rodecomp/Source/Contents/Effects/Particles/SpriteEffect.cpp
ragnarok-clanker d074dedcd7 Maintenance: Centralize EncryptedName: delete 44 per-unit copies (incl. GameModeEncryptedName) and 4 EncryptedSource copies; units in
Batch #16852 by ragnarok-clanker: no function's compiled code changes; checked with 44 compiled unit(s), including every includer of Source/Utility/Cipher/LocalEncryptedName.h.
2026-11-11 10:05:15 +00:00

586 lines
20 KiB
C++

#include "Contents/Effects/Core/EffectTypes.h"
#include "Contents/Effects/Particles/SpriteEffect.h"
#include "Utility/Cipher/LocalEncryptedName.h"
#include "Client/Mode/CGameMode.h"
#include "Client/Mode/ModeMgr.h"
#include "Client/Session/Session.h"
#include "Contents/Actors/GameActor.h"
#include "Contents/Effects/Core/EffectMemoryMgr.h"
#include "Contents/Effects/Particles/SpriteParticle.h"
#include "Contents/World/World.h"
#include "Utility/Cipher/XorBytes.h"
#include <cstdint>
namespace {
// INLINED
template <std::uint64_t Key, std::size_t Length>
const char* DecryptName(const char (&source)[Length]) {
thread_local EncryptedName<Length, Key> name(source);
return name.Text();
}
}
// OFFSET: 0x00B78840
// FUNCTION: fn_19194
CSpriteEffect::CSpriteEffect() : CEffect(-1) {
}
// OFFSET: 0x00B78B00
// FUNCTION: fn_19196
void CSpriteEffect::Close() {
for (auto it = this->particles.begin(); it != this->particles.end(); ++it) {
FreeParticle(*it);
}
this->particles.clear();
}
// OFFSET: 0x00B78B40
// FUNCTION: fn_19197
void CSpriteEffect::Open() {
CSpriteParticle* particle = static_cast<CSpriteParticle*>(CreateSpriteParticle(reinterpret_cast<const vector3d*>(this->position), 0x200));
if (!particle) {
return;
}
particle->effectId = this->id;
particle->columnIndex = 1;
particle->rowIndex = 0;
particle->groupIndex = 1;
this->SetupParticle(particle);
particle->actorId = this->actor;
this->particles.push_back(particle);
}
// OFFSET: 0x00B78BC0
// FUNCTION: fn_19198
void CSpriteEffect::SetupParticle(CSpriteParticle* particle) {
if (!particle) {
return;
}
particle->renderOptions |= 0x200;
particle->frameDelay = 2.0f;
particle->alpha = 255;
this->effectLifetime = 100;
switch (this->id) {
case EF_GROUND_EXPLOSION:
particle->SetSprite("이팩트\\m_ef03.spr");
particle->SetAction("이팩트\\m_ef03.act");
particle->frameDelay = 4.0f;
particle->scale = 1.5f;
break;
case EF_BAKURETSU_HADOU:
particle->SetSprite("이팩트\\bakuretsu_hadou\\bakuretsu_hadou.spr");
particle->SetAction("이팩트\\bakuretsu_hadou\\bakuretsu_hadou.act");
particle->renderOptions |= 0x200;
particle->depthOffset = 0.0003f;
particle->flags = 0x101;
particle->loopMode = 0;
particle->frameDelay = 8.0f;
break;
case EF_POPCORN:
particle->SetSprite("이팩트\\EF_POPCORN\\EF_POPCORN.spr");
particle->SetAction("이팩트\\EF_POPCORN\\EF_POPCORN.act");
particle->loopMode = 1;
particle->depthOffset = 0.0003f;
particle->frameDelay = 8.0f;
break;
case EF_IMMUNE_PROPERTY_NOTHING:
particle->SetSprite("이팩트\\EF_IMMUNE_PROPERTY\\EF_IMMUNE_PROPERTY_NOTHING.spr");
