Batch #4035 by kyoshi: 2 byte-identical, 2 confirmed by peer review. - fn_06962 CEZ2STREffectEx::CEZ2STREffectEx: logic confirmed by peer review - fn_06964 CEZ2STREffectEx::Close: byte-identical - fn_06965 CEZ2STREffectEx::Slot31: byte-identical - fn_06966 ScreenAngle: logic confirmed by peer review Peer-reviewed-by: youko, tayoba 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/EZ2STREffectEx.cpp
54 lines
1.3 KiB
C++
54 lines
1.3 KiB
C++
#include "Contents/Effects/EZ2STREffectEx.h"
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#include "Contents/Effects/EffectMemoryMgr.h"
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#include "Render/Renderer.h"
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#include "Utility/Math/AffineMatrix.h"
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#include <cmath>
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// OFFSET: 0x006FF480
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// FUNCTION: fn_06962
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CEZ2STREffectEx::CEZ2STREffectEx() : CEffect(-1), particle(nullptr), finished(0), unknown_00D4(0), unknown_00D8(0) {
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}
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// OFFSET: 0x006FF740
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// FUNCTION: fn_06964
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void CEZ2STREffectEx::Close() {
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if (this->particle) {
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FreeParticle(this->particle);
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this->particle = nullptr;
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}
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}
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// OFFSET: 0x006FF770
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// FUNCTION: fn_06965
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void CEZ2STREffectEx::Slot31() {
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this->finished = 1;
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}
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// OFFSET: 0x006FF780
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// FUNCTION: fn_06966
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float ScreenAngle(const float* from, const float* to, const float* matrix) {
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float fromX;
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float fromY;
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float fromDepth = 0.0f;
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float toX;
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float toY;
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float toDepth = 0.0f;
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g_renderer->ProjectViewport(from, matrix, &fromX, &fromY, &fromDepth);
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g_renderer->ProjectViewport(to, matrix, &toX, &toY, &toDepth);
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const float dx = toX - fromX;
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const float dy = toY - fromY;
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const float length = SquareRoot(dy * dy + dx * dx);
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if (length == 0.0f) {
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return 0.0f;
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}
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const float angle = static_cast<float>(std::acos(static_cast<double>(dx / length))) / 3.141592f * 180.0f;
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if (fromY > toY) {
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return 360.0f - angle;
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}
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return angle;
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}
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