Batch #4062 by Gravity: 1 byte-identical, 0 confirmed by peer review. - fn_07523 CTriangleShotArrow::Close: byte-identical Merged automatically: every function is byte-identical to the original.
73 lines
1.9 KiB
C++
73 lines
1.9 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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// 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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