Batch #6425 by eAthena: 0 byte-identical, 3 confirmed by peer review. - fn_19997 CEffectPrim::RenderLaunchEffects: logic confirmed by peer review - fn_19998 CEffectPrim::RenderGroundSprite: logic confirmed by peer review - fn_19999 CEffectPrim::RenderSegmentSpriteTrail: logic confirmed by peer review Peer-reviewed-by: ragnarok-clanker, willerthal Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes). Adds to the build: Source/Contents/Effects/EffectPrimitiveSprites.cpp
282 lines
12 KiB
C++
282 lines
12 KiB
C++
#include "Contents/Effects/EffectPrim.h"
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#include "Contents/Effects/EffectPrimitiveState.h"
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#include "Contents/Effects/RagEffect.h"
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#include "Contents/Actors/GameActor.h"
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#include "Contents/Actors/Pc.h"
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#include "Client/Mode/CGameMode.h"
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#include "Client/Mode/ModeMgr.h"
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#include "Client/Session.h"
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#include "Contents/World/World.h"
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#include "Render/Projection/RendererViewport.h"
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#include "Render/Renderer.h"
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#include "Render/SpriteGeometry.h"
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#include "Render/SpriteQuad.h"
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#include "Render/Textures/SpritePixels.h"
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#include "Resource/Sprites/ActionResource.h"
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#include "Resource/Sprites/SpriteResource.h"
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#include "Resource/World/TerrainResource.h"
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#include "Utility/Math/AffineMatrix.h"
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#include <cstdint>
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// OFFSET: 0x00BF58F0
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// FUNCTION: fn_19997
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void CEffectPrim::RenderLaunchEffects(matrix&) {
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vector3d vec1{};
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vector3d vec2{};
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vector3d vec3{};
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vector3d vec4{};
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for (int ec = 0; ec < 4; ++ec) {
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const EffectPrimitiveSlot& slot = this->state.slots[ec];
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if (slot.life != 1) {
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continue;
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}
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const float rx = slot.distance;
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vec1.x = rx * g_cosTable[45];
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vec1.y = 0.0f;
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vec1.z = rx * g_sinTable[45];
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vec2.x = rx * g_cosTable[135];
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vec2.y = 0.0f;
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vec2.z = rx * g_sinTable[135];
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vec3.x = rx * g_cosTable[225];
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vec3.y = 0.0f;
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vec3.z = rx * g_sinTable[225];
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vec4.x = rx * g_cosTable[315];
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vec4.y = 0.0f;
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vec4.z = rx * g_sinTable[315];
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this->Tei_TowardScreen(vec1, vec2, vec3, vec4, this->state.slots[0].alphaT, this->state.slots[1].alphaT);
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const float baseX = slot.vecBPre.x;
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const float baseY = slot.vecBPre.y;
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const float baseZ = slot.vecBPre.z;
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vec1.x = baseX + vec1.x;
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vec1.y = baseY + vec1.y;
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vec1.z = baseZ + vec1.z;
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vec2.x = baseX + vec2.x;
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vec2.y = baseY + vec2.y;
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vec2.z = baseZ + vec2.z;
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vec3.x = baseX + vec3.x;
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vec3.y = baseY + vec3.y;
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vec3.z = baseZ + vec3.z;
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vec4.x = baseX + vec4.x;
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vec4.y = baseY + vec4.y;
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vec4.z = baseZ + vec4.z;
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if (vec1.y > 0.0f || slot.process >= 300 || static_cast<int>(slot.height[13]) <= 0) {
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continue;
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}
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if (slot.flag1[0] == 0) {
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if (static_cast<float>(g_session.m_aid) == slot.height[10]) {
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CGameMode* gameMode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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CRagEffect* effect = gameMode->scene->player->LaunchEffect(850, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
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if (effect) {
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vector3d position{baseX, baseY, baseZ};
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effect->SendMsg(nullptr, 14, 0, reinterpret_cast<int>(&position), 0, 0, 0, 0);
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}
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} else {
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CGameMode* gameMode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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if (auto* actor = static_cast<CGameActor*>(gameMode->scene->GetGameActorByAID(static_cast<std::uint32_t>(slot.height[10])))) {
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CRagEffect* effect = actor->LaunchEffect(850, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
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if (effect) {
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vector3d position{baseX, baseY, baseZ};
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effect->SendMsg(nullptr, 14, 0, reinterpret_cast<int>(&position), 0, 0, 0, 0);
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}
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}
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}
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} else {
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if (static_cast<float>(g_session.m_aid) == slot.height[10]) {
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CGameMode* gameMode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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CRagEffect* effect = gameMode->scene->player->LaunchEffect(932, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
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if (effect) {
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vector3d position{baseX, baseY, baseZ};
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effect->SendMsg(nullptr, 14, 0, reinterpret_cast<int>(&position), 0, 0, 0, 0);
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}
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} else {