particle->SetAction("이팩트\\EF_IMMUNE_PROPERTY\\EF_IMMUNE_PROPERTY_NOTHING.act");
particle->loopMode = 0;
particle->depthOffset = 0.0003f;
break;
case EF_IMMUNE_PROPERTY_WATER:
particle->SetSprite("이팩트\\EF_IMMUNE_PROPERTY\\EF_IMMUNE_PROPERTY_WATER.spr");
particle->SetAction("이팩트\\EF_IMMUNE_PROPERTY\\EF_IMMUNE_PROPERTY_WATER.act");
particle->loopMode = 0;
particle->depthOffset = 0.0003f;
break;
case EF_IMMUNE_PROPERTY_GROUND:
particle->SetSprite("이팩트\\EF_IMMUNE_PROPERTY\\EF_IMMUNE_PROPERTY_GROUND.spr");
particle->SetAction("이팩트\\EF_IMMUNE_PROPERTY\\EF_IMMUNE_PROPERTY_GROUND.act");
particle->loopMode = 0;
particle->depthOffset = 0.0003f;
break;
case EF_IMMUNE_PROPERTY_FIRE:
particle->SetSprite("이팩트\\EF_IMMUNE_PROPERTY\\EF_IMMUNE_PROPERTY_FIRE.spr");
particle->SetAction("이팩트\\EF_IMMUNE_PROPERTY\\EF_IMMUNE_PROPERTY_FIRE.act");
particle->loopMode = 0;
particle->depthOffset = 0.0003f;
break;
case EF_IMMUNE_PROPERTY_WIND:
particle->SetSprite("이팩트\\EF_IMMUNE_PROPERTY\\EF_IMMUNE_PROPERTY_WIND.spr");
particle->SetAction("이팩트\\EF_IMMUNE_PROPERTY\\EF_IMMUNE_PROPERTY_WIND.act");
particle->loopMode = 0;
particle->depthOffset = 0.0003f;
break;
case EF_IMMUNE_PROPERTY_POISON:
particle->SetSprite("이팩트\\EF_IMMUNE_PROPERTY\\EF_IMMUNE_PROPERTY_POISON.spr");
particle->SetAction("이팩트\\EF_IMMUNE_PROPERTY\\EF_IMMUNE_PROPERTY_POISON.act");
particle->loopMode = 0;
particle->depthOffset = 0.0003f;
break;
case EF_IMMUNE_PROPERTY_SAINT:
particle->SetSprite("이팩트\\EF_IMMUNE_PROPERTY\\EF_IMMUNE_PROPERTY_SAINT.spr");
particle->SetAction("이팩트\\EF_IMMUNE_PROPERTY\\EF_IMMUNE_PROPERTY_SAINT.act");
particle->loopMode = 0;
particle->depthOffset = 0.0003f;
break;
case EF_IMMUNE_PROPERTY_DARKNESS:
particle->SetSprite("이팩트\\EF_IMMUNE_PROPERTY\\EF_IMMUNE_PROPERTY_DARKNESS.spr");
particle->SetAction("이팩트\\EF_IMMUNE_PROPERTY\\EF_IMMUNE_PROPERTY_DARKNESS.act");
particle->loopMode = 0;
particle->depthOffset = 0.0003f;
break;
case EF_IMMUNE_PROPERTY_TELEKINESIS:
particle->SetSprite("이팩트\\EF_IMMUNE_PROPERTY\\EF_IMMUNE_PROPERTY_TELEKINESIS.spr");
particle->SetAction("이팩트\\EF_IMMUNE_PROPERTY\\EF_IMMUNE_PROPERTY_TELEKINESIS.act");
particle->loopMode = 0;
particle->depthOffset = 0.0003f;
break;
case EF_IMMUNE_PROPERTY_UNDEAD:
particle->SetSprite("이팩트\\EF_IMMUNE_PROPERTY\\EF_IMMUNE_PROPERTY_UNDEAD.spr");
particle->SetAction("이팩트\\EF_IMMUNE_PROPERTY\\EF_IMMUNE_PROPERTY_UNDEAD.act");
particle->loopMode = 0;
particle->depthOffset = 0.0003f;
break;
case EF_RANDOM_OPT_YELLOW:
particle->SetSprite("이팩트\\random_opt_spr\\yellow.spr");
particle->SetAction("이팩트\\random_opt_spr\\yellow.act");
particle->loopMode = 0;
particle->frameDelay = 4.0f;
break;
case EF_UNK_1211:
case EF_SUBJECT_AURA_1212:
case EF_SUBJECT_AURA_1213:
particle->SetSprite("이팩트\\subject_aura\\subject_aura.spr");
particle->SetAction("이팩트\\subject_aura\\subject_aura.act");
particle->frameDelay = 8.0f;
particle->loopMode = 0;
particle->depthOffset = 0.0003f;
