Batch #14943 by ragnarok-clanker: no function's compiled code changes; checked with 741 compiled unit(s), including every includer of Source/ActorPickNode.h, Source/Client/Browser/BrowserClientSite.h, Source/Client/Browser/BrowserPopupDispatch.h, Source/Client/Mode/CGameMode.h, Source/Client/Mode/CLoginMode.h, Source/Client/Mode/CMode.h, Source/Client/Mode/ModeDragState.h, Source/Client/Replay.h, Source/Client/Session.h, Source/Client/Stove/StoveMgr.h, Source/Contents/AchievementMgr.h, Source/Contents/ActorNameCard.h, Source/Contents/Actors/CharacterRender.h, Source/Contents/Actors/EffectActors.h, Source/Contents/Actors/GameActor.h, Source/Contents/Actors/GrannyGameActor.h, Source/Contents/Actors/GroundScope.h, Source/Contents/Actors/Item.h, Source/Contents/Actors/Npc.h, Source/Contents/Actors/Pc.h, Source/Contents/Actors/RenderObjectState.h, Source/Contents/Actors/Skill.h, Source/Contents/AdventureGuideMgr.h, Source/Contents/Camera/Camera.h, Source/Contents/Camera/CameraState.h, Source/Contents/CashEmotionMgr.h, Source/Contents/Configuration/GameSettingsMgr.h, Source/Contents/EffectResourceSwitcher.h, Source/Contents/Effects/AMachineEffect.h, Source/Contents/Effects/AcidifiedThrow.h, Source/Contents/Effects/AxeBoomerang.h, Source/Contents/Effects/BlastForge.h, Source/Contents/Effects/CaneOfEvilEyeEffect.h, Source/Contents/Effects/CharacterParticleBundle.h, Source/Contents/Effects/CloudKillEffect.h, Source/Contents/Effects/Effect.h, Source/Contents/Effects/EffectActor.h, Source/Contents/Effects/EffectEmitter.h, Source/Contents/Effects/EffectMaker.h, Source/Contents/Effects/EffectPrimitiveState.h, Source/Contents/Effects/FuumaShouakuEffect.h, Source/Contents/Effects/GravityControlEffect.h, Source/Contents/Effects/HealSpEffect.h, Source/Contents/Effects/Level99Effect.h, Source/Contents/Effects/MapChainEffect.h, Source/Contents/Effects/MonsterSkillEffects.h, Source/Contents/Effects/MsgEffect.h, Source/Contents/Effects/NyanggrassEffect.h, Source/Contents/Effects/Particle.h, Source/Contents/Effects/PowderingEffect.h, Source/Contents/Effects/RagEffectState.h, Source/Contents/Effects/RectUpEffect.h, Source/Contents/Effects/ShadowExceedEffect.h, Source/Contents/Effects/SkillEffects.h, Source/Contents/Effects/SpriteParticle.h, Source/Contents/Effects/StormCannonEffect.h, Source/Contents/Effects/ThrowEffects.h, Source/Contents/EntryQueueMgr.h, Source/Contents/EquipmentResourceMgr.h, Source/Contents/FlyingShipRouteInfo.h, Source/Contents/Ground/GroundGeometry.h, Source/Contents/GuildInfo.h, Source/Contents/Items/ItemDescription.h, Source/Contents/Items/ItemInfo.h, Source/Contents/MapSkyMgr.h, Source/Contents/Messenger/MessengerWindows.h, Source/Contents/Models/ModelNode.h, Source/Contents/NavigationManager.h, Source/Contents/Party/AdventurerAgencyMgr.h, Source/Contents/RDamageVar.h, Source/Contents/RenewQuestMgr.h, Source/Contents/ReputeMgr.h, Source/Contents/RodexMailStore.h, Source/Contents/RouletteMgr.h, Source/Contents