Batch #2131 by ragnarok-clanker: 0 byte-identical, 3 confirmed by peer review. - fn_19841 CEffectPrim::PrimTanji2: logic confirmed by peer review - fn_19786 CEffectPrim::Prim3DTextureNoMaster: logic confirmed by peer review - fn_21069 EffectActor::LaunchEffect: logic confirmed by peer review Reviewed-by: ragnarok-clanker
72 lines
1.7 KiB
C++
72 lines
1.7 KiB
C++
#ifndef RAGNAROK_SOURCE_CONTENTS_EFFECTS_EFFECTPRIM_H
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#define RAGNAROK_SOURCE_CONTENTS_EFFECTS_EFFECTPRIM_H
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#include "Contents/Effects/EffectPrimitiveState.h"
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#include "Contents/Actors/RenderObject.h"
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#include <list>
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class ResourceMgr;
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struct CRagEffect;
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struct CEffectPrim : CRenderObject {
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CEffectPrim();
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bool UpdateFireWall();
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bool UpdateStoneCurse();
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void Prim3DCircle();
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bool Prim3DParticle();
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bool Prim3DParticleGravity();
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bool Prim3DParticleNoMaster();
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bool Prim3DParticleOrbit();
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bool Prim3DParticleSpline();
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bool Prim3DTextureNoMaster();
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void PrimBottom2();
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void PrimBottom();
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void PrimBottomOut();
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void PrimBubbleDrop();
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void PrimChemical2();
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void PrimChemical3();
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void PrimChemical();
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void PrimEffectTexture2();
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void PrimEffectTexture_Ani();
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void PrimFirstAid();
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void PrimIntimidate();
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void PrimPoison();
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void PrimGuard();
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bool PrimLineLink();
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void PrimSMA();
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void PrimShieldBoomerang3();
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bool PrimSuperAngel();
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void PrimTanji2();
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void PrimTeiHit2();
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bool PrimSakura();
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bool PrimKouenka();
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void PrimShieldBoomerang();
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bool PrimGhost();
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void PrimThrowItem();
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bool PrimPeong();
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void PrimGI3();
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void PrimWaterFall();
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bool AnimMotion();
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bool FollowMasterAndAdvance();
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void FollowMasterAndTickSlots();
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void FollowMasterAndTickSlots2();
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void ShiftSegment();
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void InitSegment();
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/* 0138 */ EffectPrimitiveState state;
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};
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CEffectPrim* CreateEffectParticle(
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CRagEffect& master, const RenderObjectState& masterRender, int type, float x, float y, float z,
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std::list<CRenderObject*>& worldObjects
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);
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#if defined(_WIN32) && !defined(_WIN64)
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static_assert(sizeof(CEffectPrim) == 0xFA18);
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static_assert(offsetof(CEffectPrim, state) == 0x138);
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#endif
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#endif
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