particle->flags = 0x101;
if (this->id == EF_SUBJECT_AURA_1212) {
particle->animation = 0;
} else if (this->id == EF_SUBJECT_AURA_1213) {
particle->animation = 1;
} else if (this->id == EF_UNK_1211) {
particle->animation = 2;
}
break;
case EF_BOOK_OF_DIMENSION:
particle->SetSprite("이팩트\\book_of_dimension\\book_of_dimension.spr");
particle->SetAction("이팩트\\book_of_dimension\\book_of_dimension.act");
particle->frameDelay = 4.0f;
particle->loopMode = 1;
particle->flags = 0x101;
break;
case EF_BOOK_OF_CREATINGSTAR:
particle->SetSprite("이팩트\\book_of_creatingstar\\book_of_creatingstar.spr");
particle->SetAction("이팩트\\book_of_creatingstar\\book_of_creatingstar.act");
particle->frameDelay = 4.0f;
particle->loopMode = 1;
particle->flags = 0x101;
break;
case EF_CURSE_EXPLOSION:
particle->SetSprite("이팩트\\curse_explosion\\curse_explosion.spr");
particle->SetAction("이팩트\\curse_explosion\\curse_explosion.act");
particle->frameDelay = 4.0f;
particle->loopMode = 1;
particle->flags = 0x101;
break;
case EF_SOUL_REAPER:
particle->SetSprite("이팩트\\soul_reaper\\soul_reaper.spr");
particle->SetAction("이팩트\\soul_reaper\\soul_reaper.act");
particle->frameDelay = 4.0f;
particle->loopMode = 1;
particle->flags = 0x101;
break;
case EF_SOUL_SHADOW:
particle->SetSprite("이팩트\\soul_shadow\\soul_shadow.spr");
particle->SetAction("이팩트\\soul_shadow\\soul_shadow.act");
particle->depthOffset = 0.0003f;
particle->frameDelay = 4.0f;
particle->loopMode = 1;
particle->flags = 0x101;
break;
case EF_SOUL_FAIRY:
particle->SetSprite("이팩트\\soul_fairy\\soul_fairy.spr");
particle->SetAction("이팩트\\soul_fairy\\soul_fairy.act");
particle->depthOffset = 0.0003f;
particle->frameDelay = 4.0f;
particle->loopMode = 1;
particle->flags = 0x101;
break;
case EF_SOUL_FALCON:
particle->SetSprite("이팩트\\soul_falcon\\soul_falcon.spr");
particle->SetAction("이팩트\\soul_falcon\\soul_falcon.act");
particle->depthOffset = 0.0003f;
particle->frameDelay = 4.0f;
particle->loopMode = 1;
particle->flags = 0x101;
break;
case EF_SOUL_EXPLOSION:
particle->SetSprite("이팩트\\soul_explosion\\soul_explosion.spr");
particle->SetAction("이팩트\\soul_explosion\\soul_explosion.act");
particle->depthOffset = 0.0003f;
particle->frameDelay = 4.0f;
particle->loopMode = 1;
particle->flags = 0x101;
break;
case EF_VALKYRIE_WING:
particle->SetSprite("이팩트\\valkyrie_wing\\valkyrie_wing.spr");
particle->SetAction("이팩트\\valkyrie_wing\\valkyrie_wing.act");
particle->loopMode = 0;
particle->depthOffset = 0.001f;
particle->frameDelay = 6.0f;
particle->flags = 0x101;
break;
case EF_C_AMDARAIS_EFFECT:
particle->SetSprite("이팩트\\c_amdarais_effect.spr");
particle->SetAction("이팩트\\c_amdarais_effect.act");
particle->depthOffset = 0.0001f;
particle->frameDelay = 6.0f;
particle->loopMode = 0;
particle->flags = 1;
break;
case EF_BLACKBUBBLE_SMALL:
particle->SetSprite("이팩트\\black_bubble\\small\\blackbubble_small.spr");
particle->SetAction("이팩트\\black_bubble\\small\\blackbubble_small.act");
