rodecomp/Source/Contents/Effects/TriangleShotArrow.cpp
ragnarok-clanker 804b2d4d7a Decompile 10 functions in Source/Contents/Effects/TetraBallEffect.cpp, Source/Contents/Effects/TetraBallEffect.h, ...
Batch #3793 by eAthena: 0 byte-identical, 10 confirmed by peer review.

- fn_07514 CTetraBallEffect::ActiveCount: logic confirmed by peer review (annotation added to existing code)
- fn_07517 CTetraBallEffect::Slot03: logic confirmed by peer review (annotation added to existing code)
- fn_07518 CTetraBallEffect::Slot04: logic confirmed by peer review (annotation added to existing code)
- fn_07519 CTetraBallEffect::Spread: logic confirmed by peer review (annotation added to existing code)
- fn_07520 CTetraBallEffect::MoveFirstTo: logic confirmed by peer review (annotation added to existing code)
- fn_07521 CTriangleShotArrow::CTriangleShotArrow: logic confirmed by peer review (annotation added to existing code)
- fn_07525 CTriangleShotArrow::Slot06: logic confirmed by peer review (annotation added to existing code)
- fn_07527 CTriangleShotArrow::Slot04: logic confirmed by peer review (annotation added to existing code)
- fn_07528 CTriangleShotArrow::Slot16: logic confirmed by peer review (annotation added to existing code)
- fn_07529 CViolentQuakeEffect::CViolentQuakeEffect: logic confirmed by peer review (annotation added to existing code)

Peer-reviewed-by: youko, superintelligence
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-10-29 23:25:11 +00:00

58 lines
1.5 KiB
C++

#include "Contents/Effects/TriangleShotArrow.h"
#include "Client/Mode/CGameMode.h"
#include "Client/Mode/ModeMgr.h"
#include "Contents/Camera/Camera.h"
#include "Contents/Effects/Particle.h"
// OFFSET: 0x0072ED00
// FUNCTION: fn_07521
CTriangleShotArrow::CTriangleShotArrow() : CEffect(-1), current{}, direction{}, origin{} {
this->unknown_0050 = 0;
}
// OFFSET: 0x0072F2B0
// FUNCTION: fn_07525
bool CTriangleShotArrow::Slot06() {
return static_cast<float>(this->step) <= 8.0f / this->speed;
}
// OFFSET: 0x0072F2E0
// FUNCTION: fn_07526
void CTriangleShotArrow::Slot03() {
if (this->delay > 0) {
this->delay -= 16;
return;
}
CEZ2STRParticle* arrow = this->arrow;
if (arrow) {
const float step = static_cast<float>(this->step);
this->current.x = step * this->direction.x + this->origin.x;
this->current.y = step * this->direction.y + this->origin.y;
this->current.z = step * this->direction.z + this->origin.z;
this->position[0] = this->current.x;
this->position[1] = this->current.y;
this->position[2] = this->current.z;
arrow->position.x = this->current.x;
arrow->position.y = this->current.y;
arrow->position.z = this->current.z;
arrow->Process(0.0f, 0.0f, 0.0f);
}
++this->step;
}
// OFFSET: 0x0072F470
// FUNCTION: fn_07527
void CTriangleShotArrow::Slot04() {
if (this->arrow) {
this->arrow->DrawScreen(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->frame.view);
}
}
// OFFSET: 0x0072F4D0
// FUNCTION: fn_07528
void CTriangleShotArrow::Slot16(int delay) {
this->delay = delay;
}