Batch #15655 by Yommy: 0 byte-identical, 1 confirmed by peer review. - fn_07436 CShadowExceedNew::OnProcess: logic confirmed by peer review Peer-reviewed-by: ragnarok-clanker, eAthena Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
150 lines
4.9 KiB
C++
150 lines
4.9 KiB
C++
#include "Contents/Effects/SkillEffects.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/Actors/RenderObject.h"
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#include "Contents/Camera/Camera.h"
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#include "Contents/Effects/EffectActor.h"
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#include "Contents/Effects/EffectMemoryMgr.h"
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#include "Contents/Effects/Particle.h"
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#include "Contents/World/World.h"
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#include "Utility/Math/Vector3d.h"
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#include <cmath>
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#include <string>
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// OFFSET: 0x00727EF0
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// FUNCTION: fn_07430
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void CShadowExceedNew::Close() {
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for (CEZ2STRParticle* emitter : this->frontEmitters) {
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FreeParticle(emitter);
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}
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this->frontEmitters.clear();
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for (CEZ2STRParticle* emitter : this->backEmitters) {
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FreeParticle(emitter);
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}
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this->backEmitters.clear();
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}
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// OFFSET: 0x00728500
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// FUNCTION: fn_07432
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void CShadowExceedNew::Open() {
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this->retained = 1;
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this->AddEvent(0, "effect\\SHC_SHADOW_EXCEED.wav", 0, 0);
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CEZ2STRParticle* emitter = static_cast<CEZ2STRParticle*>(CreateEZ2STRParticle(reinterpret_cast<const vector3d*>(this->position), 5));
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if (emitter) {
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emitter->Load(std::string("SHADOW_CROSS\\SHC_SHADOW_EXCEED\\shadow_exceed\\shadow_exceed_f_shadow_bottom.str"));
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emitter->offsetX = 0.0f;
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emitter->offsetY = -12.0f;
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emitter->offsetZ = 0.0f;
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emitter->m_scale = 0.14f;
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this->frontEmitters.push_back(emitter);
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}
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emitter = static_cast<CEZ2STRParticle*>(CreateEZ2STRParticle(reinterpret_cast<const vector3d*>(this->position), 5));
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if (emitter) {
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emitter->Load(std::string("SHADOW_CROSS\\SHC_SHADOW_EXCEED\\shadow_exceed\\shadow_exceed_f_shadow.str"));
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emitter->offsetX = 0.0f;
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emitter->offsetY = -10.0f;
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emitter->offsetZ = 0.0f;
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emitter->m_scale = 0.14f;
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this->frontEmitters.push_back(emitter);
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}
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emitter = static_cast<CEZ2STRParticle*>(CreateEZ2STRParticle(reinterpret_cast<const vector3d*>(this->position), 5));
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if (emitter) {
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emitter->Load(std::string("SHADOW_CROSS\\SHC_SHADOW_EXCEED\\shadow_exceed\\shadow_exceed_b_shadow_bottom.str"));
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emitter->offsetX = 0.0f;
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emitter->offsetY = -12.0f;
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emitter->offsetZ = 0.0f;
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emitter->m_scale = 0.14f;
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emitter->depthOffset = 0.0003f;
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this->backEmitters.push_back(emitter);
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}
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emitter = static_cast<CEZ2STRParticle*>(CreateEZ2STRParticle(reinterpret_cast<const vector3d*>(this->position), 5));
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if (emitter) {
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emitter->Load(std::string("SHADOW_CROSS\\SHC_SHADOW_EXCEED\\shadow_exceed\\shadow_exceed_b_shadow.str"));
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emitter->offsetX = 0.0f;
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emitter->offsetY = -10.0f;
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emitter->offsetZ = 0.0f;
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emitter->m_scale = 0.14f;
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emitter->depthOffset = 0.0003f;
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this->backEmitters.push_back(emitter);
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}
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}
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// OFFSET: 0x007289D0
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// FUNCTION: fn_07434
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bool CShadowExceedNew::IsAlive() {
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CRenderObject* actor = FindRenderObject(this->actor);
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if (actor) {
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if (this->frontEmitters.size() != 0 && this->backEmitters.size() != 0) {
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return true;
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}
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if (!static_cast<EffectActor*>(actor)->HasId(1004)) {
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static_cast<EffectActor*>(actor)->LaunchEffect(1004, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
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}
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}
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return false;
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}
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// OFFSET: 0x00728DC0
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// FUNCTION: fn_07436
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void CShadowExceedNew::OnProcess() {
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CRenderObject* actor = FindRenderObject(this->actor);
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if (!actor) {
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return;
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}
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const float angle = actor->render.angle / 180.0f * 3.141592f;
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const float cosine = std::cos(angle);
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const float sine = std::sin(angle);
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const float y = actor->render.position.y + 0.0f;
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const float z = cosine * 5.0f + actor->render.position.z;
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const float x = -sine * 5.0f + actor->render.position.x;
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const int direction = actor->render.previousAnimation % 8;
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this->drawBackEmitters = static_cast<unsigned int>(direction - 2) < 4;
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for (auto it = this->frontEmitters.begin(); it != this->frontEmitters.end();) {
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(*it)->position.x = x + (*it)->offsetX;
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(*it)->position.y = y + (*it)->offsetY;
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(*it)->position.z = z + (*it)->offsetZ;
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(*it)->m_flipX = direction == 0 || direction == 1;
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if ((*it)->Process(0.0f, 0.0f, 0.0f)) {
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++it;
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} else {
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FreeParticle(*it);
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it = this->frontEmitters.erase(it);
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}
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}
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for (auto it = this->backEmitters.begin(); it != this->backEmitters.end();) {
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(*it)->position.x = x + (*it)->offsetX;
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(*it)->position.y = y + (*it)->offsetY;
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(*it)->position.z = z + (*it)->offsetZ;
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(*it)->m_flipX = direction == 4 || direction == 5;
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if ((*it)->Process(0.0f, 0.0f, 0.0f)) {
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++it;
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} else {
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FreeParticle(*it);
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it = this->backEmitters.erase(it);
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}
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}
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}
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// OFFSET: 0x00729280
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// FUNCTION: fn_07438
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void CShadowExceedNew::Render() {
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if (this->drawBackEmitters) {
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for (CEZ2STRParticle* emitter : this->backEmitters) {
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emitter->DrawBillboards(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->frame.view);
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}
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} else {
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for (CEZ2STRParticle* emitter : this->frontEmitters) {
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emitter->DrawBillboards(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->frame.view);
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}
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}
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}
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