particle->depthOffset = 0.0001f;
particle->frameDelay = 6.0f;
particle->loopMode = 0;
particle->flags = 1;
break;
case EF_BLACKBUBBLE_MIDIUM:
particle->SetSprite("이팩트\\black_bubble\\midium\\blackbubble_midium.spr");
particle->SetAction("이팩트\\black_bubble\\midium\\blackbubble_midium.act");
particle->depthOffset = 0.0001f;
particle->frameDelay = 6.0f;
particle->loopMode = 0;
particle->flags = 1;
break;
case EF_BLACKBUBBLE_LARGE:
particle->SetSprite("이팩트\\black_bubble\\large\\blackbubble_large.spr");
particle->SetAction("이팩트\\black_bubble\\large\\blackbubble_large.act");
particle->depthOffset = 0.0001f;
particle->frameDelay = 6.0f;
particle->loopMode = 0;
particle->flags = 1;
break;
case EF_SERPENT_SHADOW:
particle->SetSprite("이팩트\\Serpent_Shadow\\Serpent_Shadow.spr");
particle->SetAction("이팩트\\Serpent_Shadow\\Serpent_Shadow.act");
particle->loopMode = 0;
particle->depthOffset = 0.001f;
particle->frameDelay = 4.0f;
particle->flags = 0xD;
break;
case EF_VIOLEN_HIT:
particle->SetSprite("몬스터\\violen_hit.spr");
particle->SetAction("몬스터\\violen_hit.act");
particle->loopMode = 1;
particle->depthOffset = 0.001f;
particle->frameDelay = 4.0f;
break;
case EF_C_AURA_OF_GHOST_S:
particle->SetSprite("이팩트\\C_Aura_Of_Ghost_S\\C_Aura_Of_Ghost_S.spr");
particle->SetAction("이팩트\\C_Aura_Of_Ghost_S\\C_Aura_Of_Ghost_S.act");
particle->loopMode = 0;
particle->depthOffset = 0.001f;
particle->frameDelay = 4.0f;
break;
case EF_C_GUIDE_OF_DEAD_TEXT:
particle->SetSprite("이팩트\\C_Guide_Of_Dead_Text\\C_Guide_Of_Dead_Text.spr");
particle->SetAction("이팩트\\C_Guide_Of_Dead_Text\\C_Guide_Of_Dead_Text.act");
particle->loopMode = 0;
particle->depthOffset = 0.001f;
particle->frameDelay = 12.0f;
break;
case EF_C_MEDJED_TEXT:
particle->SetSprite("이팩트\\C_Medjed_Text\\C_Medjed_Text.spr");
particle->SetAction("이팩트\\C_Medjed_Text\\C_Medjed_Text.act");
particle->loopMode = 0;
particle->depthOffset = 0.001f;
particle->frameDelay = 12.0f;
break;
case EF_ATQUE_POENITENTIA:
particle->SetSprite("이팩트\\Atque_Poenitentia\\Atque_Poenitentia.spr");
particle->SetAction("이팩트\\Atque_Poenitentia\\Atque_Poenitentia.act");
particle->loopMode = 0;
particle->depthOffset = 0.001f;
particle->frameDelay = 4.0f;
particle->flags = 0xD;
break;
case EF_PERM_FROST_OBLIVION:
particle->SetSprite("이팩트\\Perm_Frost_Oblivion\\Perm_Frost_Oblivion.spr");
particle->SetAction("이팩트\\Perm_Frost_Oblivion\\Perm_Frost_Oblivion.act");
particle->depthOffset = 0.001f;
particle->frameDelay = 4.0f;
particle->loopMode = 0;
particle->flags = 1;
break;
case EF_S_BEELZEBUB_WING:
particle->SetSprite("이팩트\\S_Beelzebub_Wing\\S_Beelzebub_Wing.spr");
particle->SetAction("이팩트\\S_Beelzebub_Wing\\S_Beelzebub_Wing.act");
particle->flags = 1;
particle->depthOffset = 0.0015f;
particle->loopMode = 0;
particle->frameDelay = 8.0f;
break;
case EF_UNK_2443: {
const char spriteSource[] = {'\x99', '\x4B', '\xC5', '\xAC', '\x93', '\x65', '\x7B', '\x98', '\x06', '\xB5', '\x33', '\x4F', '\x60',