/Schedule/Schedule.h, Source/Contents/SignBoard/SignBoard.h, Source/Contents/Skills/ClientSkills.h, Source/Contents/Skills/PlayerSkillBundle.h, Source/Contents/Skills/SkillInfo.h, Source/Contents/SpriteLayerDrawing.h, Source/Contents/TipBoxTitles.h, Source/Contents/UserData/AccountLinkedUserDataMgr.h, Source/Contents/UserData/NormalItemSlots.h, Source/Contents/World/World.h, Source/Contents/WorldView/WorldViewData.h, Source/Render/Primitives/LightmappedPrimitive.h, Source/Render/Primitives/RenderPrimitive.h, Source/Render/Renderer.h, Source/Render/Textures/SpritePixels.h, Source/Render/Textures/Texture.h, Source/Resource/EZeffectResource.h, Source/Resource/Models/AnimatedModelResource.h, Source/Resource/Models/GrannyModelResource.h, Source/Resource/Sprites/ActionResource.h, Source/Resource/World/GroundResource.h, Source/Resource/World/WorldResource.h, Source/Resource/XmlNode.h, Source/UI/AdventureGuide/UIAdventureGuide.h, Source/UI/Buttons/UIBmpRadioBtn.h, Source/UI/Buttons/UIDescriptRace.h, Source/UI/Buttons/UIItemTagButton.h, Source/UI/Buttons/UISlotBmpButton.h, Source/UI/Buttons/UISpriteButton.h, Source/UI/Buttons/UITVTextButton.h, Source/UI/Buttons/UITextureButton.h, Source/UI/CashEmotion/UICashEmotionListWnd.h, Source/UI/CashEmotion/UICashEmotionPack.h, Source/UI/CashShop/UICashShopWnd.h, Source/UI/Chat/UIChatRoomMakeWnd.h, Source/UI/Chat/UIChatRoomTitle.h, Source/UI/Chat/UINewChatWnd.h, Source/UI/Chat/UISubChatHisWnd.h, Source/UI/Chat/UISubChatMiniWnd.h, Source/UI/Chat/UIWhisperWnd.h, Source/UI/Clan/UIClanWnd.h, Source/UI/Dialogs/UIBookWnd.h, Source/UI/Dialogs/UIChooseWarpWnd.h, Source/UI/Dialogs/UIMenuWnd.h, Source/UI/Dialogs/UIMiniMapWnd.h, Source/UI/Dialogs/UIMinimapZoomWnd.h, Source/UI/Dialogs/UINpcEditDialogWnd.h, Source/UI/Dialogs/UIPasswordWnd.h, Source/UI/Dialogs/UISayDialogWnd.h, Source/UI/Dialogs/UISelectCartWnd.h, Source/UI/Dialogs/UITipboxWnd.h, Source/UI/Edit/UIEditBoxEx.h, Source/UI/Edit/UIEditCtrl.h, Source/UI/Edit/UIEditCtrl_Currency.h, Source/UI/Edit/UIItemTagCtrl.h, Source/UI/Enchant/EnchantUI.h, Source/UI/Exchange/UIExchangeUI.h, Source/UI/FrameSkin.h, Source/UI/GameSettings/GameSettingsUI.h, Source/UI/Gauges/UIPcGage.h, Source/UI/Guild/UIGuildHelperWnd.h, Source/UI/Guild/UIGuildWnd.h, Source/UI/Guild/UIGuild_Storage_Log.h, Source/UI/Item/UIEquipmentPropertiesWnd.h, Source/UI/Item/UIItemBaseWnd.h, Source/UI/Item/UIItemPurchaseWnd.h, Source/UI/Item/UIItemSellWnd2.h, Source/UI/Item/UIItemShopWnd.h, Source/UI/Item/UIItemShopWnd2.h, Source/UI/Item/UIItemStoreFindWnd.h, Source/UI/Item/UIItemStoreSubWnd.h, Source/UI/Item/UIItemStoreWnd.h, Source/UI/Item/UIItemWnd.h, Source/UI/Item/UIMerchantItemLogWnd.h, Source/UI/Item/UIParaItemShopWnd.h, Source/UI/Items/UICardItemIllustWnd.h, Source/UI/Items/UIEquipWnd.h, Source/UI/Items/UIExchangeWnd.h, Source/UI/Items/UIGameItem.h, Source/UI/Items/UIItemCollectionWnd.h, Source/UI/Items/UIItemIdentifyWnd.h, Source/UI/Items/UIItemParamChangeDisplayWnd.h, Source