleWidth) + 1) * image->width + cell.x) * scale * cell.scaleX * distanceScale + screenX);
right = static_cast<float>(cell.x * scale * cell.scaleX * distanceScale + screenX);
if (right >= static_cast<float>(g_renderer->viewport.width) || left <= 0.0f) {
continue;
}
} else {
left = static_cast<float>(cell.x * scale * cell.scaleX * distanceScale + screenX);
right = static_cast<float>(((static_cast<short>(image->doubleWidth) + 1) * image->width + cell.x) * scale * cell.scaleX * distanceScale + screenX);
if (left >= static_cast<float>(g_renderer->viewport.width) || right <= 0.0f) {
continue;
}
}
SpriteQuad quad;
quad.top = top;
quad.left = left;
quad.bottom = bottom;
quad.right = right;
short alpha = static_cast<short>((cell.color >> 24) * 0.85f);
quad.bottomRhw = 1.0f / ((bottom - screenY) * g_tangent + depth) + 0.0001f;
quad.topRhw = 1.0f / ((top - screenY) * g_tangent + depth) + 0.0001f;
if ((this->state.pattern & 0x200) == 0) {
quad.color = record.color;
} else if (this->state.slots[ec].flag1[0] == 0) {
quad.color = (((((alpha << 8) + (cell.color & 0xFF)) << 8) + (cell.color >> 8 & 0xFF)) << 8) + (cell.color >> 16 & 0xFF);
} else if (this->state.slots[ec].flag1[0] == 1) {
quad.color = (alpha << 24) + 0x3737FF;
}
quad.angle = static_cast<float>(cell.rotation) + this->state.roll;
quad.image = image;
this->DrawQuad(quad, sprite->palette, 5, 0.0f, 0.0f, 0);
quad.top -= 4.0f;
quad.bottom += 4.0f;
quad.left -= 4.0f;
quad.right += 4.0f;
alpha = static_cast<short>((cell.color >> 24) * g_depthAverageHalf);
quad.bottomRhw = 1.0f / ((bottom - screenY) * g_tangent + depth) + 0.0002f;
quad.topRhw = 1.0f / ((top - screenY) * g_tangent + depth) + 0.0002f;
if ((this->state.pattern & 0x200) == 0) {
quad.color = record.color;
} else if (this->state.slots[ec].flag1[0] == 0) {
quad.color = (((alpha << 8) + (cell.color & 0xFF)) << 16) + 0x3737;
} else if (this->state.slots[ec].flag1[0] == 1) {
quad.color = (alpha << 24) + 0x3737FF;
}
quad.angle = static_cast<float>(cell.rotation) + this->state.roll;
quad.image = image;
this->DrawQuad(quad, sprite->palette, 5, 0.0f, 0.0f, 0);
}
}
}
}
// OFFSET: 0x00BECEB0
// FUNCTION: fn_19977
void CEffectPrim::RenderGroundSquare(matrix& wtm) {
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
if (this->state.slots[ec].life != 1) {
continue;
}
int angle = this->state.slots[ec].rotStart;
const double radius = (g_sinTable[this->state.slots[ec].riseAngle] + 1.0f) * (this->state.slots[ec].distance * 0.1f) + this->state.slots[ec].distance * 0.8;
this->state.slots[ec].vecBPre.x = static_cast<float>(g_cosTable[angle] * radius);
this->state.slots[ec].vecBPre.z = static_cast<float>(g_sinTable[angle] * radius);
this->state.slots[ec].vecBPre.y = this->state.slots[ec].height[0];
angle += angle < 270 ? 90 : -270;
this->state.slots[ec].vecBNow.y = this->state.slots[ec].height[0];
this->state.slots[ec].vecBNow.x = static_cast<float>(g_cosTable[angle] * radius);
this->state.slots[ec].vecBNow.z = static_cast<float>(g_sinTable[angle] * radius);
angle += angle + 90 < 360 ? 90 : -270;
this->state.slots[ec].vecTNow.y = this->state.slots[ec].height[0];
this->state.slots[ec].vecTNow.x = static_cast<float>(g_cosTable[angle] * radius);
this->state.slots[ec].vecTNow.z = static_cast<float>(g_sinTable[angle] * radius);
angle += angle + 90 < 360 ? 90 : -270;
this->state.slots[ec].vecTPre.y = this->state.slots[ec].height[0];
this->state.slots[ec].vecTPre.x = static_cast<float>(g_cosTable[angle] * radius);
this->state.slots[ec].vecTPre.z = static_cast<float>(g_sinTable[angle] * radius);
this->RenderTeiRect(
&rpCnt, this->state.slots[ec].alphaB, this->state.slots[ec].vecBPre, this->state.slots[ec].vecBNow, this->state.slots[ec].vecTNow, this->state.slots[ec].vecTPre, wtm, this->state.slots[ec].height[2] == 1.0f,
static_cast<char>(this->state.slots[ec].height[1]), 0, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0
);
}
}
// OFFSET: 0x00BED140
// FUNCTION: fn_19978
void CEffectPrim::RenderGroundSquareBlend(matrix& wtm) {
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1) {
continue;
}
int angle = slot.rotStart;
const double radius = (g_sinTable[slot.riseAngle] + 1.0f) * (slot.distance * 0.1f) + slot.distance * 0.8;
slot.vecBPre.x = static_cast<float>(g_cosTable[angle] * radius);
slot.vecBPre.z = static_cast<float>(g_sinTable[angle] * radius);
slot.vecBPre.y = slot.height[0];
angle += angle < 270 ? 90 : -270;
slot.vecBNow.y = slot.height[0];
slot.vecBNow.x = static_cast<float>(g_cosTable[angle] * radius);
slot.vecBNow.z = static_cast<float>(g_sinTable[angle] * radius);
angle += angle + 90 < 360 ? 90 : -270;
slot.vecTNow.y = slot.height[0];
slot.vecTNow.x = static_cast<float>(g_cosTable[angle] * radius);
slot.vecTNow.z = static_cast<float>(g_sinTable[angle] * radius);
angle += angle + 90 < 360 ? 90 : -270;
slot.vecTPre.y = slot.height[0];
slot.vecTPre.x = static_cast<float>(g_cosTable[angle] * radius);
slot.vecTPre.z = static_cast<float>(g_sinTable[angle] * radius);
short alpha = static_cast<short>(slot.process % 256 * 2);
if (alpha > 255) {
alpha = 511 - alpha;
}
this->RenderTeiRect(
&rpCnt, alpha, slot.vecBPre, slot.vecBNow, slot.vecTNow, slot.vecTPre, wtm, 1, 0, 0, 255, 255, 255, 0.0f, 1.0f, 0.0f,
1.0f, 0
);
this->RenderTeiRect(
&rpCnt, 255 - alpha, slot.vecBPre, slot.vecBNow, slot.vecTNow, slot.vecTPre, wtm, 1, 1, 0, 255, 255, 255, 0.0f, 1.0f,
0.0f, 1.0f, 0
);
}
}
// OFFSET: 0x00BED490
// FUNCTION: fn_19979
__declspec(safebuffers) void CEffectPrim::RenderJitterQuads(matrix& wtm) {
vector3d vec1;
ZeroVector(vec1);
vector3d vec2;
ZeroVector(vec2);
vector3d vec3;
ZeroVector(vec3);
vector3d vec4;
ZeroVector(vec4);
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
if (this->state.slots[ec].life != 1 || this->state.slots[ec].alphaB <= 0) {
continue;
}
if (this->state.slots[ec].height[8] >= 360.0f || this->state.slots[ec].height[8] < 0.0f) {
this->state.slots[ec].height[8] = 0.0f;
}
int angle = this->state.slots[ec].fullDisplayAngle;
