Batch #3627 by willerthal: 0 byte-identical, 1 confirmed by peer review. - fn_03437 CMapSkyMgr::Apply: logic confirmed by peer review Peer-reviewed-by: eAthena, Yommy, meitogi, youko Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
266 lines
6.8 KiB
C++
266 lines
6.8 KiB
C++
#include "Contents/MapSkyMgr.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/Effects/EffectActor.h"
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#include "Contents/Effects/EffectLists.h"
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#include "Contents/World/World.h"
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#include "File/MapName.h"
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#include "Render/Renderer.h"
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#include "Resource/World/TerrainResource.h"
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#include <cstdlib>
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struct MapSkyCloud : CEffect {
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/* 00CC */ unsigned char unknown_00CC[0x28];
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/* 00F4 */ unsigned char colorR;
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/* 00F5 */ unsigned char colorG;
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/* 00F6 */ unsigned char colorB;
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/* 00F7 */ unsigned char unknown_00F7;
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/* 00F8 */ float velocityX;
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/* 00FC */ float velocityY;
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/* 0100 */ float velocityZ;
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/* 0104 */ float unknown_0104;
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/* 0108 */ float unknown_0108;
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/* 010C */ int unknown_010C;
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/* 0110 */ int unknown_0110;
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/* 0114 */ int unknown_0114;
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/* 0118 */ int unknown_0118;
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/* 011C */ float unknown_011C;
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/* 0120 */ float spanX;
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/* 0124 */ float spanZ;
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/* 0128 */ unsigned char flag;
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};
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// GLOBAL: gl_24482
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CWeatherEffect g_weatherEffect;
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// GLOBAL: gl_24633
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float g_depthAverageHalf = 0.5f;
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// OFFSET: 0x005B8D50
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// FUNCTION: fn_03431
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CMapSkyMgr::CMapSkyMgr() : m_script(nullptr) {
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this->m_script = new LuaScript();
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this->m_script->Open();
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}
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// OFFSET: 0x005B8DD0
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// FUNCTION: fn_03432
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void CMapSkyMgr::Unused() {
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}
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// OFFSET: 0x005B8F00
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// FUNCTION: fn_03435
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bool CMapSkyMgr::LoadData() {
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return this->m_script->Load("Lua Files\\MapSkyData\\MapSkyData", true, false);
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}
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// OFFSET: 0x00C7B790
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// FUNCTION: fn_20367
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void CWeatherEffect::Play(char kind) {
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CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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this->actor = mode->scene->player;
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int effectId = 0;
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switch (kind) {
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case 0:
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effectId = 0xe5;
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break;
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case 1:
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effectId = 0xe6;
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break;
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case 2:
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effectId = 0xe9;
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break;
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case 3:
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effectId = 0x203;
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break;
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case 4:
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effectId = 0x204;
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break;
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case 5:
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effectId = 0x250;
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break;
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case 7:
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effectId = 0x2b9;
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break;
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case 8:
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effectId = 0x2ba;
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break;
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case 9:
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effectId = 0x3b1;
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break;
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case 10:
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effectId = 0x415;
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break;
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case 11:
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effectId = 0x45b;
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break;
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case 15:
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effectId = 0x479;
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break;
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default:
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return;
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}
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static_cast<EffectActor*>(this->actor)->LaunchEffect(effectId, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
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}
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// OFFSET: 0x005B90F0
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// FUNCTION: fn_03436
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void CMapSkyMgr::CreateClouds(const std::string& mapName) {
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int typeCount = 0;
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this->m_script->Call("GetCloudTypeNum", "s>d", mapName.c_str(), &typeCount);
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CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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C3dAttr* terrain = mode->scene->terrain;
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const int mapWidth = terrain->width * terrain->cellSize;
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const int mapHeight = terrain->height * terrain->cellSize;
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for (int type = 1; type <= typeCount; ++type) {
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int count = 0;
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int range = 0x82;
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int red = 0;
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int green = 0;
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int blue = 0;
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double velX = 0.0;
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double velY = 0.0;
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double velZ = 0.0;
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int param0 = 0;
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int param1 = 0;
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double param2 = 0.0;
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int param3 = 0;
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int param4 = 0;
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double param5 = 0.0;
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double posY = 0.0;