/UI/Items/UISwapEquipmentWnd.h, Source/UI/Layout/WindowGeometry.h, Source/UI/Lists/UIChatHisBox.h, Source/UI/Lists/UIComboBoxV2Wnd.h, Source/UI/Lists/UIImgMenu.h, Source/UI/Lists/UIListBoxID.h, Source/UI/Lists/UIListBoxTemplate.h, Source/UI/Lists/UIMemberListBox.h, Source/UI/Lists/UITabControl.h, Source/UI/Lists/UITagListBox.h, Source/UI/Lists/UITreeView.h, Source/UI/Menu/UIMenuIconWnd.h, Source/UI/Navigation/UINavigationV4Wnd.h, Source/UI/ProbabilityTable/UIProbabilityTable.h, Source/UI/Quest/UIQuestDisplay.h, Source/UI/Quest/UIRenewQuestUI.h, Source/UI/Quest/UIRenewQuestWnd.h, Source/UI/Rodex/UIRodexComposeWnd.h, Source/UI/Rodex/UIRodexInboxWnd.h, Source/UI/RuneSystem/UIRuneSystemWindows.h, Source/UI/RuneSystem/UIRuneSystemWnd.h, Source/UI/Shop/UIMerchantItemMyShopWnd.h, Source/UI/Shop/UIMerchantItemPurchaseMSGWnd.h, Source/UI/Shop/UIMerchantItemPurchaseWnd.h, Source/UI/Shop/UIMerchantItemShopWnd.h, Source/UI/Shop/UIMerchantMirrorItemWnd.h, Source/UI/Shop/UIMerchantShopMakeWnd.h, Source/UI/Shop/UIMerchantShopTitle.h, Source/UI/Skill/UISkillDescribeWnd.h, Source/UI/Skill/UISkillListWnd.h, Source/UI/SkillDelayInfo/SkillDelayInfo.h, Source/UI/StylingShop/UIStylingShopWnd.h, Source/UI/Text/CreateLineInfo.h, Source/UI/Text/UIAchWnd.h, Source/UI/Text/UIBalloonText.h, Source/UI/Text/UINameBalloonText.h, Source/UI/Text/UIStaticTextControl.h, Source/UI/Text/UIString.h, Source/UI/Text/UITextViewerControl.h, Source/UI/UIBarGraph.h, Source/UI/UIBartermarketWnd.h, Source/UI/UIChangeMaterialWnd.h, Source/UI/UIGradeEnchantWnd.h, Source/UI/UILapineScrollBar.h, Source/UI/UIMacroBlackListCheckWnd.h, Source/UI/UIMacroDetectorWnd.h, Source/UI/UIMacroReport.h, Source/UI/UIMacroUserInfoWnd.h, Source/UI/UIPreviewEquipWnd.h, Source/UI/UIRefiningWnd.h, Source/UI/UIScrollWnd.h, Source/UI/UISlotBitmap.h, Source/UI/Window/FuncDrawWNDChar.h, Source/UI/Window/UIBattleMsgOptionWnd.h, Source/UI/Window/UIChatRoomWnd.h, Source/UI/Window/UICollectionSystemWnd.h, Source/UI/Window/UIControl.h, Source/UI/Window/UIHomunInfoWnd.h, Source/UI/Window/UIHotKeyWnd.h, Source/UI/Window/UIJobListWnd.h, Source/UI/Window/UILoginOTPWnd.h, Source/UI/Window/UILoginWnd.h, Source/UI/Window/UIMakeCharWnd.h, Source/UI/Window/UIMonsterDisplayWnd.h, Source/UI/Window/UIMonsterInfoWnd.h, Source/UI/Window/UINavigationHelpWnd.h, Source/UI/Window/UINavigationWnd.h, Source/UI/Window/UINewMakeCharWnd.h, Source/UI/Window/UINewSelectCharWnd.h, Source/UI/Window/UINoticeWnd.h, Source/UI/Window/UIPetInfoWnd.h, Source/UI/Window/UIRegisterMgr.h, Source/UI/Window/UIRoMapWnd.h, Source/UI/Window/UIRodexContentsWnd.h, Source/UI/Window/UISecondCostumeWnd.h, Source/UI/Window/UISeekPartyMBWnd.h, Source/UI/Window/UISeekPartyWnd.h, Source/UI/Window/UISelCharForUServerWnd.h, Source/UI/Window/UISerachStoreInfoWnd.h, Source/UI/Window/UITransMenuWnd.h, Source/UI/Window/UIWindow.h, Source/UI/Window/UIWindowMgr.h, Source/UI/Window/UIWindowMgr.inl, Source/Utility/Lexicon/LexiconSerializer.h.