const float radius = this->state.slots[ec].distance * g_sinTable[static_cast<int>(this->state.slots[ec].height[8])] * 0.05f + this->state.slots[ec].distance;
vec1.x = radius * g_cosTable[angle];
vec1.y = 0.0f;
vec1.z = radius * g_sinTable[angle];
angle += rand() % 16 + 85;
if (angle >= 360) {
angle -= 360;
}
if (angle < 0) {
angle += 360;
}
vec2.x = radius * g_cosTable[angle];
vec2.y = 0.0f;
vec2.z = radius * g_sinTable[angle];
angle += rand() % 16 + 85;
if (angle >= 360) {
angle -= 360;
}
if (angle < 0) {
angle += 360;
}
vec3.x = radius * g_cosTable[angle];
vec3.y = 0.0f;
vec3.z = radius * g_sinTable[angle];
angle += rand() % 16 + 85;
if (angle >= 360) {
angle -= 360;
}
if (angle < 0) {
angle += 360;
}
vec4.x = radius * g_cosTable[angle];
vec4.y = 0.0f;
vec4.z = radius * g_sinTable[angle];
this->Tei_TowardScreen(vec1, vec2, vec3, vec4, this->state.slots[0].alphaT, this->state.slots[1].alphaT);
vec1.x = this->state.slots[ec].vecBNow.x + vec1.x;
vec1.y = this->state.slots[ec].vecBNow.y + vec1.y;
vec1.z = this->state.slots[ec].vecBNow.z + vec1.z;
vec2.x = this->state.slots[ec].vecBNow.x + vec2.x;
vec2.y = this->state.slots[ec].vecBNow.y + vec2.y;
vec2.z = this->state.slots[ec].vecBNow.z + vec2.z;
vec3.x = this->state.slots[ec].vecBNow.x + vec3.x;
vec3.y = this->state.slots[ec].vecBNow.y + vec3.y;
vec3.z = this->state.slots[ec].vecBNow.z + vec3.z;
vec4.x = this->state.slots[ec].vecBNow.x + vec4.x;
vec4.y = this->state.slots[ec].vecBNow.y + vec4.y;
vec4.z = this->state.slots[ec].vecBNow.z + vec4.z;
switch (this->state.slots[0].flag1[1]) {
case 1:
this->RenderTeiRect(&rpCnt, this->state.slots[ec].alphaB, vec2, vec1, vec4, vec3, wtm, 1, this->state.slots[ec].flag1[0], 1, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
this->RenderTeiRect(
&rpCnt, this->state.slots[ec].alphaB / 2, vector3d{vec2.x + 0.2f, vec2.y + 0.0f, vec2.z + 0.0f}, vector3d{vec1.x + 0.2f, vec1.y + 0.0f, vec1.z + 0.0f},
vector3d{vec4.x + 0.2f, vec4.y + 0.0f, vec4.z + 0.0f}, vector3d{vec3.x + 0.2f, vec3.y + 0.0f, vec3.z + 0.0f}, wtm, 0,
this->state.slots[ec].flag1[0], 1, 5, 5, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0
);
this->RenderTeiRect(
&rpCnt, this->state.slots[ec].alphaB / 2, vector3d{vec2.x - 0.2f, vec2.y - 0.0f, vec2.z - 0.0f}, vector3d{vec1.x - 0.2f, vec1.y - 0.0f, vec1.z - 0.0f},
vector3d{vec4.x - 0.2f, vec4.y - 0.0f, vec4.z - 0.0f}, vector3d{vec3.x - 0.2f, vec3.y - 0.0f, vec3.z - 0.0f}, wtm, 0,
this->state.slots[ec].flag1[0], 1, 5, 5, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0
);
this->RenderTeiRect(
&rpCnt, this->state.slots[ec].alphaB / 2, vector3d{vec2.x + 0.0f, vec2.y + 0.0f, vec2.z + 0.2f}, vector3d{vec1.x + 0.0f, vec1.y + 0.0f, vec1.z + 0.2f},
vector3d{vec4.x + 0.0f, vec4.y + 0.0f, vec4.z + 0.2f}, vector3d{vec3.x + 0.0f, vec3.y + 0.0f, vec3.z + 0.2f}, wtm, 0,
this->state.slots[ec].flag1[0], 1, 5, 5, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0
);
this->RenderTeiRect(
&rpCnt, this->state.slots[ec].alphaB / 2, vector3d{vec2.x - 0.0f, vec2.y - 0.0f, vec2.z - 0.2f}, vector3d{vec1.x - 0.0f, vec1.y - 0.0f, vec1.z - 0.2f},
vector3d{vec4.x - 0.0f, vec4.y - 0.0f, vec4.z - 0.2f}, vector3d{vec3.x - 0.0f, vec3.y - 0.0f, vec3.z - 0.2f}, wtm, 0,
this->state.slots[ec].flag1[0], 1, 5, 5, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0
);
break;
case 2:
this->RenderTeiRect(&rpCnt, this->state.slots[ec].alphaB, vec2, vec1, vec4, vec3, wtm, 0, this->state.slots[ec].flag1[0], 1, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
this->RenderTeiRect(
&rpCnt, this->state.slots[ec].alphaB / 2, vector3d{vec2.x + 0.2f, vec2.y + 0.0f, vec2.z + 0.0f}, vector3d{vec1.x + 0.2f, vec1.y + 0.0f, vec1.z + 0.0f},
vector3d{vec4.x + 0.2f, vec4.y + 0.0f, vec4.z + 0.0f}, vector3d{vec3.x + 0.2f, vec3.y + 0.0f, vec3.z + 0.0f}, wtm, 0,
this->state.slots[ec].flag1[0], 1, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0
);
this->RenderTeiRect(
&rpCnt, this->state.slots[ec].alphaB / 2, vector3d{vec2.x - 0.2f, vec2.y - 0.0f, vec2.z - 0.0f}, vector3d{vec1.x - 0.2f, vec1.y - 0.0f, vec1.z - 0.0f},
vector3d{vec4.x - 0.2f, vec4.y - 0.0f, vec4.z - 0.0f}, vector3d{vec3.x - 0.2f, vec3.y - 0.0f, vec3.z - 0.0f}, wtm, 0,
this->state.slots[ec].flag1[0], 1, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0
);
this->RenderTeiRect(
&rpCnt, this->state.slots[ec].alphaB / 2, vector3d{vec2.x + 0.0f, vec2.y + 0.0f, vec2.z + 0.2f}, vector3d{vec1.x + 0.0f, vec1.y + 0.0f, vec1.z + 0.2f},
vector3d{vec4.x + 0.0f, vec4.y + 0.0f, vec4.z + 0.2f}, vector3d{vec3.x + 0.0f, vec3.y + 0.0f, vec3.z + 0.2f}, wtm, 0,
this->state.slots[ec].flag1[0], 1, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0
);
this->RenderTeiRect(
&rpCnt, this->state.slots[ec].alphaB / 2, vector3d{vec2.x - 0.0f, vec2.y - 0.0f, vec2.z - 0.2f}, vector3d{vec1.x - 0.0f, vec1.y - 0.0f, vec1.z - 0.2f},
vector3d{vec4.x - 0.0f, vec4.y - 0.0f, vec4.z - 0.2f}, vector3d{vec3.x - 0.0f, vec3.y - 0.0f, vec3.z - 0.2f}, wtm, 0,
this->state.slots[ec].flag1[0], 1, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0
);
break;
default:
this->RenderTeiRect(&rpCnt, this->state.slots[ec].alphaB, vec2, vec1, vec4, vec3, wtm, 1, this->state.slots[ec].flag1[0], 1, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
this->RenderTeiRect(
&rpCnt, this->state.slots[ec].alphaB / 2, vector3d{vec2.x + 0.2f, vec2.y + 0.0f, vec2.z + 0.0f}, vector3d{vec1.x + 0.2f, vec1.y + 0.0f, vec1.z + 0.0f},
vector3d{vec4.x + 0.2f, vec4.y + 0.0f, vec4.z + 0.0f}, vector3d{vec3.x + 0.2f, vec3.y + 0.0f, vec3.z + 0.0f}, wtm, 0,
this->state.slots[ec].flag1[0], 1, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0
);
this->RenderTeiRect(
&rpCnt, this->state.slots[ec].alphaB / 2, vector3d{vec2.x - 0.2f, vec2.y - 0.0f, vec2.z - 0.0f}, vector3d{vec1.x - 0.2f, vec1.y - 0.0f, vec1.z - 0.0f},
vector3d{vec4.x - 0.2f, vec4.y - 0.0f, vec4.z - 0.0f}, vector3d{vec3.x - 0.2f, vec3.y - 0.0f, vec3.z - 0.0f}, wtm, 0,
this->state.slots[ec].flag1[0], 1, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0
);
this->RenderTeiRect(
