Batch #4878 by eAthena: 0 byte-identical, 3 confirmed by peer review. - fn_19988 CEffectPrim::RenderSpinSquares: logic confirmed by peer review - fn_19989 CEffectPrim::RenderSpinSquare: logic confirmed by peer review - fn_19990 CEffectPrim::RenderTrailingArc: logic confirmed by peer review Peer-reviewed-by: alisonrag, youko, KWDev 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/EffectPrimitiveSweeps.cpp
209 lines
7.2 KiB
C++
209 lines
7.2 KiB
C++
#include "Contents/Effects/EffectPrim.h"
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#include "Contents/Effects/EffectPrimitiveState.h"
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#include "Utility/Math/AffineMatrix.h"
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// OFFSET: 0x00BF1F00
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// FUNCTION: fn_19988
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void CEffectPrim::RenderSpinSquares(matrix& wtm) {
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int rpCnt = 0;
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for (int ec = 0; ec < 4; ++ec) {
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if (this->state.slots[ec].life != 1 || this->state.slots[ec].alphaB <= 0) {
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continue;
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}
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EffectPrimitiveSlot& slot = this->state.slots[static_cast<short>(ec)];
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float tilt = slot.height[8];
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if (tilt >= 360.0f || tilt < 0.0f) {
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slot.height[8] = 0.0f;
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tilt = 0.0f;
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}
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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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vec1.y = 0.0f;
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vec2.y = 0.0f;
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vec3.y = 0.0f;
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vec4.y = 0.0f;
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const int angle1 = slot.fullDisplayAngle;
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const int angle2 = angle1 + (angle1 < 270 ? 90 : -270);
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const int angle3 = angle2 + (angle2 + 90 < 360 ? 90 : -270);
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const int angle4 = angle3 + (angle3 + 90 < 360 ? 90 : -270);
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const float radius = slot.distance * g_sinTable[static_cast<int>(tilt)] * 0.05f + slot.distance;
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vec1.x = radius * g_cosTable[angle1];
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vec1.z = radius * g_sinTable[angle1];
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vec2.x = radius * g_cosTable[angle2];
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vec2.z = radius * g_sinTable[angle2];
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vec3.x = radius * g_cosTable[angle3];
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vec3.z = radius * g_sinTable[angle3];
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vec4.x = radius * g_cosTable[angle4];
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vec4.z = radius * g_sinTable[angle4];
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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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vec1.x = slot.vecBNow.x + vec1.x;
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vec1.y = slot.vecBNow.y + vec1.y;
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vec1.z = slot.vecBNow.z + vec1.z;
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vec2.x = slot.vecBNow.x + vec2.x;
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vec2.y = slot.vecBNow.y + vec2.y;
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vec2.z = slot.vecBNow.z + vec2.z;
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vec3.x = slot.vecBNow.x + vec3.x;
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vec3.y = slot.vecBNow.y + vec3.y;
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vec3.z = slot.vecBNow.z + vec3.z;
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vec4.x = slot.vecBNow.x + vec4.x;
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vec4.y = slot.vecBNow.y + vec4.y;
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vec4.z = slot.vecBNow.z + vec4.z;
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for (int drop = 0, turn = 0; drop < 72; drop += 2, ++turn) {
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const short spin = static_cast<short>(static_cast<short>(turn * 45 + slot.process) % 360);
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const float offsetX = g_cosTable[spin] * 10.0f;
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const float offsetZ = g_sinTable[spin] * 10.0f;
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const float lift = static_cast<float>(drop);
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vector3d corner1;
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corner1.x = offsetX + vec1.x;
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corner1.y = vec1.y - lift;
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corner1.z = offsetZ + vec1.z;
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vector3d corner2;
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corner2.x = offsetX + vec2.x;
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corner2.y = vec2.y - lift;
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corner2.z = offsetZ + vec2.z;
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vector3d corner3;
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corner3.x = offsetX + vec3.x;
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corner3.y = vec3.y - lift;
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corner3.z = offsetZ + vec3.z;
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vector3d corner4;
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corner4.x = offsetX + vec4.x;
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corner4.y = vec4.y - lift;
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corner4.z = offsetZ + vec4.z;
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this->RenderTeiRect(&rpCnt, slot.alphaB, corner1, corner2, corner3, corner4, wtm, 1, slot.flag1[0], 1, 55, 55, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
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}
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this->RenderSpinSquare(wtm, &rpCnt, 2.0f, static_cast<short>(ec), 0, 25, 25, 255);
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}
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}
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// OFFSET: 0x00BF23A0
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// FUNCTION: fn_19989
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void CEffectPrim::RenderSpinSquare(
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matrix& wtm, int* rpCnt, float scale, short slotIndex, char pw, unsigned char red, unsigned char green, unsigned char blue
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) {
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EffectPrimitiveSlot& slot = this->state.slots[slotIndex];
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float tilt = slot.height[8];
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if (tilt >= 360.0f || tilt < 0.0f) {
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slot.height[8] = 0.0f;
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tilt = 0.0f;
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}
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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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vec1.y = 0.0f;
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vec2.y = 0.0f;
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vec3.y = 0.0f;