292 lines
10 KiB
C++
292 lines
10 KiB
C++
#include "Contents/Effects/MapMagicZoneEffect.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/Camera/Camera.h"
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#include "Contents/Effects/EffectMemoryMgr.h"
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#include "Contents/Effects/Particle.h"
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#include "Utility/Math/AffineMatrix.h"
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#include <cstring>
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// OFFSET: 0x00B6DCB0
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// FUNCTION: fn_19112
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void CMapMagicZoneEffect::AddSpinner(int kind) {
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CParticle* particle = CreateParticle(reinterpret_cast<const vector3d*>(this->position), 5);
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if (particle) {
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particle->effectId = this->id;
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particle->columnIndex = 0;
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particle->rowIndex = 0;
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particle->groupIndex = 1;
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if (kind == 0) {
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particle->SetTexture("effect\\mjin2.tga");
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*reinterpret_cast<float*>(&particle->angleBits) = 0.0f;
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particle->alpha = 200;
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particle->animationParameter = -0.5f;
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} else if (kind == 1) {
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particle->SetTexture("effect\\mjin.tga");
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*reinterpret_cast<float*>(&particle->angleBits) = 45.0f;
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particle->alpha = 50;
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particle->animationParameter = -0.4f;
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}
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particle->scale = 30.0f;
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particle->phaseParameter = 0;
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InitParticleQuad(particle->vertices);
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this->spinners.push_back(particle);
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}
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}
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// OFFSET: 0x00B6E130
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// FUNCTION: fn_19113
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void CMapMagicZoneEffect::Close() {
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for (std::vector<CParticle*>::iterator it = this->spinners.begin(); it != this->spinners.end(); ++it) {
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FreeParticle(*it);
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}
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this->spinners.clear();
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for (std::vector<CParticle*>::iterator it = this->petals.begin(); it != this->petals.end(); ++it) {
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FreeParticle(*it);
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}
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this->petals.clear();
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for (std::vector<CParticle*>::iterator it = this->ribbon.begin(); it != this->ribbon.end(); ++it) {
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FreeParticle(*it);
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}
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this->ribbon.clear();
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}
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// OFFSET: 0x00B6E1D0
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// FUNCTION: fn_19114
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void CMapMagicZoneEffect::Open() {
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this->AddSpinner(0);
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this->AddSpinner(1);
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int index = 0;
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for (int angle = 0; angle < 360; angle += 180) {
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CParticle* particle = CreateParticle(reinterpret_cast<const vector3d*>(this->position), 5);
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if (particle) {
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particle->effectId = this->id;
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particle->columnIndex = index;
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particle->rowIndex = 0;
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particle->groupIndex = 1;
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particle->SetTexture("effect\\pikapika2.bmp");
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particle->scale = 46.0f;
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particle->phaseParameter = angle;
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*reinterpret_cast<float*>(&particle->angleBits) = 0.0f;
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particle->alpha = 25;
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particle->animationParameter = -1.0f;
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InitParticleQuad(particle->vertices);
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this->petals.push_back(particle);
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}
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++index;
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}
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int row = 0;
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int angle = 0;
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for (int height = 55; height > 40; height -= 5) {
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for (int segment = 0; segment <= 21; ++segment) {
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CParticle* particle = CreateParticle(reinterpret_cast<const vector3d*>(this->position), 5);
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if (particle) {
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particle->SetTexture("effect\\ring_blue.tga");
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particle->rowIndex = row;
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particle->effectId = this->id;
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particle->columnIndex = segment;
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particle->groupIndex = 3;
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particle->alpha = 50;
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*reinterpret_cast<float*>(&particle->angleBits) = static_cast<float>(angle);
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particle->angleParameter = 315;
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particle->speedParameter = 15.0f - (static_cast<float>(row) + static_cast<float>(row));
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particle->scale = static_cast<float>(row) * 0.2f + 12.9f;
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particle->phaseParameter = height;
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particle->animationParameter = 0.0f;