&rpCnt, this->state.slots[ec].alphaB / 2, vector3d{vec2.x + 0.0f, vec2.y + 0.0f, vec2.z + 0.2f}, vector3d{vec1.x + 0.0f, vec1.y + 0.0f, vec1.z + 0.2f},
vector3d{vec4.x + 0.0f, vec4.y + 0.0f, vec4.z + 0.2f}, vector3d{vec3.x + 0.0f, vec3.y + 0.0f, vec3.z + 0.2f}, wtm, 0,
this->state.slots[ec].flag1[0], 1, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0
);
this->RenderTeiRect(
&rpCnt, this->state.slots[ec].alphaB / 2, vector3d{vec2.x - 0.0f, vec2.y - 0.0f, vec2.z - 0.2f}, vector3d{vec1.x - 0.0f, vec1.y - 0.0f, vec1.z - 0.2f},
vector3d{vec4.x - 0.0f, vec4.y - 0.0f, vec4.z - 0.2f}, vector3d{vec3.x - 0.0f, vec3.y - 0.0f, vec3.z - 0.2f}, wtm, 0,
this->state.slots[ec].flag1[0], 1, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0
);
break;
}
}
}
// OFFSET: 0x00BEFD80
// FUNCTION: fn_19983
void CEffectPrim::RenderFanWedge(matrix& wtm) {
vector3d tip{};
vector3d left{};
vector3d right{};
vector3d back{};
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
if (this->state.slots[ec].life != 1 || this->state.slots[ec].alphaB <= 0) {
continue;
}
const int angle = this->state.slots[ec].riseAngle;
const float dist = this->state.slots[ec].distance;
const float base = this->state.slots[ec].height[0];
int leftAngle = angle - 7;
if (leftAngle < 0) {
leftAngle += 360;
}
const float rotSin = g_sinTable[this->state.slots[ec].rotStart];
const float rotCos = g_cosTable[this->state.slots[ec].rotStart];
int rightAngle = angle + 7;
if (rightAngle >= 360) {
rightAngle -= 360;
}
int backAngle = angle - 270;
if (backAngle < 0) {
backAngle += 360;
}
left.x = dist * g_cosTable[leftAngle] * rotCos;
left.y = dist * g_cosTable[leftAngle] * rotSin + base;
left.z = dist * g_sinTable[leftAngle];
right.x = dist * g_cosTable[rightAngle] * rotCos;
right.y = dist * g_cosTable[rightAngle] * rotSin + base;
right.z = dist * g_sinTable[rightAngle];
back.x = g_cosTable[backAngle] * 7.0f * rotCos;
back.y = g_cosTable[backAngle] * 7.0f * rotSin + base;
back.z = g_sinTable[backAngle] * 7.0f;
int tipAngle = angle - 90;
if (tipAngle < 0) {
tipAngle += 360;
}
tip.x = g_cosTable[tipAngle] * 7.0f * rotCos;
tip.y = g_cosTable[tipAngle] * 7.0f * rotSin + base;
tip.z = g_sinTable[tipAngle] * 7.0f;
this->RenderTeiRect(
&rpCnt, this->state.slots[ec].alphaB, tip, left, right, back, wtm, 0, static_cast<unsigned char>(static_cast<int>(this->state.slots[ec].height[1])), 0, 105,
105, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0
);
}
}
// OFFSET: 0x00BF1210
// FUNCTION: fn_19986
void CEffectPrim::RenderFanSlice(matrix& wtm) {
vector3d center2{};
vector3d left{};
vector3d right{};
vector3d center{};
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
if (this->state.slots[ec].life != 1 || this->state.slots[ec].alphaB <= 0) {
continue;
}
const int angle = this->state.slots[ec].riseAngle;
const float dist = this->state.slots[ec].distance;
const float base = this->state.slots[ec].height[0];
int leftAngle = angle - 5;
if (leftAngle < 0) {
leftAngle += 360;
}
int rightAngle = angle + 5;
if (rightAngle >= 360) {
rightAngle -= 360;
}
left.x = dist * g_cosTable[leftAngle] * g_cosTable[this->state.slots[ec].rotStart];
left.y = dist * g_cosTable[leftAngle] * g_sinTable[this->state.slots[ec].rotStart] + base;
left.z = dist * g_sinTable[leftAngle];
right.x = dist * g_cosTable[rightAngle] * g_cosTable[this->state.slots[ec].rotStart];
right.y = dist * g_cosTable[rightAngle] * g_sinTable[this->state.slots[ec].rotStart] + base;
right.z = dist * g_sinTable[rightAngle];
center.x = 0.0f;
center.y = base;
center.z = 0.0f;
center2.x = 0.0f;
center2.y = base;
center2.z = 0.0f;
this->RenderTeiRect(&rpCnt, this->state.slots[ec].alphaB, left, right, center, center2, wtm, 0, 0, 0, 0, 0, 255, 0.0f, 1.0f, 0.0f, 1.0f, 1);
}
}
// OFFSET: 0x00BF0010
// FUNCTION: fn_19984
void CEffectPrim::RenderFanTrail(matrix& wtm) {
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
if (this->state.slots[ec].life != 1 || this->state.slots[ec].alphaB <= 0) {
continue;
}
const int angle = this->state.slots[ec].riseAngle;
const float size = this->state.slots[ec].maxHeight;
int side[2];
side[0] = angle - 20;
side[1] = angle + 20;
const int leftAngle = side[0] < 0 ? side[0] + 360 : side[0];
const int rightAngle = side[1] >= 360 ? side[1] - 360 : side[1];
const int backRightAngle = side[1] - 180 < 0 ? side[1] - 180 + 360 : side[1] - 180;
const int backLeftAngle = side[0] + 180 >= 360 ? side[0] + 180 - 360 : side[0] + 180;
const float rotCos = g_cosTable[this->state.slots[ec].rotStart];
const float rotSin = g_sinTable[this->state.slots[ec].rotStart];
vector3d left;
const float leftX = size * g_cosTable[leftAngle];
left.z = size * g_sinTable[leftAngle];
left.x = leftX * rotCos;
left.y = leftX * rotSin + this->state.slots[ec].height[0];
vector3d right;
const float rightX = size * g_cosTable[rightAngle];
right.z = size * g_sinTable[rightAngle];
right.x = rightX * rotCos;
right.y = rightX * rotSin + this->state.slots[ec].height[0];
vector3d backRight;
const float backRightX = size * g_cosTable[backRightAngle];
backRight.z = size * g_sinTable[backRightAngle];
backRight.x = backRightX * rotCos;
backRight.y = backRightX * rotSin + this->state.slots[ec].height[0];
vector3d backLeft;
const float backLeftX = size * g_cosTable[backLeftAngle];
backLeft.z = size * g_sinTable[backLeftAngle];
backLeft.x = backLeftX * rotCos;
backLeft.y = backLeftX * rotSin + this->state.slots[ec].height[0];
const float dirCos = g_cosTable[angle];
const float dirSin = g_sinTable[angle];
for (short step = 0; step < 6; ++step) {
const float dist = step * this->state.slots[ec].maxHeight + this->state.slots[ec].distance;
vector3d offset;
offset.x = dist * dirCos;
offset.y = 0.0f;
offset.z = dist * dirSin;
if (dist > 100.0f) {
break;
}
if (dist > 0.0f) {
this->RenderTeiRect(
&rpCnt, this->state.slots[ec].alphaB, backRight + offset, left + offset, right + offset, backLeft + offset, wtm, 0,
static_cast<unsigned char>(this->state.slots[ec].height[1]), 0, 105, 105, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0
);
}
}
}
}
// OFFSET: 0x00BF0370
// FUNCTION: fn_19985