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vec4.y = 0.0f;
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const int angle1 = slot.fullDisplayAngle;
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const int angle2 = angle1 + (angle1 < 270 ? 90 : -270);
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const int angle3 = angle2 + (angle2 + 90 < 360 ? 90 : -270);
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const int angle4 = angle3 + (angle3 + 90 < 360 ? 90 : -270);
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const float radius = slot.distance * g_sinTable[static_cast<int>(tilt)] * 0.05f + slot.distance * scale;
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vec1.x = radius * g_cosTable[angle1];
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vec1.z = radius * g_sinTable[angle1];
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vec2.x = radius * g_cosTable[angle2];
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vec2.z = radius * g_sinTable[angle2];
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vec3.x = radius * g_cosTable[angle3];
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vec3.z = radius * g_sinTable[angle3];
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vec4.x = radius * g_cosTable[angle4];
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vec4.z = radius * g_sinTable[angle4];
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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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vec1.x = slot.vecBNow.x + vec1.x;
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vec1.y = slot.vecBNow.y + vec1.y;
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vec1.z = slot.vecBNow.z + vec1.z;
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vec2.x = slot.vecBNow.x + vec2.x;
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vec2.y = slot.vecBNow.y + vec2.y;
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vec2.z = slot.vecBNow.z + vec2.z;
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vec3.x = slot.vecBNow.x + vec3.x;
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vec3.y = slot.vecBNow.y + vec3.y;
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vec3.z = slot.vecBNow.z + vec3.z;
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vec4.x = slot.vecBNow.x + vec4.x;
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vec4.y = slot.vecBNow.y + vec4.y;
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vec4.z = slot.vecBNow.z + vec4.z;
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for (int drop = 0, turn = 0; drop < 72; drop += 2, ++turn) {
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const short spin = static_cast<short>(static_cast<short>(turn * 45 + slot.process) % 360);
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const float offsetX = g_cosTable[spin] * 10.0f;
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const float offsetZ = g_sinTable[spin] * 10.0f;
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const float lift = static_cast<float>(drop);
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vector3d corner1;
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corner1.x = offsetX + vec1.x;
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corner1.y = vec1.y - lift;
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corner1.z = offsetZ + vec1.z;
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vector3d corner2;
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corner2.x = offsetX + vec2.x;
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corner2.y = vec2.y - lift;
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corner2.z = offsetZ + vec2.z;
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vector3d corner3;
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corner3.x = offsetX + vec3.x;
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corner3.y = vec3.y - lift;
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corner3.z = offsetZ + vec3.z;
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vector3d corner4;
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corner4.x = offsetX + vec4.x;
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corner4.y = vec4.y - lift;
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corner4.z = offsetZ + vec4.z;
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this->RenderTeiRect(rpCnt, slot.alphaB, corner1, corner2, corner3, corner4, wtm, pw, slot.flag1[0], 1, red, green, blue, 0.0f, 1.0f, 0.0f, 1.0f, 0);
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}
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}
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// OFFSET: 0x00BF27D0
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// FUNCTION: fn_19990
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void CEffectPrim::RenderTrailingArc(matrix& wtm) {
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vector3d prevB{};
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vector3d curB{};
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vector3d curT{};
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vector3d prevT{};
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int rpCnt = 0;
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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 || slot.process <= 0) {
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continue;
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}
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const int texture = slot.process % static_cast<int>(this->state.totalTexture);
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const int step = slot.fullDisplayAngle / 20;
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int i = 0;
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for (int offset = 0; offset <= slot.fullDisplayAngle; offset += step) {
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int angle = (slot.rotStart + offset) % 360;
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if (slot.fullDisplayAngle == 360 && i == 20) {
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angle = slot.rotStart;
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}
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const float baseX = slot.distance * g_cosTable[angle];
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const float baseZ = slot.distance * g_sinTable[angle];
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const float rise = slot.height[i];
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const float riseX = rise * g_cosTable[slot.riseAngle];
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curT.y = -(rise * g_sinTable[slot.riseAngle]);
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curB.x = baseX - this->state.slots[0].vecTNow.x * 0.75f;
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curB.z = baseZ - this->state.slots[0].vecTNow.z * 0.75f;
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curT.z = riseX * g_sinTable[angle] + baseZ - this->state.slots[0].vecTNow.z;
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curT.x = riseX * g_cosTable[angle] + baseX - this->state.slots[0].vecTNow.x;
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if (i > 0) {
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this->state.size = slot.vecTPre.x;
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this->RenderTeiRect(&rpCnt, i - 1, slot.alphaB, slot.alphaB, prevB, curB, curT, prevT, wtm, static_cast<char>(texture));
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}
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++i;
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if (i >= 21) {
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i = 20;
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}
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prevB = curB;
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prevT = curT;
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}
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}
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}
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