'\x99', '\x48', '\xA8', '\x1F', '\xE2', '\x70', '\x09', '\x34', '\xE5', '\x54', '\xAB', '\x2B', '\x87'};
particle->SetSprite(DecryptName<0xDB27CB557D038759ULL>(spriteSource));
const char actionSource[] = {'\x4D', '\x71', '\x7D', '\xB2', '\x71', '\x97', '\xE7', '\x12', '\xD2', '\x8F', '\x8B', '\x51', '\x82',
'\x6B', '\xD4', '\x22', '\xCB', '\xD8', '\xC8', '\x17', '\xD6', '\x17', '\xDA', '\x32', '\xF9', '\xBD'};
particle->SetAction(DecryptName<0x51BB39B763BBBD8DULL>(actionSource));
particle->flags = 1;
particle->depthOffset = 0.0015f;
particle->loopMode = 0;
particle->frameDelay = 8.0f;
break;
}
}
}
// OFFSET: 0x00B79C40
// FUNCTION: fn_19201
void CSpriteEffect::Render() {
for (auto it = this->particles.begin(); it != this->particles.end(); ++it) {
CSpriteParticle* particle = *it;
if (particle->elapsedFrames > 0) {
particle->Draw(1);
}
}
}
// INLINED
static __forceinline bool IsParticleActive(const CSpriteParticle* particle) {
if (0.0f == particle->life) {
return true;
}
return particle->life * 60.0f > static_cast<float>(particle->elapsedFrames);
}
// OFFSET: 0x00B79520
// FUNCTION: fn_19199
bool CSpriteEffect::IsAlive() {
switch (this->id) {
case EF_GROUND_EXPLOSION:
return !this->IsFinished();
case EF_RANDOM_OPT_YELLOW: {
if (this->actor == 0) {
return false;
}
if (!g_modeMgr.GetGameMode()) {
return false;
}
CWorld* scene = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene;
if (!scene) {
return false;
}
if (!scene->GetItemByAID(this->actor)) {
return false;
}
return true;
}
case EF_BAKURETSU_HADOU:
case EF_IMMUNE_PROPERTY_NOTHING:
case EF_IMMUNE_PROPERTY_WATER:
case EF_IMMUNE_PROPERTY_GROUND:
case EF_IMMUNE_PROPERTY_FIRE:
case EF_IMMUNE_PROPERTY_WIND:
case EF_IMMUNE_PROPERTY_POISON:
case EF_IMMUNE_PROPERTY_SAINT:
case EF_IMMUNE_PROPERTY_DARKNESS:
case EF_IMMUNE_PROPERTY_TELEKINESIS:
case EF_IMMUNE_PROPERTY_UNDEAD:
case EF_UNK_1211:
case EF_SUBJECT_AURA_1212:
case EF_SUBJECT_AURA_1213:
case EF_VALKYRIE_WING:
case EF_C_AMDARAIS_EFFECT:
case EF_BLACKBUBBLE_SMALL:
case EF_BLACKBUBBLE_MIDIUM:
case EF_BLACKBUBBLE_LARGE:
case EF_SERPENT_SHADOW:
case EF_C_AURA_OF_GHOST_S:
case EF_ATQUE_POENITENTIA:
case EF_PERM_FROST_OBLIVION:
case EF_C_GUIDE_OF_DEAD_TEXT:
case EF_C_MEDJED_TEXT:
case EF_UNK_2443:
case EF_S_BEELZEBUB_WING:
return this->ActorExists();
}
for (CSpriteParticle* particle : this->particles) {
if (IsParticleActive(particle)) {
return true;
}
}
return false;
}
// INLINED
static void SetOffsetPosition(vector3d& position, const float* origin, const vector3d& offset) {
const float x = origin[0] + offset.x;
const float y = origin[1] + offset.y;
const float z = origin[2] + offset.z;
position.x = x;
position.y = y;
position.z = z;
}
// OFFSET: 0x00B79780
// FUNCTION: fn_19200
void CSpriteEffect::OnProcess() {
for (auto it = this->particles.begin(); it != this->particles.end(); ++it) {
CSpriteParticle* particle = *it;
++particle->elapsedFrames;
switch (this->id) {