void CEffectPrim::RenderCurvedFanTrail(matrix& wtm) {
vector3d vec1{};
vector3d vec2{};
vector3d vec3{};
vector3d vec4{};
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
if (this->state.slots[ec].life != 1 || this->state.slots[ec].alphaB <= 0) {
continue;
}
for (short step = 0; step < 7; ++step) {
const float size = this->state.slots[ec].maxHeight;
const float dist = step * size + this->state.slots[ec].distance;
short angle = this->state.slots[ec].riseAngle;
if (dist > 20.0f) {
angle += 5;
}
if (dist > 33.0f) {
angle += 5;
}
if (dist > 46.0f) {
angle += 5;
}
if (dist > 59.0f) {
angle += 5;
}
if (dist > 71.0f) {
angle += 5;
}
if (dist > 84.0f) {
angle += 5;
}
if (angle >= 360) {
angle -= 360;
}
int leftAngle = angle - 15;
if (leftAngle < 0) {
leftAngle += 360;
}
int rightAngle = angle + 15;
if (rightAngle >= 360) {
rightAngle -= 360;
}
const int high = angle + 15;
const int low = angle - 15;
const int backRightAngle = high - 180 < 0 ? high - 180 + 360 : high - 180;
const int backLeftAngle = low + 180 < 360 ? low + 180 : low + 180 - 360;
const float rotCos = g_cosTable[this->state.slots[ec].rotStart];
const float rotSin = g_sinTable[this->state.slots[ec].rotStart];
const float base = this->state.slots[ec].height[0];
vector3d left;
left.x = size * g_cosTable[leftAngle] * rotCos;
left.y = size * g_cosTable[leftAngle] * rotSin + base;
left.z = size * g_sinTable[leftAngle];
vector3d right;
right.x = size * g_cosTable[rightAngle] * rotCos;
right.y = size * g_cosTable[rightAngle] * rotSin + base;
right.z = size * g_sinTable[rightAngle];
vector3d backRight;
backRight.x = size * g_cosTable[backRightAngle] * rotCos;
backRight.y = size * g_cosTable[backRightAngle] * rotSin + base;
backRight.z = size * g_sinTable[backRightAngle];
vector3d backLeft;
backLeft.x = size * g_cosTable[backLeftAngle] * rotCos;
backLeft.y = size * g_cosTable[backLeftAngle] * rotSin + base;
backLeft.z = size * g_sinTable[backLeftAngle];
float remain = dist;
int dir = this->state.slots[ec].riseAngle;
vector3d bend0{};
if (dist > 20.0f) {
remain = dist - 20.0f;
bend0.x = g_cosTable[dir] * 20.0f;
bend0.z = g_sinTable[dir] * 20.0f;
}
vector3d bend1{};
if (dist > 33.0f) {
dir += 5;
if (dir >= 360) {
dir -= 360;
}
remain = dist - 33.0f;
bend1.x = g_cosTable[dir] * 13.0f;
bend1.z = g_sinTable[dir] * 13.0f;
}
vector3d bend2{};
if (dist > 46.0f) {
dir += 5;
if (dir >= 360) {
dir -= 360;
}
remain = dist - 46.0f;
bend2.x = g_cosTable[dir] * 13.0f;
bend2.z = g_sinTable[dir] * 13.0f;
}
vector3d bend3{};
if (dist > 59.0f) {
dir += 5;
if (dir >= 360) {
dir -= 360;
}
remain = dist - 59.0f;
bend3.x = g_cosTable[dir] * 13.0f;
bend3.z = g_sinTable[dir] * 13.0f;
}
vector3d bend4{};
if (dist > 71.0f) {
dir += 5;
if (dir >= 360) {
dir -= 360;
}
remain = dist - 71.0f;
bend4.x = g_cosTable[dir] * 12.0f;
bend4.z = g_sinTable[dir] * 12.0f;
}
vector3d bend5{};
if (dist > 84.0f) {
dir += 5;
if (dir >= 360) {
dir -= 360;
}
remain = dist - 84.0f;
bend5.x = g_cosTable[dir] * 13.0f;
bend5.z = g_sinTable[dir] * 13.0f;
}
if (dist > 20.0f) {
dir += 5;
if (dir >= 360) {
dir -= 360;
}
}
vector3d tail;
tail.x = remain * g_cosTable[dir];
tail.y = 0.0f;
tail.z = remain * g_sinTable[dir];
vec1.x = backRight.x + bend0.x + bend1.x + bend2.x + bend3.x + bend4.x + bend5.x + tail.x;
vec1.y = backRight.y + bend0.y + bend1.y + bend2.y + bend3.y + bend4.y + bend5.y + tail.y;
vec1.z = backRight.z + bend0.z + bend1.z + bend2.z + bend3.z + bend4.z + bend5.z + tail.z;
vec2.x = left.x + bend0.x + bend1.x + bend2.x + bend3.x + bend4.x + bend5.x + tail.x;
vec2.y = left.y + bend0.y + bend1.y + bend2.y + bend3.y + bend4.y + bend5.y + tail.y;
vec2.z = left.z + bend0.z + bend1.z + bend2.z + bend3.z + bend4.z + bend5.z + tail.z;
vec3.x = right.x + bend0.x + bend1.x + bend2.x + bend3.x + bend4.x + bend5.x + tail.x;
vec3.y = right.y + bend0.y + bend1.y + bend2.y + bend3.y + bend4.y + bend5.y + tail.y;
vec3.z = right.z + bend0.z + bend1.z + bend2.z + bend3.z + bend4.z + bend5.z + tail.z;
vec4.x = backLeft.x + bend0.x + bend1.x + bend2.x + bend3.x + bend4.x + bend5.x + tail.x;
vec4.y = backLeft.y + bend0.y + bend1.y + bend2.y + bend3.y + bend4.y + bend5.y + tail.y;
vec4.z = backLeft.z + bend0.z + bend1.z + bend2.z + bend3.z + bend4.z + bend5.z + tail.z;
if (dist > 100.0f) {
break;
}
if (dist > 0.0f) {
this->RenderTeiRect(
&rpCnt, this->state.slots[ec].alphaB, vec1, vec2, vec3, vec4, wtm, 0, static_cast<unsigned char>(this->state.slots[ec].height[1]), 0,
65, 65, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0
);
}
}
for (short step = 0; step < 7; ++step) {
const float size = this->state.slots[ec].maxHeight;
const float dist = step * size + this->state.slots[ec].height[10];
short angle = this->state.slots[ec].riseAngle;
if (dist > 20.0f) {
angle += 5;
}
if (dist > 33.0f) {
angle += 5;
}
if (dist > 46.0f) {
angle += 5;
}
if (dist > 59.0f) {
angle += 5;
}
if (dist > 71.0f) {
angle += 5;
}
if (dist > 84.0f) {
angle += 5;
}
if (angle >= 360) {
angle -= 360;
}
int leftAngle = angle - 25;
if (leftAngle < 0) {
leftAngle += 360;
}
int rightAngle = angle + 25;
if (rightAngle >= 360) {
rightAngle -= 360;
}
const int high = angle + 25;
const int low = angle - 25;
const int backRightAngle = high - 180 < 0 ? high - 180 + 360 : high - 180;
const int backLeftAngle = low + 180 < 360 ? low + 180 : low + 180 - 360;
const float rotCos = g_cosTable[this->state.slots[ec].rotStart];
const float rotSin = g_sinTable[this->state.slots[ec].rotStart];
const float base = this->state.slots[ec].height[0];
vector3d left;
left.x = size * g_cosTable[leftAngle] * rotCos;
left.y = size * g_cosTable[leftAngle] * rotSin + base;
left.z = size * g_sinTable[leftAngle];
vector3d right;
right.x = size * g_cosTable[rightAngle] * rotCos;
right.y = size * g_cosTable[rightAngle] * rotSin + base;
right.z = size * g_sinTable[rightAngle];
vector3d backRight;
backRight.x = size * g_cosTable[backRightAngle] * rotCos;
backRight.y = size * g_cosTable[backRightAngle] * rotSin + base;
backRight.z = size * g_sinTable[backRightAngle];
