Batch #2077 by ragnarok-clanker: 0 byte-identical, 18 confirmed by peer review. - fn_04709 TopLevelExceptionFilter: logic confirmed by peer review (already on main) - fn_08004 C3dGrannyModelRes::PlayAnimation: logic confirmed by peer review - fn_09315 UIRequestJoinPartyWnd::SendMsg: logic confirmed by peer review - fn_19761 EffectParticle::EffectParticle: logic confirmed by peer review - fn_19768 EffectParticle::InitializeRecords: logic confirmed by peer review - fn_20007 AttachedEffect::AttachedEffect: logic confirmed by peer review - fn_20076 CreateEffectParticle: logic confirmed by peer review - fn_20088 UpdatePartyEffect: logic confirmed by peer review - fn_20991 CRenderObject::CRenderObject: logic confirmed by peer review - fn_21069 ?CreatePartyEffect@?A0xba063134@@YAPAUAttachedEffect@@AAUEffectActor@@AAUPartyEffectMode@@@Z: logic confirmed by peer review - fn_21086 RenderObjectState::Reset: logic confirmed by peer review - fn_23396 CSession::GetJobName: logic confirmed by peer review - fn_23495 CSession::InitJobNameTable: logic confirmed by peer review - fn_23788 CSession::GetMonsterActName: logic confirmed by peer review - fn_23791 CSession::GetMonsterTalkText: logic confirmed by peer review - fn_20987 EffectActor::EffectActor: logic confirmed by peer review - fn_22363 CSoundMaker::CSoundMaker: logic confirmed by peer review - fn_24251 CEffectMaker::CEffectMaker: logic confirmed by peer review Reviewed-by: ragnarok-clanker
22 lines
662 B
C++
22 lines
662 B
C++
#include "Contents/Effects/EffectParticle.h"
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#include "Contents/Effects/AttachedEffect.h"
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// OFFSET: 0x00BAD940
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// FUNCTION: fn_19761
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EffectParticle::EffectParticle() : state(this->render) {
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}
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// OFFSET: 0x00C1DE70
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// FUNCTION: fn_20076
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EffectParticle* CreateEffectParticle(
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AttachedEffect& master, const RenderObjectState& masterRender, int type, float x, float y, float z,
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std::list<CRenderObject*>& worldObjects
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) {
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auto* particle = new EffectParticle();
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particle->state.Initialize(particle->render, master, masterRender, type, x, y, z);
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master.state.related.push_back(&particle->state);
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worldObjects.push_back(particle);
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return particle;
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}
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