rodecomp/Source/Contents/Effects/FuumaShouakuEffect.cpp
ragnarok-clanker 2ac5375540 Decompile fn_07007 (CFuumaShouakuEffect::CFuumaShouakuEffect)
Batch #3962 by eAthena: 0 byte-identical, 1 confirmed by peer review.

- fn_07007 CFuumaShouakuEffect::CFuumaShouakuEffect: logic confirmed by peer review (annotation added to existing code)

Peer-reviewed-by: ragnarok-clanker, bigodeira, superintelligence
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-10-30 00:17:00 +00:00

29 lines
834 B
C++

#include "Contents/Effects/FuumaShouakuEffect.h"
#include "Client/Mode/CGameMode.h"
#include "Client/Mode/ModeMgr.h"
#include "Contents/Camera/Camera.h"
#include "Contents/Effects/Particle.h"
// OFFSET: 0x007028C0
// FUNCTION: fn_07007
CFuumaShouakuEffect::CFuumaShouakuEffect()
: CEffect(0x930), first(nullptr), second(nullptr), unknown_00D4(0), unknown_00D8(0), unknown_00DC(0), unknown_00E0(0) {
}
// OFFSET: 0x00702CC0
// FUNCTION: fn_07011
bool CFuumaShouakuEffect::Slot06() {
return this->ActorExists();
}
// OFFSET: 0x00702F30
void CFuumaShouakuEffect::Slot04() {
if (this->first) {
this->first->DrawScreen(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->frame.view);
}
if (this->second) {
this->second->DrawScreen(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->frame.view);
}
}