vector3d backLeft;
backLeft.x = size * g_cosTable[backLeftAngle] * rotCos;
backLeft.y = size * g_cosTable[backLeftAngle] * rotSin + base;
backLeft.z = size * g_sinTable[backLeftAngle];
float remain = dist;
int dir = this->state.slots[ec].riseAngle;
vector3d bend0{};
if (dist > 20.0f) {
remain = dist - 20.0f;
bend0.x = g_cosTable[dir] * 20.0f;
bend0.z = g_sinTable[dir] * 20.0f;
}
vector3d bend1{};
if (dist > 33.0f) {
dir += 5;
if (dir >= 360) {
dir -= 360;
}
remain = dist - 33.0f;
bend1.x = g_cosTable[dir] * 13.0f;
bend1.z = g_sinTable[dir] * 13.0f;
}
vector3d bend2{};
if (dist > 46.0f) {
dir += 5;
if (dir >= 360) {
dir -= 360;
}
remain = dist - 46.0f;
bend2.x = g_cosTable[dir] * 13.0f;
bend2.z = g_sinTable[dir] * 13.0f;
}
vector3d bend3{};
if (dist > 59.0f) {
dir += 5;
if (dir >= 360) {
dir -= 360;
}
remain = dist - 59.0f;
bend3.x = g_cosTable[dir] * 13.0f;
bend3.z = g_sinTable[dir] * 13.0f;
}
vector3d bend4{};
if (dist > 71.0f) {
dir += 5;
if (dir >= 360) {
dir -= 360;
}
remain = dist - 71.0f;
bend4.x = g_cosTable[dir] * 12.0f;
bend4.z = g_sinTable[dir] * 12.0f;
}
vector3d bend5{};
if (dist > 84.0f) {
dir += 5;
if (dir >= 360) {
dir -= 360;
}
remain = dist - 84.0f;
bend5.x = g_cosTable[dir] * 13.0f;
bend5.z = g_sinTable[dir] * 13.0f;
}
if (dist > 20.0f) {
dir += 5;
if (dir >= 360) {
dir -= 360;
}
}
vector3d tail;
tail.x = remain * g_cosTable[dir];
tail.y = 0.0f;
tail.z = remain * g_sinTable[dir];
vec1.x = backRight.x + bend0.x + bend1.x + bend2.x + bend3.x + bend4.x + bend5.x + tail.x;
vec1.y = backRight.y + bend0.y + bend1.y + bend2.y + bend3.y + bend4.y + bend5.y + tail.y;
vec1.z = backRight.z + bend0.z + bend1.z + bend2.z + bend3.z + bend4.z + bend5.z + tail.z;
vec2.x = left.x + bend0.x + bend1.x + bend2.x + bend3.x + bend4.x + bend5.x + tail.x;
vec2.y = left.y + bend0.y + bend1.y + bend2.y + bend3.y + bend4.y + bend5.y + tail.y;
vec2.z = left.z + bend0.z + bend1.z + bend2.z + bend3.z + bend4.z + bend5.z + tail.z;
vec3.x = right.x + bend0.x + bend1.x + bend2.x + bend3.x + bend4.x + bend5.x + tail.x;
vec3.y = right.y + bend0.y + bend1.y + bend2.y + bend3.y + bend4.y + bend5.y + tail.y;
vec3.z = right.z + bend0.z + bend1.z + bend2.z + bend3.z + bend4.z + bend5.z + tail.z;
vec4.x = backLeft.x + bend0.x + bend1.x + bend2.x + bend3.x + bend4.x + bend5.x + tail.x;
vec4.y = backLeft.y + bend0.y + bend1.y + bend2.y + bend3.y + bend4.y + bend5.y + tail.y;
vec4.z = backLeft.z + bend0.z + bend1.z + bend2.z + bend3.z + bend4.z + bend5.z + tail.z;
if (dist > 100.0f) {
break;
}
if (dist > 0.0f) {
this->RenderTeiRect(
&rpCnt, this->state.slots[ec].alphaB, vec1, vec2, vec3, vec4, wtm, 0, static_cast<unsigned char>(this->state.slots[ec].height[1]), 0,
35, 35, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0
);
}
}
}
}
// OFFSET: 0x00BEE900
// FUNCTION: fn_19980
__declspec(safebuffers) void CEffectPrim::RenderTwinFacingSquares(matrix& wtm) {
int rpCnt = 0;
EffectPrimitiveSlot& slot = this->state.slots[0];
if (slot.life != 1 || slot.alphaB <= 0) {
return;
}
vector3d vec1;
vector3d vec2;
vector3d vec3;
vector3d vec4;
vec1.y = 0.0f;
vec2.y = 0.0f;
vec3.y = 0.0f;
vec4.y = 0.0f;
float radius = slot.distance * g_sinTable[static_cast<int>(slot.height[8])] * 0.05f + slot.distance;
int angle = slot.process * 2 % 360;
vec1.x = radius * g_cosTable[angle];
vec1.z = radius * g_sinTable[angle];
angle = (angle + 90) % 360;
vec2.x = radius * g_cosTable[angle];
vec2.z = radius * g_sinTable[angle];
angle = (angle + 90) % 360;
vec3.x = radius * g_cosTable[angle];
vec3.z = radius * g_sinTable[angle];
angle = (angle + 90) % 360;
vec4.x = radius * g_cosTable[angle];
vec4.z = radius * g_sinTable[angle];
this->Tei_TowardScreen(vec1, vec2, vec3, vec4, slot.alphaT, this->state.slots[1].alphaT);
vec1.x = slot.vecBNow.x + vec1.x;
vec1.y = slot.vecBNow.y + vec1.y;
vec1.z = slot.vecBNow.z + vec1.z;
vec2.x = slot.vecBNow.x + vec2.x;
vec2.y = slot.vecBNow.y + vec2.y;
vec2.z = slot.vecBNow.z + vec2.z;
vec3.x = slot.vecBNow.x + vec3.x;
vec3.y = slot.vecBNow.y + vec3.y;
vec3.z = slot.vecBNow.z + vec3.z;
vec4.x = slot.vecBNow.x + vec4.x;
vec4.y = slot.vecBNow.y + vec4.y;
vec4.z = slot.vecBNow.z + vec4.z;
if (slot.flag1[0] == 10) {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 1, 0, 0, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else if (slot.flag1[0] == 11) {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 200, 200, 50, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else if (slot.flag1[0] == 12) {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 50, 50, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else if (slot.flag1[0] == 13) {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 100, 150, 100, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 0, 0, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
vec1.y = 0.0f;
vec2.y = 0.0f;
vec3.y = 0.0f;
vec4.y = 0.0f;
radius = slot.distance * g_sinTable[static_cast<int>(slot.height[8])] * 0.05f +
(g_sinTable[slot.process * 5 % 90] * 2.0f + 1.0f) * slot.distance;
angle = slot.process * 2 % 360;
vec1.x = radius * g_cosTable[angle];
vec1.z = radius * g_sinTable[angle];
angle = (angle + 90) % 360;
vec2.x = radius * g_cosTable[angle];
vec2.z = radius * g_sinTable[angle];
angle = (angle + 90) % 360;
vec3.x = radius * g_cosTable[angle];
vec3.z = radius * g_sinTable[angle];
angle = (angle + 90) % 360;
vec4.x = radius * g_cosTable[angle];
vec4.z = radius * g_sinTable[angle];
this->Tei_TowardScreen(vec1, vec2, vec3, vec4, slot.alphaT, this->state.slots[1].alphaT);
vec1.x = vec1.x + slot.vecBNow.x;
vec1.y = vec1.y + slot.vecBNow.y;
vec1.z = slot.vecBNow.z + vec1.z;
vec2.x = vec2.x + slot.vecBNow.x;
vec2.y = vec2.y + slot.vecBNow.y;
vec2.z = vec2.z + slot.vecBNow.z;
vec3.x = vec3.x + slot.vecBNow.x;
vec3.y = vec3.y + slot.vecBNow.y;
vec3.z = vec3.z + slot.vecBNow.z;
vec4.x = vec4.x + slot.vecBNow.x;
vec4.y = vec4.y + slot.vecBNow.y;
vec4.z = vec4.z + slot.vecBNow.z;
