Batch #4130 by youko: 0 byte-identical, 8 confirmed by peer review. - fn_18910 CLevel150Effect::AddBubbleRing: logic confirmed by peer review - fn_18915 CLevel150Effect::Slot03: logic confirmed by peer review - fn_18916 CLevel150Effect::Slot04: logic confirmed by peer review - fn_18921 CLevel150SubEffect::Init: logic confirmed by peer review - fn_18925 CLevel150SubEffect::Slot03: logic confirmed by peer review - fn_18929 CMagicFloorEffect::AddFloors: logic confirmed by peer review - fn_18930 CMagicFloorEffect::AddClouds: logic confirmed by peer review - fn_18935 CMagicFloorEffect::Slot03: logic confirmed by peer review Peer-reviewed-by: eAthena, alisonrag, OrangeCat Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
280 lines
8.9 KiB
C++
280 lines
8.9 KiB
C++
#include "Contents/Effects/MagicFloorEffect.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 <algorithm>
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#include <cstdlib>
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#include <cstring>
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#include <string>
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// OFFSET: 0x00B48220
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// FUNCTION: fn_18927
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CMagicFloorEffect::CMagicFloorEffect() : CEffect(0x401) {
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}
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// OFFSET: 0x00B48400
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// FUNCTION: fn_18929
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void CMagicFloorEffect::AddFloors() {
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std::string textures[6] = {
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"effect\\hero_011.tga",
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"effect\\hero_001.tga",
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"effect\\hero_021.tga",
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"effect\\hero_002.tga",
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"effect\\hero_031.tga",
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"effect\\hero_003.tga",
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};
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for (int index = 0; index < 6; ++index) {
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CParticle* particle = CreateParticle(reinterpret_cast<const vector3d*>(this->position), 5);
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if (!particle) {
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continue;
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}
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particle->SetTexture(textures[index]);
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particle->unknown_0004 = this->id;
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particle->unknown_000C = index;
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particle->unknown_0010 = 0;
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particle->unknown_0008 = 1;
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particle->alpha = 255;
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*reinterpret_cast<float*>(&particle->unknown_00C4) = 0.0f;
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particle->unknown_004C = 0;
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particle->scale = 30.0f;
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InitParticleQuad(particle->vertices);
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this->floors.push_back(particle);
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}
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}
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// OFFSET: 0x00B48880
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// FUNCTION: fn_18930
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void CMagicFloorEffect::AddClouds(int layer) {
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for (int ring = 0; ring < 4; ++ring) {
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const int angle = std::max(rand() % 360, 0);
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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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continue;
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}
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particle->SetTexture("effect\\cloud11.tga");
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particle->unknown_0004 = this->id;
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particle->unknown_000C = segment;
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particle->unknown_0010 = ring;
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particle->unknown_0008 = 1;
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particle->alpha = 200;
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particle->unknown_0050 = 30;
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*reinterpret_cast<float*>(&particle->unknown_00C4) = static_cast<float>(angle);
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particle->unknown_004C = std::max(rand() % 21, 0) + 80;
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particle->unknown_0054 = 1.0f;
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particle->SetColor(255, 100, 100);
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if (layer == 0) {
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particle->unknown_00C0 = 48.0f - static_cast<float>(ring) * 5.0f;
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particle->scale = 11.0f;
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} else if (layer == 1) {
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particle->unknown_00C0 = 28.0f - static_cast<float>(ring) * 5.0f;
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particle->scale = 22.0f;
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}
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InitParticleQuad(particle->vertices);
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this->particles.push_back(particle);
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}
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}
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}
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// OFFSET: 0x00B48D50
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// FUNCTION: fn_18931
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void CMagicFloorEffect::Close() {
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for (CParticle* particle : this->floors) {
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FreeParticle(particle);
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}
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this->floors.clear();
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for (CParticle* particle : this->particles) {
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FreeParticle(particle);
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}
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this->particles.clear();
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}
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// OFFSET: 0x00B48DC0
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// FUNCTION: fn_18932
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void CMagicFloorEffect::Slot01() {
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this->AddFloors();
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this->AddClouds(0);
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this->AddClouds(1);
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}
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// OFFSET: 0x00B48E70
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// FUNCTION: fn_18933
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void CMagicFloorEffect::Slot07() {
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for (std::vector<CParticle*>::iterator it = this->floors.begin(); it != this->floors.end(); ++it) {
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CParticle* particle = *it;
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particle->flags = 5;
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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->scale = *reinterpret_cast<const float*>(&this->unknown_0048);
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*reinterpret_cast<float*>(&particle->unknown_00C4) = static_cast<float>(*reinterpret_cast<const int*>(this->unknown_004C));
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particle->unknown_004C = static_cast<int>(static_cast<float>(particle->unknown_0010) * *reinterpret_cast<const float*>(&this->unknown_0050));
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particle->alpha = *reinterpret_cast<const int*>(this->unknown_0054);
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particle->sourceBlend = 5;
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particle->destinationBlend = 7;
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InitParticleQuad(particle->vertices);
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particle->unknown_00E8 = 0;
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}
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}
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// OFFSET: 0x00B48F20
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// FUNCTION: fn_18934
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bool CMagicFloorEffect::Slot06() {
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return this->ActorExists();
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}