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InitParticleQuad(particle->vertices);
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this->ribbon.push_back(particle);
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}
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}
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++row;
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angle += 90;
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}
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}
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// OFFSET: 0x00B6E3B0
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// FUNCTION: fn_19115
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bool CMapMagicZoneEffect::IsAlive() {
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return this->ActorExists();
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}
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// OFFSET: 0x00B6E3C0
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// FUNCTION: fn_19116
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void CMapMagicZoneEffect::OnProcess() {
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for (std::vector<CParticle*>::iterator it = this->spinners.begin(); it != this->spinners.end(); ++it) {
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CParticle* particle = *it;
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particle->position.x = this->position[0];
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particle->position.y = this->position[1];
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particle->position.z = this->position[2];
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++particle->elapsedFrames;
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this->UpdateSpinner(particle);
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}
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for (std::vector<CParticle*>::iterator it = this->petals.begin(); it != this->petals.end(); ++it) {
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CParticle* particle = *it;
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particle->position.x = this->position[0];
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particle->position.y = this->position[1];
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particle->position.z = this->position[2];
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++particle->elapsedFrames;
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vector3d corners[4]{};
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const int angle = particle->columnIndex * 23;
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particle->phaseParameter = (particle->phaseParameter + 3) % 360;
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const float radius = (g_sinTable[particle->phaseParameter] + 1.0f) * (particle->scale * 0.1f) + particle->scale * 0.8f;
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const float height = particle->animationParameter;
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for (int corner = 0; corner < 4; ++corner) {
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const int index = (angle + corner * 90) % 360;
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corners[corner].x = radius * g_cosTable[index];
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corners[corner].y = height;
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corners[corner].z = radius * g_sinTable[index];
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}
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particle->vertices[0].x = corners[0].x;
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particle->vertices[0].y = corners[0].y;
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particle->vertices[0].z = corners[0].z;
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particle->vertices[1].x = corners[1].x;
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particle->vertices[1].y = corners[1].y;
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particle->vertices[1].z = corners[1].z;
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particle->vertices[3].x = corners[2].x;
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particle->vertices[3].y = corners[2].y;
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particle->vertices[3].z = corners[2].z;
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particle->vertices[2].x = corners[3].x;
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particle->vertices[2].y = corners[3].y;
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particle->vertices[2].z = corners[3].z;
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matrix rotation;
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std::memcpy(rotation.values, g_identityMatrix, sizeof(rotation.values));
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rotation.MakeYRotation(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->camera.yaw / -180.0f * 3.141592f);
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particle->transform = rotation;
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}
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for (std::vector<CParticle*>::iterator it = this->ribbon.begin(); it != this->ribbon.end(); ++it) {
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CParticle* particle = *it;
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particle->position.x = this->position[0];
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particle->position.y = this->position[1];
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particle->position.z = this->position[2];
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++particle->elapsedFrames;
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float& spinAngle = *reinterpret_cast<float*>(&particle->angleBits);
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spinAngle = static_cast<float>(static_cast<int>(particle->rowIndex + spinAngle + 3.0f));
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matrix rotation;
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std::memcpy(rotation.values, g_identityMatrix, sizeof(rotation.values));
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rotation.MakeYRotation(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->camera.yaw / -180.0f * 3.141592f);
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particle->transform = rotation;
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const int segment = particle->columnIndex;
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const float wave = g_sinTable[segment * 9] * particle->speedParameter;
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const int step = static_cast<int>(static_cast<float>(particle->angleParameter) / 20.0f);
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const int angle = static_cast<int>(static_cast<float>(step * segment) + spinAngle) % 360;
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const float flat = wave * g_cosTable[particle->phaseParameter];
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const float rise = wave * g_sinTable[particle->phaseParameter];
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vector3d points[2]{};
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points[0].x = particle->scale * g_cosTable[angle];
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points[0].z = particle->scale * g_sinTable[angle];
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points[1].x = points[0].x + flat * g_cosTable[angle];
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points[1].y = points[0].y - rise;