if (slot.flag1[0] == 10) {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 1, 0, 255, 20, 20, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else if (slot.flag1[0] == 11) {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 200, 200, 50, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else if (slot.flag1[0] == 12) {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 50, 50, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else if (slot.flag1[0] == 13) {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 100, 150, 100, 0.0f, 1.0f, 0.0f, 1.0f, 0);
} else {
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 255, 255, 0, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}
// OFFSET: 0x00BEEF80
// FUNCTION: fn_19981
__declspec(safebuffers) void CEffectPrim::RenderPillarSquares(matrix& wtm) {
int rpCnt = 0;
EffectPrimitiveSlot& slot = this->state.slots[0];
if (slot.life != 1 || slot.alphaB <= 0) {
return;
}
vector3d vec1;
vector3d vec2;
vector3d vec3;
vector3d vec4;
vec1.y = 0.0f;
vec2.y = 0.0f;
vec3.y = 0.0f;
vec4.y = 0.0f;
float radius = slot.distance * g_sinTable[static_cast<int>(slot.height[8])] * 0.05f + slot.distance;
vec1.x = radius * g_cosTable[0];
vec1.z = radius * g_sinTable[0];
vec2.x = radius * g_cosTable[90];
vec2.z = radius * g_sinTable[90];
vec3.x = radius * g_cosTable[180];
vec3.z = radius * g_sinTable[180];
vec4.x = radius * g_cosTable[270];
vec4.z = radius * g_sinTable[270];
this->Tei_TowardScreen(vec1, vec2, vec3, vec4, slot.alphaT, this->state.slots[1].alphaT);
vec1.x = slot.vecBNow.x + vec1.x;
vec1.y = slot.vecBNow.y + vec1.y;
vec1.z = slot.vecBNow.z + vec1.z;
vec2.x = slot.vecBNow.x + vec2.x;
vec2.y = slot.vecBNow.y + vec2.y;
vec2.z = slot.vecBNow.z + vec2.z;
vec3.x = slot.vecBNow.x + vec3.x;
vec3.y = slot.vecBNow.y + vec3.y;
vec3.z = slot.vecBNow.z + vec3.z;
vec4.x = slot.vecBNow.x + vec4.x;
vec4.y = slot.vecBNow.y + vec4.y;
vec4.z = slot.vecBNow.z + vec4.z;
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 68, 42, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
vec1.y = 0.0f;
vec2.y = 0.0f;
vec3.y = 0.0f;
vec4.y = 0.0f;
radius = slot.distance * g_sinTable[static_cast<int>(slot.height[8])] * 0.05f + slot.distance * g_depthAverageHalf;
vec1.x = radius * g_cosTable[0];
vec1.z = radius * g_sinTable[0];
vec2.x = radius * g_cosTable[90];
vec2.z = radius * g_sinTable[90];
vec3.x = radius * g_cosTable[180];
vec3.z = radius * g_sinTable[180];
vec4.x = radius * g_cosTable[270];
vec4.z = radius * g_sinTable[270];
this->Tei_TowardScreen(vec1, vec2, vec3, vec4, slot.alphaT, this->state.slots[1].alphaT);
vec1.x = slot.vecBNow.x + vec1.x;
vec1.y = slot.vecBNow.y + vec1.y;
vec1.z = slot.vecBNow.z + vec1.z;
vec2.x = slot.vecBNow.x + vec2.x;
vec2.y = slot.vecBNow.y + vec2.y;
vec2.z = slot.vecBNow.z + vec2.z;
vec3.x = slot.vecBNow.x + vec3.x;
vec3.y = slot.vecBNow.y + vec3.y;
vec3.z = slot.vecBNow.z + vec3.z;
vec4.x = slot.vecBNow.x + vec4.x;
vec4.y = slot.vecBNow.y + vec4.y;
vec4.z = slot.vecBNow.z + vec4.z;
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 155, 155, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
for (int ec = 0; ec < 4; ++ec) {
EffectPrimitiveSlot& pillar = this->state.slots[ec];
const int angle = pillar.rotStart;
const float height = pillar.height[12] * g_depthAverageHalf;
const int opposite = angle + (angle < 180 ? 180 : -180);
pillar.vecTPre.y = height;
pillar.vecTPre.z = g_sinTable[angle] * height + g_cosTable[angle] * 0.0f;
pillar.vecTPre.x = g_cosTable[angle] * height - g_sinTable[angle] * 0.0f;
pillar.vecTNow.y = height;
pillar.vecTNow.x = g_cosTable[opposite] * height - g_sinTable[opposite] * 0.0f;
pillar.vecTNow.z = g_sinTable[opposite] * height + g_cosTable[opposite] * 0.0f;
pillar.vecTPre.x = pillar.vecTPre.x + slot.vecBNow.x;
pillar.vecTPre.y = slot.vecBNow.y + pillar.vecTPre.y;
pillar.vecTPre.z = slot.vecBNow.z + pillar.vecTPre.z;
pillar.vecTNow.x = slot.vecBNow.x + pillar.vecTNow.x;
pillar.vecTNow.y = slot.vecBNow.y + pillar.vecTNow.y;
pillar.vecTNow.z = slot.vecBNow.z + pillar.vecTNow.z;
vector3d lowNow;
lowNow.x = pillar.vecTNow.x;
lowNow.y = pillar.vecTNow.y - pillar.height[12];
lowNow.z = pillar.vecTNow.z;
vector3d lowPre;
lowPre.x = pillar.vecTPre.x;
lowPre.y = pillar.vecTPre.y - pillar.height[12];
lowPre.z = pillar.vecTPre.z;
unsigned char shade;
if (ec == 0) {
shade = 105;
} else if (ec == 1) {
shade = 35;
} else {
shade = ec == 2 ? 75 : 5;
}
if (pillar.height[12] > 0.0f) {
this->RenderTeiRect(
&rpCnt, pillar.riseAngle, pillar.vecTPre, pillar.vecTNow, lowNow, lowPre, wtm, 0, 1, 0, shade, shade, 255, 0.0f, 1.0f, 0.0f,
1.0f, 0
);
}
}
}
// OFFSET: 0x00BEF6C0
// FUNCTION: fn_19982
void CEffectPrim::RenderBladeFins(matrix& wtm) {
vector3d base{};
vector3d outer{};
vector3d inner{};
vector3d base2{};
int rpCnt = 0;
unsigned char red;
unsigned char green;
unsigned char blue;
for (int ec = 0; ec < 4; ++ec) {
if (this->state.slots[ec].life != 1 || this->state.slots[ec].alphaB <= 0) {
continue;
}
base2.x = 0.0f;
base2.y = -6.0f;
base2.z = 0.0f;
base.x = 0.0f;
base.y = -6.0f;
base.z = 0.0f;
outer.y = -6.0f;
inner.y = -6.0f;
int angle = this->state.slots[ec].riseAngle - 25;
if (angle < 0) {
angle += 360;
}
inner.x = this->state.slots[ec].height[0] * g_cosTable[angle];
inner.z = this->state.slots[ec].height[0] * g_sinTable[angle];
angle -= 90;
if (angle < 0) {
angle += 360;
}
outer.x = this->state.slots[ec].maxHeight * g_cosTable[angle] + inner.x;
outer.z = this->state.slots[ec].maxHeight * g_sinTable[angle] + inner.z;
if (this->state.slots[ec].flag1[0] == 1) {
this->RenderTeiRect(&rpCnt, this->state.slots[ec].alphaB / 4, base, outer, inner, base2, wtm, 1, 0, 0, 255, 89, 182, 0.0f, 1.0f, 0.0f, 1.0f, 1);
red = 255;
green = 25;
blue = 25;
} else if (this->state.slots[ec].flag1[0] == 2) {
this->RenderTeiRect(&rpCnt, this->state.slots[ec].alphaB / 4, base, outer, inner, base2, wtm, 1, 0, 0, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 1);
red = 255;
green = 255;
blue = 255;
} else {
this->RenderTeiRect(&rpCnt, this->state.slots[ec].alphaB / 4, base, outer, inner, base2, wtm, 1, 0, 0, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 1);