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double param7 = 0.0;
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unsigned char flag = 1;
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this->m_script->Call(
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"GetCloudInfo",
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"sd>dddddlllddlddlllb",
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mapName.c_str(),
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type,
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&count,
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&range,
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&red,
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&green,
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&blue,
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&velX,
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&velY,
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&velZ,
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¶m0,
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¶m1,
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¶m2,
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¶m3,
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¶m4,
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¶m5,
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&posY,
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¶m7,
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&flag
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);
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const float spanX = static_cast<float>(mapWidth) / static_cast<float>(count + 1);
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const float spanZ = static_cast<float>(mapHeight) / static_cast<float>(count + 1);
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if (count <= 0) {
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continue;
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}
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const int halfWidth = static_cast<int>(static_cast<float>(mapWidth) * g_depthAverageHalf);
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const int halfHeight = static_cast<int>(static_cast<float>(mapHeight) * g_depthAverageHalf);
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for (int index = 0; index < count; ++index) {
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const int signX = rand() % 2;
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int offsetX = 0;
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if (halfWidth != 0) {
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offsetX = rand() % halfWidth;
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if (offsetX < 0) {
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offsetX = 0;
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}
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}
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const float x = static_cast<float>((1 - 2 * signX) * offsetX);
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const int signZ = rand() % 2;
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int offsetZ = 0;
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if (halfHeight != 0) {
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offsetZ = rand() % halfHeight;
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if (offsetZ < 0) {
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offsetZ = 0;
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}
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}
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const float z = static_cast<float>((1 - 2 * signZ) * offsetZ);
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const float y = static_cast<float>(posY);
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CEffect* spawned = g_effectMgr->Spawn(0, 0x47a, x, y, z, 0, -1, 0, 0);
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if (!spawned) {
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continue;
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}
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auto* cloud = static_cast<MapSkyCloud*>(spawned);
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cloud->range = range;
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cloud->colorR = static_cast<unsigned char>(red);
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cloud->colorG = static_cast<unsigned char>(green);
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cloud->colorB = static_cast<unsigned char>(blue);
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cloud->velocityX = static_cast<float>(velX);
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cloud->velocityY = static_cast<float>(velY);
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cloud->velocityZ = static_cast<float>(velZ);
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cloud->unknown_010C = param0;
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cloud->unknown_0110 = param1;
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cloud->unknown_0114 = param3;
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cloud->unknown_0118 = param4;
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cloud->unknown_0104 = static_cast<float>(param2);
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cloud->unknown_0108 = static_cast<float>(param5);
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cloud->unknown_011C = static_cast<float>(param7);
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cloud->spanX = spanX;
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cloud->spanZ = spanZ;
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cloud->flag = flag;
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cloud->Slot07();
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}
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}
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}
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// OFFSET: 0x005B95F0
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// FUNCTION: fn_03437
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void CMapSkyMgr::Apply(const std::string& mapName) {
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std::string sky = ScriptMapName(mapName);
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unsigned char exists = 0;
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this->m_script->Call("IsExistMapSkyData", "s>b", sky.c_str(), &exists);
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if (exists == 0) {
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g_renderer->SetClearColor(0xFF000000u);
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return;
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}
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int red = 0;
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int green = 0;
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int blue = 0;
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this->m_script->Call("GetBackgroundColor", "s>ddd", sky.c_str(), &red, &green, &blue);
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g_renderer->SetClearColor(
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0xFF000000u | ((static_cast<unsigned>(red) & 255u) << 16) | ((static_cast<unsigned>(green) & 255u) << 8) | (static_cast<unsigned>(blue) & 255u)
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);
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unsigned char drawStar = 0;
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this->m_script->Call("IsDrawStar", "s>b", sky.c_str(), &drawStar);
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if (drawStar == 1) {
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g_weatherEffect.Play(9);
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}
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this->CreateClouds(sky);
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int oldCount = 0;
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this->m_script->Call("GetOldCloudTypeNum", "s>d", sky.c_str(), &oldCount);
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for (int index = 1; index <= oldCount; ++index) {
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int info = -1;
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this->m_script->Call("GetOldCloudInfo", "sd>d", sky.c_str(), index, &info);
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if (info != -1) {
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g_weatherEffect.Play(static_cast<char>(info));
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}
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}
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unsigned char fog = 0;
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this->m_script->Call("IsBackGroundFog", "s>b", sky.c_str(), &fog);
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if (fog == 1) {
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static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->unknown_00FC = true;
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}
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}
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