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points[1].z = points[0].z + flat * g_sinTable[angle];
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particle->vertices[3].x = points[0].x;
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particle->vertices[3].y = points[0].y;
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particle->vertices[3].z = points[0].z;
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particle->vertices[1].x = points[1].x;
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particle->vertices[1].y = points[1].y;
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particle->vertices[1].z = points[1].z;
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if (segment != 0) {
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particle->vertices[0].x = this->previousOuter.x;
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particle->vertices[0].y = this->previousOuter.y;
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particle->vertices[0].z = this->previousOuter.z;
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particle->vertices[2].x = this->previousInner.x;
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particle->vertices[2].y = this->previousInner.y;
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particle->vertices[2].z = this->previousInner.z;
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}
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this->previousInner = points[0];
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this->previousOuter = points[1];
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}
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}
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// OFFSET: 0x00B6E8F0
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// FUNCTION: fn_19117
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void CMapMagicZoneEffect::UpdateSpinner(CParticle* particle) {
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if (particle) {
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vector3d corners[4]{};
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float& spinAngle = *reinterpret_cast<float*>(&particle->angleBits);
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const int angle = static_cast<int>(spinAngle + 1.0f);
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spinAngle = static_cast<float>(angle % 360);
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const float radius = (g_sinTable[particle->phaseParameter] + 1.0f) * (particle->scale * 0.1f) + particle->scale * 0.8f;
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const float height = particle->animationParameter;
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for (int corner = 0; corner < 4; ++corner) {
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const int index = (angle + corner * 90) % 360;
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corners[corner].x = radius * g_cosTable[index];
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corners[corner].y = height;
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corners[corner].z = radius * g_sinTable[index];
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}
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particle->vertices[0].x = corners[0].x;
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particle->vertices[0].y = corners[0].y;
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particle->vertices[0].z = corners[0].z;
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particle->vertices[1].x = corners[1].x;
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particle->vertices[1].y = corners[1].y;
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particle->vertices[1].z = corners[1].z;
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particle->vertices[3].x = corners[2].x;
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particle->vertices[3].y = corners[2].y;
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particle->vertices[3].z = corners[2].z;
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particle->vertices[2].x = corners[3].x;
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particle->vertices[2].y = corners[3].y;
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particle->vertices[2].z = corners[3].z;
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matrix rotation;
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std::memcpy(rotation.values, g_identityMatrix, sizeof(rotation.values));
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rotation.MakeYRotation(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->camera.yaw / -180.0f * 3.141592f);
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particle->transform = rotation;
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}
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}
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// OFFSET: 0x00B6F010
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// FUNCTION: fn_19118
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void CMapMagicZoneEffect::Render() {
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for (std::vector<CParticle*>::iterator it = this->spinners.begin(); it != this->spinners.end(); ++it) {
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CParticle* particle = *it;
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if (particle) {
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particle->destinationBlend = 6;
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particle->Render(false, 0.0f, 1.0f, 0.0f, 1.0f, false, true);
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}
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}
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for (std::vector<CParticle*>::iterator it = this->petals.begin(); it != this->petals.end(); ++it) {
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CParticle* particle = *it;
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if (particle) {
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particle->Render(false, 0.0f, 1.0f, 0.0f, 1.0f, false, true);
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}
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}
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|
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for (std::vector<CParticle*>::iterator it = this->ribbon.begin(); it != this->ribbon.end(); ++it) {
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CParticle* particle = *it;
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if (particle && particle->columnIndex > 0) {
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const int segment = particle->columnIndex;
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particle->destinationBlend = 6;
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ParticleQuad quad;
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quad.billboard = false;
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quad.unused = false;
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quad.depth = true;
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quad.top = 0.0f;
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quad.bottom = 1.0f;
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quad.left = static_cast<float>(segment - 1) / 21.0f;
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quad.right = static_cast<float>(segment) / 21.0f;
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particle->Render(quad);
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}
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}
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}
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