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CGameMode* gameMode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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if (auto* actor = static_cast<CGameActor*>(gameMode->scene->GetGameActorByAID(static_cast<std::uint32_t>(slot.height[10])))) {
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CRagEffect* effect = actor->LaunchEffect(932, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
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if (effect) {
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vector3d position{baseX, baseY, baseZ};
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effect->SendMsg(nullptr, 14, 0, reinterpret_cast<int>(&position), 0, 0, 0, 0);
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}
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}
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}
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}
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}
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}
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// OFFSET: 0x00BF5D80
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// FUNCTION: fn_19998
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void CEffectPrim::RenderGroundSprite(matrix& wtm) {
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if (this->state.master) {
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this->render.position = this->state.master->render.position;
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}
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const float z = this->render.position.z;
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CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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float position[3];
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position[0] = this->render.position.x;
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position[1] = mode->scene->terrain->Grid().Height(this->render.position.x, this->render.position.z);
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position[2] = z;
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const float depth = position[0] * wtm.values[2] + position[1] * wtm.values[5] + z * wtm.values[8] + wtm.values[11];
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float screenX;
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float screenY;
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float reciprocalDepth;
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g_renderer->ProjectViewport(position, wtm.values, &screenX, &screenY, &reciprocalDepth);
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float distanceScale = g_renderer->ScaleDistance(reciprocalDepth);
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CRagEffect* master = this->state.master;
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if (master->state.type == 1240 && master && master->state.parent) {
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master->state.parent->ScaleByFadePulse(distanceScale);
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}
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CSprRes* sprite = static_cast<CGameActor*>(static_cast<CRenderObject*>(this))->GetSprite();
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CActRes* action = this->GetActRes();
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const ActionFrame& frame = action->Frame(this->render.previousAnimation, this->render.curMotion);
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for (int index = 0; index < frame.cellCount; ++index) {
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const SpriteFrameCell& cell = action->Frame(this->render.previousAnimation, this->render.curMotion).Cell(index);
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if (cell.image == -1) {
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return;
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}
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const SpriteRleImage* image = sprite->images[cell.imageType][cell.image];
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const double factor = distanceScale;
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const float left = static_cast<float>(cell.x * factor * cell.scaleX + screenX);
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const float right = static_cast<float>(((static_cast<short>(image->unknown_0004) + 1) * image->width + cell.x) * factor * cell.scaleX + screenX + 1.0);
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const float lift = static_cast<float>(static_cast<double>(*reinterpret_cast<const std::int64_t*>(&this->state.unknown_FA10)));
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const float top = static_cast<float>(cell.y * factor * cell.scaleY + screenY) - lift;
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const float bottom = static_cast<float>(((static_cast<short>(image->unknown_0006) + 1) * image->height + cell.y) * factor * cell.scaleY + screenY + 1.0) - lift;
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if (top >= static_cast<float>(g_renderer->viewport.height) || bottom <= 0.0f || left >= static_cast<float>(g_renderer->viewport.width) ||
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right <= 0.0f) {
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return;
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}
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SpriteQuad quad;
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quad.top = top;
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quad.left = static_cast<float>(static_cast<int>(this->render.unknown_0078)) + left;
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quad.bottom = bottom;
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quad.right = static_cast<float>(static_cast<int>(this->render.unknown_0078)) + right;
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const std::uint32_t color = static_cast<std::uint32_t>(((static_cast<std::uint32_t>(cell.color >> 24) << 8 | (cell.color & 0xFF)) << 8 | (cell.color >> 8 & 0xFF)) << 8) |
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(cell.color >> 16 & 0xFF);
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quad.bottomRhw = 1.0f / (depth - (bottom - screenY) * g_cotangent) + 0.00001f;
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quad.topRhw = 1.0f / (depth - (top - screenY) * g_cotangent) + 0.00001f;
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quad.angle = static_cast<float>(cell.unknown_001C);
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const float alphaScale = static_cast<unsigned char>(static_cast<int>(this->state.alpha)) / 255.0f;
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quad.color = static_cast<std::uint32_t>(static_cast<unsigned char>(static_cast<int>(alphaScale * static_cast<float>(color >> 24)))) << 24 | (color & 0xFFFFFF);
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quad.image = image;
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this->DrawQuad(quad, sprite->palette, this->state.renderFlag, 0.0f, 0.0f, 0);
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}
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}
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// INLINED
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static __forceinline void DrawTrailSpriteQuad(
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CEffectPrim& prim, const vector3d& base, float top, float left, float bottom, float right, float screenY, float depth, float depthBias,
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std::uint32_t color, const SpriteFrameCell& cell, const SpriteRleImage* image, const std::uint32_t* palette, int blend
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) {
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SpriteQuad quad;
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quad.image = image;
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quad.top = base.y + top;
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quad.bottom = base.y + bottom;
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quad.left = base.x + left;
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quad.right = base.x + right;
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quad.color = color;
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quad.bottomRhw = 1.0f / ((bottom - screenY) * g_tangent + depth) + depthBias;
