Batch #13047 by cremane: 0 byte-identical, 5 confirmed by peer review. - fn_21062 EffectActor::HasId: logic confirmed by peer review - fn_21069 EffectActor::LaunchEffect: logic confirmed by peer review - fn_21076 CGameActor::ShowPartyMemberEffect: logic confirmed by peer review - fn_21153 CGameActor::Slot15: logic confirmed by peer review - fn_21111 EffectActor::SendMsg: logic confirmed by peer review Peer-reviewed-by: gordaoprogramas, Toshiro, codeplay, SapitoSucio Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
32 lines
754 B
C++
32 lines
754 B
C++
#include "Contents/Effects/EffectActor.h"
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#include "Contents/Effects/RagEffect.h"
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// OFFSET: 0x00CADBE0
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// FUNCTION: fn_21062
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bool EffectActor::HasId(int id) const {
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for (const CRagEffect* effect : this->state.effects) {
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if (effect && effect->state.type == id) {
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return true;
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}
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}
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return false;
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}
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// OFFSET: 0x00CADC40
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// FUNCTION: fn_21064
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bool EffectActor::Contains(const RagEffectState* effect) const {
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for (const CRagEffect* current : this->state.effects) {
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if (current == reinterpret_cast<const CRagEffect*>(effect)) {
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return true;
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}
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}
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return false;
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}
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// OFFSET: 0x00CADC20
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// FUNCTION: fn_21063
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bool EffectActor::EffectVisible() const {
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return this->render.visible != 0 && this->render.enabled != 0;
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}
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