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// OFFSET: 0x00B48F30
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// FUNCTION: fn_18935
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void CMagicFloorEffect::Slot03() {
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for (std::vector<CParticle*>::iterator it = this->floors.begin(); it != this->floors.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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if (particle) {
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const float current = *reinterpret_cast<const float*>(&particle->unknown_00C4);
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int angle = 0;
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switch (particle->unknown_000C) {
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case 0:
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case 1:
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angle = static_cast<int>(current + 1.0f);
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break;
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case 2:
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case 3:
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angle = static_cast<int>(current + 2.0f);
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break;
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case 4:
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case 5:
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angle = static_cast<int>(current - 1.0f);
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break;
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}
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if (angle >= 360) {
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angle -= 360;
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} else if (angle < 0) {
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angle += 360;
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}
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*reinterpret_cast<float*>(&particle->unknown_00C4) = static_cast<float>(angle);
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matrix rotation;
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std::memcpy(rotation.values, g_identityMatrix, sizeof(rotation.values));
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rotation.MakeZRotation(static_cast<float>(angle) / 180.0f * 3.141592f);
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rotation.AppendXRotation(90.0f / 180.0f * 3.141592f);
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matrix scaling;
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std::memcpy(scaling.values, g_identityMatrix, sizeof(scaling.values));
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scaling.SetScale(particle->scale, particle->scale, 1.0f);
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matrix result;
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result.Compose(scaling, rotation);
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particle->transform = result;
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}
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++particle->unknown_00E8;
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}
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for (std::vector<CParticle*>::iterator it = this->particles.begin(); it != this->particles.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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if (particle) {
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const int direction = static_cast<int>(*reinterpret_cast<const float*>(&particle->unknown_00C4) + 5.0f) % 360;
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const int sweep = std::min(particle->unknown_0050 + 3, 180);
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particle->unknown_0050 = sweep;
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int alpha = particle->alpha;
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const int phase = particle->unknown_00E8 % 300;
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*reinterpret_cast<float*>(&particle->unknown_00C4) = static_cast<float>(direction);
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if (phase == 0) {
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alpha = 50;
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} else if (phase > 100) {
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alpha = std::max(alpha - 1, 0);
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}
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if (phase < 12) {
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++alpha;
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}
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particle->alpha = alpha;
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const int segment = particle->unknown_000C;
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const float radius = particle->unknown_0054;
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const int angle =
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static_cast<int>(static_cast<float>(static_cast<int>(static_cast<float>(sweep) / 20.0f) * segment) +
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*reinterpret_cast<const float*>(&particle->unknown_00C4)) %
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360;
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const int tilt = particle->unknown_004C;
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const float spread = radius * g_cosTable[tilt];
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const float height = radius * g_sinTable[tilt];
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const float cosine = g_cosTable[angle];
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const float sine = g_sinTable[angle];
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const float floorRadius = *reinterpret_cast<const float*>(&this->unknown_0048);
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EffectPoint points[4];
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points[0].x = floorRadius * cosine;
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points[0].y = -particle->unknown_00C0;
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points[0].z = floorRadius * sine;
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points[1].x = points[0].x + cosine * spread;
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points[1].y = points[0].y - height;
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points[1].z = points[0].z + sine * spread;
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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->lastPoints[1].x;
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particle->vertices[0].y = this->lastPoints[1].y;
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particle->vertices[0].z = this->lastPoints[1].z;
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particle->vertices[2].x = this->lastPoints[0].x;
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particle->vertices[2].y = this->lastPoints[0].y;
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particle->vertices[2].z = this->lastPoints[0].z;
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}
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this->lastPoints[0].x = points[0].x;
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this->lastPoints[0].y = points[0].y;
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this->lastPoints[0].z = points[0].z;
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this->lastPoints[1].x = points[1].x;
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this->lastPoints[1].y = points[1].y;
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this->lastPoints[1].z = points[1].z;
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}
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++particle->unknown_00E8;
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}
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}
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// OFFSET: 0x00B49760
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// FUNCTION: fn_18936
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void CMagicFloorEffect::Slot04() {
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for (std::vector<CParticle*>::iterator it = this->floors.begin(); it != this->floors.end(); ++it) {
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if (*it) {
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(*it)->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->particles.begin(); it != this->particles.end(); ++it) {
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CParticle* particle = *it;
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if (particle && particle->unknown_000C > 0) {
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ParticleQuad quad;
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quad.billboard = false;
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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>(particle->unknown_000C - 1) / 21.0f;
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quad.right = static_cast<float>(particle->unknown_000C) / 21.0f;
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quad.unused = false;
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quad.depth = true;
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particle->Render(quad);
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}
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}
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}
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