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quad.topRhw = 1.0f / ((top - screenY) * g_tangent + depth) + depthBias;
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quad.angle = static_cast<float>(cell.unknown_001C) + prim.state.roll;
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prim.DrawQuad(quad, palette, blend, 0.0f, 0.0f, 0);
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}
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// OFFSET: 0x00BF6170
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// FUNCTION: fn_19999
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void CEffectPrim::RenderSegmentSpriteTrail(matrix& wtm) {
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CSprRes* sprite = static_cast<CGameActor*>(static_cast<CRenderObject*>(this))->GetSprite();
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CActRes* action = this->GetActRes();
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const short alpha = static_cast<short>(this->state.alpha);
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for (int ec = 0; ec < 4; ++ec) {
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const EffectPrimitiveSlot& slot = this->state.slots[ec];
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if (slot.life <= 0 || this->state.alpha <= 0.0f) {
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continue;
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}
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for (int seg = 0; seg < this->state.numSegment; ++seg) {
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EffectPrimitiveRecord& record = this->state.records[seg];
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const float depth = record.position.y * wtm.values[5] + record.position.x * wtm.values[2] + record.position.z * wtm.values[8] + wtm.values[11];
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float screenX;
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float screenY;
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float reciprocalDepth;
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g_renderer->ProjectViewport(&record.position.x, wtm.values, &screenX, &screenY, &reciprocalDepth);
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const float distanceScale = g_renderer->ScaleDistance(reciprocalDepth);
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const ActionFrame& frame = action->Frame(this->render.previousAnimation, this->render.curMotion);
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for (int index = 0; index < frame.cellCount; ++index) {
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const SpriteFrameCell& cell = frame.Cell(index);
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if (cell.image == -1) {
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continue;
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}
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const SpriteRleImage* image = sprite->images[cell.imageType][cell.image];
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const double scale = record.scale;
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const float top = static_cast<float>(cell.y * scale * cell.scaleY * distanceScale + screenY);
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const float bottom = static_cast<float>(((static_cast<short>(image->unknown_0006) + 1) * image->height + cell.y) * scale * cell.scaleY * distanceScale + screenY);
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if (top >= static_cast<float>(g_renderer->viewport.height) || bottom <= 0.0f) {
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continue;
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}
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float left;
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float right;
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if ((cell.mirrored & 1) != 0) {
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left = static_cast<float>(((static_cast<short>(image->unknown_0004) + 1) * image->width + cell.x) * scale * cell.scaleX * distanceScale + screenX);
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right = static_cast<float>(cell.x * scale * cell.scaleX * distanceScale + screenX);
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if (right >= static_cast<float>(g_renderer->viewport.width) || left <= 0.0f) {
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continue;
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}
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} else {
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left = static_cast<float>(cell.x * scale * cell.scaleX * distanceScale + screenX);
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right = static_cast<float>(((static_cast<short>(image->unknown_0004) + 1) * image->width + cell.x) * scale * cell.scaleX * distanceScale + screenX);
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if (left >= static_cast<float>(g_renderer->viewport.width) || right <= 0.0f) {
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continue;
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}
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}
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const unsigned char red = static_cast<unsigned char>(cell.color);
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const unsigned char green = static_cast<unsigned char>(cell.color >> 8);
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const unsigned char blue = static_cast<unsigned char>(cell.color >> 16);
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const std::uint32_t color = (((((alpha << 8) + red) << 8) + green) << 8) + blue;
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DrawTrailSpriteQuad(*this, slot.vecBPre, top, left, bottom, right, screenY, depth, 0.0001f, color, cell, image, sprite->palette, 0x101);
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const float glowTop = top - 2.0f;
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const float glowBottom = bottom + 2.0f;
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const float glowLeft = left - 2.0f;
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const float glowRight = right + 2.0f;
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const std::uint32_t paleGlow = (alpha << 24) + 0x64FF64;
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const std::uint32_t brightGlow = (alpha << 24) + 0x0AFF0A;
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DrawTrailSpriteQuad(
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*this, slot.vecBPre, glowTop, glowLeft, glowBottom, glowRight, screenY, depth, 0.0002f, slot.flag1[0] == 2 ? brightGlow : paleGlow, cell, image,
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sprite->palette, 5
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);
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const std::uint32_t halfColor = (((((alpha / 2 << 8) + red) << 8) + green) << 8) + blue;
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DrawTrailSpriteQuad(*this, slot.vecBNow, top, left, bottom, right, screenY, depth, 0.0001f, halfColor, cell, image, sprite->palette, 0x101);
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DrawTrailSpriteQuad(
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*this, slot.vecBNow, glowTop, glowLeft, glowBottom, glowRight, screenY, depth, 0.0002f, slot.flag1[0] == 2 ? brightGlow : paleGlow, cell, image,
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sprite->palette, 5
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);
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DrawTrailSpriteQuad(*this, slot.vecTPre, top, left, bottom, right, screenY, depth, 0.0001f, color, cell, image, sprite->palette, 0x101);
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DrawTrailSpriteQuad(
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*this, slot.vecTPre, glowTop, glowLeft, glowBottom, glowRight, screenY, depth, 0.0002f, slot.flag1[0] == 2 ? brightGlow : paleGlow, cell, image,
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sprite->palette, 5
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);
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}
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}
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}
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}
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