red = 25;
green = 25;
blue = 255;
}
this->RenderTeiRect(&rpCnt, this->state.slots[ec].alphaB, base, outer, inner, base2, wtm, 0, 0, 0, red, green, blue, 0.0f, 1.0f, 0.0f, 1.0f, 1);
angle = this->state.slots[ec].riseAngle + 25;
if (angle >= 360) {
angle -= 360;
}
inner.x = this->state.slots[ec].height[0] * g_cosTable[angle];
inner.z = this->state.slots[ec].height[0] * g_sinTable[angle];
angle -= 90;
if (angle < 0) {
angle += 360;
}
outer.x = this->state.slots[ec].maxHeight * g_cosTable[angle] + inner.x;
outer.z = this->state.slots[ec].maxHeight * g_sinTable[angle] + inner.z;
if (this->state.slots[ec].flag1[0] == 1) {
this->RenderTeiRect(&rpCnt, this->state.slots[ec].alphaB / 4, base, outer, inner, base2, wtm, 1, 0, 0, 255, 89, 182, 0.0f, 1.0f, 0.0f, 1.0f, 1);
red = 255;
green = 25;
blue = 25;
} else if (this->state.slots[ec].flag1[0] == 2) {
this->RenderTeiRect(&rpCnt, this->state.slots[ec].alphaB / 4, base, outer, inner, base2, wtm, 1, 0, 0, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 1);
red = 255;
green = 255;
blue = 255;
} else {
this->RenderTeiRect(&rpCnt, this->state.slots[ec].alphaB / 4, base, outer, inner, base2, wtm, 1, 0, 0, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 1);
red = 25;
green = 25;
blue = 255;
}
this->RenderTeiRect(&rpCnt, this->state.slots[ec].alphaB, base, outer, inner, base2, wtm, 0, 0, 0, red, green, blue, 0.0f, 1.0f, 0.0f, 1.0f, 1);
}
}
// OFFSET: 0x00BF1400
// FUNCTION: fn_19987
void CEffectPrim::RenderPolygonFrames(matrix& wtm) {
vector3d p0;
ZeroVector(p0);
vector3d p1;
ZeroVector(p1);
vector3d p2;
ZeroVector(p2);
vector3d p3;
ZeroVector(p3);
int rpCnt = 0;
float radius;
float top;
int angle;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1 || slot.alphaB <= 0) {
continue;
}
radius = slot.distance;
angle = slot.fullDisplayAngle;
const float shape = slot.height[10];
p0.x = radius * g_cosTable[angle];
p0.y = 0.0f;
p0.z = radius * g_sinTable[angle];
if (shape == 0.0f) {
angle -= 90;
if (angle < 0) {
angle += 360;
}
} else if (shape == 1.0f) {
angle -= 60;
if (angle < 0) {
angle += 360;
}
} else if (shape == 2.0f) {
angle -= 130;
if (angle < 0) {
angle += 360;
}
}
p1.x = radius * g_cosTable[angle];
p1.y = 0.0f;
p1.z = radius * g_sinTable[angle];
if (shape == 0.0f) {
angle -= 90;
if (angle < 0) {
angle += 360;
}
} else if (shape == 1.0f) {
angle -= 120;
if (angle < 0) {
angle += 360;
}
} else if (shape == 2.0f) {
angle -= 50;
if (angle < 0) {
angle += 360;
}
}
p2.x = radius * g_cosTable[angle];
p2.y = 0.0f;
p2.z = radius * g_sinTable[angle];
if (shape == 0.0f) {
angle -= 90;
if (angle < 0) {
angle += 360;
}
} else if (shape == 1.0f) {
angle -= 60;
if (angle < 0) {
angle += 360;
}
} else if (shape == 2.0f) {
angle -= 130;
if (angle < 0) {
angle += 360;
}
}
p3.x = radius * g_cosTable[angle];
p3.y = 0.0f;
p3.z = radius * g_sinTable[angle];
top = p1.z > p0.z ? p1.z : p0.z;
top = p2.z > top ? p2.z : top;
top = p3.z > top ? p3.z : top;
p0.z -= top;
p1.z -= top;
p2.z -= top;
p3.z -= top;
this->Tei_TowardScreen(p0, p1, p2, p3, this->state.slots[0].alphaT, this->state.slots[1].alphaT);
p0.x = slot.vecBNow.x + p0.x;
p0.y = slot.vecBNow.y + p0.y;
p0.z = slot.vecBNow.z + p0.z;
p1.x = slot.vecBNow.x + p1.x;
p1.y = slot.vecBNow.y + p1.y;
p1.z = slot.vecBNow.z + p1.z;
p2.x = slot.vecBNow.x + p2.x;
p2.y = slot.vecBNow.y + p2.y;
p2.z = slot.vecBNow.z + p2.z;
p3.x = slot.vecBNow.x + p3.x;
p3.y = slot.vecBNow.y + p3.y;
p3.z = slot.vecBNow.z + p3.z;
switch (slot.flag1[2]) {
case 0:
case 3:
this->RenderTeiRect(&rpCnt, slot.alphaB, p0, p1, p2, p3, wtm, 1, slot.flag1[0], 1, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
break;
case 19:
this->RenderTeiRect(&rpCnt, slot.alphaB, p1, p0, p3, p2, wtm, 0, slot.flag1[0], 1, 205, 255, 205, 0.0f, 1.0f, 0.0f, 1.0f, 0);
break;
case 20:
this->RenderTeiRect(&rpCnt, slot.alphaB, p1, p0, p3, p2, wtm, 0, slot.flag1[0], 1, 255, 5, 5, 0.0f, 1.0f, 0.0f, 1.0f, 0);
this->RenderTeiRect(&rpCnt, slot.alphaB, p1, p0, p3, p2, wtm, 0, slot.flag1[0], 1, 255, 155, 155, 0.0f, 1.0f, 0.0f, 1.0f, 0);
break;
case 21:
this->RenderTeiRect(&rpCnt, slot.alphaB, p1, p0, p3, p2, wtm, 1, slot.flag1[0], 1, 225, 255, 225, 0.0f, 1.0f, 0.0f, 1.0f, 0);
break;
}
radius = slot.distance * g_sinTable[static_cast<int>(slot.height[8])] * 0.05f + slot.distance;
angle = slot.fullDisplayAngle;
p0.x = radius * g_cosTable[angle];
p0.y = 0.0f;
p0.z = radius * g_sinTable[angle];
if (shape == 0.0f) {
angle -= 90;
if (angle < 0) {
angle += 360;
}
} else if (shape == 1.0f) {
angle -= 60;
if (angle < 0) {
angle += 360;
}
} else if (shape == 2.0f) {
angle -= 130;
if (angle < 0) {
angle += 360;
}
}
p1.x = radius * g_cosTable[angle];
p1.y = 0.0f;
p1.z = radius * g_sinTable[angle];
if (shape == 0.0f) {
angle -= 90;
if (angle < 0) {
angle += 360;
}
} else if (shape == 1.0f) {
angle -= 120;
if (angle < 0) {
angle += 360;
}
} else if (shape == 2.0f) {
angle -= 50;
if (angle < 0) {
angle += 360;
}
}
p2.x = radius * g_cosTable[angle];
p2.y = 0.0f;
p2.z = radius * g_sinTable[angle];
if (shape == 0.0f) {
angle -= 90;
if (angle < 0) {
angle += 360;
}
} else if (shape == 1.0f) {
angle -= 60;
if (angle < 0) {
angle += 360;
}
} else if (shape == 2.0f) {
angle -= 130;
if (angle < 0) {
angle += 360;
}
}
p3.x = radius * g_cosTable[angle];
p3.y = 0.0f;
p3.z = radius * g_sinTable[angle];
top = p1.z > p0.z ? p1.z : p0.z;
top = p2.z > top ? p2.z : top;
top = p3.z > top ? p3.z : top;
p0.z -= top;
p1.z -= top;
p2.z -= top;
p3.z -= top;
this->Tei_TowardScreen(p0, p1, p2, p3, this->state.slots[0].alphaT, this->state.slots[1].alphaT);
p0.x = slot.vecBNow.x + p0.x;
p0.y = slot.vecBNow.y + p0.y;
p0.z = slot.vecBNow.z + p0.z;
p1.x = slot.vecBNow.x + p1.x;
p1.y = slot.vecBNow.y + p1.y;
p1.z = slot.vecBNow.z + p1.z;
p2.x = slot.vecBNow.x + p2.x;
p2.y = slot.vecBNow.y + p2.y;
p2.z = slot.vecBNow.z + p2.z;
p3.x = slot.vecBNow.x + p3.x;
p3.y = slot.vecBNow.y + p3.y;
p3.z = slot.vecBNow.z + p3.z;
switch (slot.flag1[2]) {
case 0:
case 3:
this->RenderTeiRect(&rpCnt, slot.alphaB, p0, p1, p2, p3, wtm, 1, slot.flag1[0], 1, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
break;
case 19:
this->RenderTeiRect(&rpCnt, slot.alphaB, p1, p0, p3, p2, wtm, 0, slot.flag1[0], 1, 105, 255, 105, 0.0f, 1.0f, 0.0f, 1.0f, 0);
break;
case 20:
this->RenderTeiRect(&rpCnt, slot.alphaB, p1, p0, p3, p2, wtm, 0, slot.flag1[0], 1, 255, 5, 5, 0.0f, 1.0f, 0.0f, 1.0f, 0);
this->RenderTeiRect(&rpCnt, slot.alphaB, p1, p0, p3, p2, wtm, 0, slot.flag1[0], 1, 255, 155, 155, 0.0f, 1.0f, 0.0f, 1.0f, 0);
break;
}
}
}
// OFFSET: 0x00BF6AD0
// FUNCTION: fn_20000
__declspec(safebuffers) void CEffectPrim::RenderSegmentSpriteGlow(matrix& wtm) {
CSprRes* sprite = static_cast<CGameActor*>(static_cast<CRenderObject*>(this))->GetSprite();
CActRes* action = this->GetActRes();
const short alpha = static_cast<short>(this->state.alpha);
for (int ec = 0; ec < 4; ++ec) {
if (this->state.slots[ec].life <= 0 || this->state.alpha <= 0.0f) {
continue;
}
for (int seg = 0; seg < this->state.numSegment; ++seg) {
EffectPrimitiveRecord& record = this->state.records[seg];
const float depth = record.position.y * wtm.values[5] + record.position.x * wtm.values[2] + record.position.z * wtm.values[8] + wtm.values[11];
float screenX;
float screenY;
float reciprocalDepth;
g_renderer->ProjectViewport(&record.position.x, wtm.values, &screenX, &screenY, &reciprocalDepth);
const float distanceScale = g_renderer->ScaleDistance(reciprocalDepth);
const ActionFrame& frame = action->Frame(this->render.previousAnimation, this->render.curMotion);
for (int index = 0; index < frame.cellCount; ++index) {
const SpriteFrameCell& cell = frame.Cell(index);
if (cell.image == -1) {
continue;
}
const SpriteRleImage* image = sprite->images[cell.imageType][cell.image];
const double scale = record.scale;
const float top = static_cast<float>(cell.y * scale * cell.scaleY * distanceScale + screenY);
const float bottom = static_cast<float>(((static_cast<short>(image->doubleHeight) + 1) * image->height + cell.y) * scale * cell.scaleY * distanceScale + screenY);
if (top >= static_cast<float>(g_renderer->viewport.height) || bottom <= 0.0f) {
continue;
}
float left;
float right;
if ((cell.mirrored & 1) != 0) {
left = static_cast<float>(((static_cast<short>(image->doubleWidth) + 1) * image->width + cell.x) * scale * cell.scaleX * distanceScale + screenX);
right = static_cast<float>(cell.x * scale * cell.scaleX * distanceScale + screenX);
if (right >= static_cast<float>(g_renderer->viewport.width) || left <= 0.0f) {
continue;
}
} else {
left = static_cast<float>(cell.x * scale * cell.scaleX * distanceScale + screenX);
right = static_cast<float>(((static_cast<short>(image->doubleWidth) + 1) * image->width + cell.x) * scale * cell.scaleX * distanceScale + screenX);
if (left >= static_cast<float>(g_renderer->viewport.width) || right <= 0.0f) {
continue;
}
}
SpriteQuad quad;
quad.top = top;
quad.left = left;
quad.bottom = bottom;
quad.right = right;
quad.bottomRhw = 1.0f / ((bottom - screenY) * g_tangent + depth);
quad.topRhw = 1.0f / ((top - screenY) * g_tangent + depth);
quad.angle = static_cast<float>(cell.rotation) + this->state.roll;
unsigned char red = static_cast<unsigned char>(cell.color);
unsigned char green = static_cast<unsigned char>(cell.color >> 8);
unsigned char blue = static_cast<unsigned char>(cell.color >> 16);
quad.image = image;
this->state.GetColorOverride(&red, &green, &blue);
const std::uint32_t color = (((((alpha << 8) + red) << 8) + green) << 8) + blue;
quad.color = color;
this->DrawQuad(quad, sprite->palette, this->state.slots[ec].flag1[2] == 1 ? 5 : 0x101, 0.0f, 0.0f, 0);
SpriteQuad glow;
glow.top = top - 1.0f;
glow.bottom = bottom + 1.0f;
glow.left = left - 1.0f;
glow.right = right + 1.0f;
glow.image = image;
glow.bottomRhw = 1.0f / ((bottom - screenY) * g_tangent + depth) + 0.0001f;
glow.topRhw = 1.0f / ((top - screenY) * g_tangent + depth) + 0.0001f;
glow.color = color;
glow.angle = static_cast<float>(cell.rotation) + this->state.roll;
this->DrawQuad(glow, sprite->palette, 5, 0.0f, 0.0f, 0);
}
}
}
}
// OFFSET: 0x00BF6FD0
// FUNCTION: fn_20001
__declspec(safebuffers) void CEffectPrim::RenderTaperedQuad(matrix& wtm) {
vector3d vec1;
ZeroVector(vec1);
vector3d vec2;
ZeroVector(vec2);
vector3d vec3;
ZeroVector(vec3);
vector3d vec4;
ZeroVector(vec4);
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1 || slot.alphaB <= 0) {
continue;
}
const float dist = slot.distance;
const int angle = slot.fullDisplayAngle;
const float inner = dist - slot.rotStart * dist / 50.0f;
int angle1 = angle - 90;
if (angle1 < 0) {
angle1 += 360;
}
int angle2 = angle1 - 180;
if (angle2 < 0) {
angle2 += 360;
}
vec1.x = dist * g_cosTable[angle1] * 0.5f + g_cosTable[angle] * inner;
vec1.y = 0.0f;
vec1.z = dist * g_sinTable[angle1] * 0.5f + g_sinTable[angle] * inner;
vec2.x = dist * g_cosTable[angle2] * 0.5f + g_cosTable[angle] * inner;
vec2.y = 0.0f;
vec2.z = dist * g_sinTable[angle2] * 0.5f + g_sinTable[angle] * inner;
const int angle4 = angle + (angle >= 90 ? -90 : 270);
int angle3 = angle4 - 180;
if (angle3 < 0) {
angle3 += 360;
}
vec4.x = dist * g_cosTable[angle4] * 0.5f + g_cosTable[angle] * dist;
vec4.y = 0.0f;
vec4.z = dist * g_sinTable[angle4] * 0.5f + g_sinTable[angle] * dist;
vec3.x = dist * g_cosTable[angle3] * 0.5f + g_cosTable[angle] * dist;
vec3.y = 0.0f;
vec3.z = dist * g_sinTable[angle3] * 0.5f + g_sinTable[angle] * dist;
this->Tei_TowardScreen(vec1, vec2, vec3, vec4, this->state.slots[0].alphaT, this->state.slots[1].alphaT);
vec1.x = slot.vecBNow.x + vec1.x;
vec1.y = slot.vecBNow.y + vec1.y;
vec1.z = slot.vecBNow.z + vec1.z;
vec2.x = slot.vecBNow.x + vec2.x;
vec2.y = slot.vecBNow.y + vec2.y;
vec2.z = slot.vecBNow.z + vec2.z;
vec3.x = slot.vecBNow.x + vec3.x;
vec3.y = slot.vecBNow.y + vec3.y;
vec3.z = slot.vecBNow.z + vec3.z;
vec4.x = slot.vecBNow.x + vec4.x;
vec4.y = slot.vecBNow.y + vec4.y;
vec4.z = slot.vecBNow.z + vec4.z;
this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, slot.flag1[0], 1, 100, 100, 255, 0.0f, 1.0f, 0.0f, 1.0f, 1);
}
}