Batch #4017 by Gravity: 0 byte-identical, 1 confirmed by peer review. - fn_07524 CTriangleShotArrow::Slot01: logic confirmed by peer review Peer-reviewed-by: willerthal, superintelligence Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
133 lines
4.2 KiB
C++
133 lines
4.2 KiB
C++
#include "Contents/Effects/TriangleShotArrow.h"
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#include "Client/Mode/CGameMode.h"
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#include "Client/Mode/ModeMgr.h"
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#include "Contents/Camera/Camera.h"
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#include "Contents/Configuration/ServiceOptions.h"
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#include "Contents/Effects/Particle.h"
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#include "Utility/Math/AffineMatrix.h"
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#include <cmath>
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CParticle* sub_B82ED0(const vector3d* position, int flags);
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void sub_B82FD0(CParticle* particle);
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// OFFSET: 0x0072ED00
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// FUNCTION: fn_07521
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CTriangleShotArrow::CTriangleShotArrow() : CEffect(-1), current{}, direction{}, origin{} {
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this->unknown_0050 = 0;
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}
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// OFFSET: 0x0072EE80
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// FUNCTION: fn_07523
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void CTriangleShotArrow::Close() {
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sub_B82FD0(this->arrow);
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}
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// OFFSET: 0x0072EE90
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// FUNCTION: fn_07524
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void CTriangleShotArrow::Slot01() {
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this->current.x = this->position[0];
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this->current.y = this->position[1];
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this->current.z = this->position[2];
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CEZ2STRParticle* arrow = static_cast<CEZ2STRParticle*>(sub_B82ED0(&this->current, 5));
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if (g_serviceOptions.Get(229)) {
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arrow->Open("mineffect\\new_triangleshot\\new_triangleshot_arrow\\new_triangleshot_arrow.str");
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} else {
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arrow->Open("new_triangleshot\\new_triangleshot_arrow\\new_triangleshot_arrow.str");
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}
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arrow->m_loop = true;
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this->arrow = arrow;
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this->speed = 1.0f;
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this->delay = 0;
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this->current.y -= 10.0f;
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vector3d target;
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target.x = this->sourcePosition[0];
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target.y = this->sourcePosition[1] - 10.0f;
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target.z = this->sourcePosition[2];
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this->step = 0;
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this->direction.x = target.x - this->current.x;
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this->direction.y = target.y - this->current.y;
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this->direction.z = target.z - this->current.z;
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const float length = SquareRoot(this->direction.x * this->direction.x + this->direction.y * this->direction.y +
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this->direction.z * this->direction.z);
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this->direction.x *= 0.125f;
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this->direction.y *= 0.125f;
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this->direction.z *= 0.125f;
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if (length < 40.0f) {
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this->speed = 40.0f / length;
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this->direction.x *= this->speed;
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this->direction.y *= this->speed;
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this->direction.z *= this->speed;
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}
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const float dx = target.x - this->current.x;
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const float dy = target.y - this->current.y;
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const float dz = target.z - this->current.z;
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const float inverse = 1.0f / SquareRoot(dx * dx + dy * dy + dz * dz);
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this->current.x = inverse * dx * 4.0f + this->current.x;
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this->current.y = inverse * dy * 4.0f + this->current.y;
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this->current.z = inverse * dz * 4.0f + this->current.z;
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this->origin = this->current;
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this->position[0] = this->current.x;
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this->position[1] = this->current.y;
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this->position[2] = this->current.z;
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CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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const float angle = static_cast<float>(atan2(static_cast<double>(target.z - this->current.z), static_cast<double>(target.x - this->current.x)));
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const float cameraYaw = mode->camera ? mode->camera->camera.desiredYaw : 0.0f;
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float yaw = cameraYaw + angle / 3.141592f * 180.0f;
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if (yaw < 0.0f) {
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yaw += 360.0f;
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}
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this->arrow->m_angle = 360.0f - yaw;
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}
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// OFFSET: 0x0072F2B0
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// FUNCTION: fn_07525
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bool CTriangleShotArrow::Slot06() {
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return static_cast<float>(this->step) <= 8.0f / this->speed;
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}
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// OFFSET: 0x0072F2E0
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// FUNCTION: fn_07526
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void CTriangleShotArrow::Slot03() {
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if (this->delay > 0) {
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this->delay -= 16;
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return;
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}
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CEZ2STRParticle* arrow = this->arrow;
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if (arrow) {
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const float step = static_cast<float>(this->step);
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this->current.x = step * this->direction.x + this->origin.x;
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this->current.y = step * this->direction.y + this->origin.y;
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this->current.z = step * this->direction.z + this->origin.z;
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this->position[0] = this->current.x;
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this->position[1] = this->current.y;
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this->position[2] = this->current.z;
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arrow->position.x = this->current.x;
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arrow->position.y = this->current.y;
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arrow->position.z = this->current.z;
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arrow->Process(0.0f, 0.0f, 0.0f);
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}
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++this->step;
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}
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// OFFSET: 0x0072F470
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// FUNCTION: fn_07527
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void CTriangleShotArrow::Slot04() {
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if (this->arrow) {
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this->arrow->DrawScreen(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->frame.view);
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}
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}
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// OFFSET: 0x0072F4D0
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// FUNCTION: fn_07528
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void CTriangleShotArrow::Slot16(int delay) {
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this->delay = delay;
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}
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