case EF_BAKURETSU_HADOU: {
int height = 8;
if (CGameActor* actor = static_cast<CGameActor*>(FindRenderObject(this->actor))) {
height = static_cast<int>(actor->GetNameOffset() + 8.0f);
}
const vector3d offset = {0.0f, -static_cast<float>(height), 0.0f};
SetOffsetPosition(particle->position, this->position, offset);
break;
}
case EF_POPCORN:
case EF_RANDOM_OPT_YELLOW: {
const vector3d offset = {0.0f, -10.0f, 0.0f};
SetOffsetPosition(particle->position, this->position, offset);
break;
}
case EF_IMMUNE_PROPERTY_NOTHING:
case EF_IMMUNE_PROPERTY_WATER:
case EF_IMMUNE_PROPERTY_GROUND:
case EF_IMMUNE_PROPERTY_FIRE:
case EF_IMMUNE_PROPERTY_WIND:
case EF_IMMUNE_PROPERTY_POISON:
case EF_IMMUNE_PROPERTY_SAINT:
case EF_IMMUNE_PROPERTY_DARKNESS:
case EF_IMMUNE_PROPERTY_TELEKINESIS:
case EF_IMMUNE_PROPERTY_UNDEAD: {
int height = 25;
if (CGameActor* actor = static_cast<CGameActor*>(FindRenderObject(this->actor))) {
height = static_cast<int>(actor->GetNameOffset() + 25.0f);
}
const vector3d offset = {0.0f, -static_cast<float>(height), 0.0f};
SetOffsetPosition(particle->position, this->position, offset);
break;
}
case EF_UNK_1211:
case EF_SUBJECT_AURA_1212:
case EF_SUBJECT_AURA_1213: {
CGameActor* actor = static_cast<CGameActor*>(FindRenderObject(this->actor));
if (!actor) {
break;
}
const int height = static_cast<int>(actor->GetNameOffset() + 8.0f);
const vector3d offset = {0.0f, static_cast<float>(-height), 0.0f};
SetOffsetPosition(particle->position, this->position, offset);
break;
}
case EF_VALKYRIE_WING: {
CGameActor* actor = static_cast<CGameActor*>(FindRenderObject(this->actor));
if (!actor) {
break;
}
const int height = static_cast<int>(actor->GetNameOffset() + 3.0f);
const vector3d offset = {0.0f, static_cast<float>(-height), 0.0f};
SetOffsetPosition(particle->position, this->position, offset);
break;
}
case EF_SERPENT_SHADOW:
case EF_C_AURA_OF_GHOST_S: {
CGameActor* actor = static_cast<CGameActor*>(FindRenderObject(this->actor));
if (!actor) {
break;
}
const int height = static_cast<int>(actor->GetNameOffset());
const vector3d offset = {0.0f, static_cast<float>(-height), 0.0f};
SetOffsetPosition(particle->position, this->position, offset);
break;
}
case EF_ATQUE_POENITENTIA: {
CGameActor* actor = static_cast<CGameActor*>(FindRenderObject(this->actor));
if (!actor) {
break;
}
const float height = actor->GetNameOffset();
const float lift = g_session.IsDoramJob(actor->GetEffectiveJob(-1)) ? height + 13.7f : height + 17.0f;
const vector3d offset = {0.0f, -lift, 0.0f};
SetOffsetPosition(particle->position, this->position, offset);
break;
}
case EF_PERM_FROST_OBLIVION: {
CGameActor* actor = static_cast<CGameActor*>(FindRenderObject(this->actor));
if (!actor) {
break;
}
const float lift = g_session.IsDoramJob(actor->GetEffectiveJob(-1)) ? 2.2f : 0.4f;
const vector3d offset = {0.0f, -lift, 0.0f};
SetOffsetPosition(particle->position, this->position, offset);
break;
}
case EF_C_GUIDE_OF_DEAD_TEXT:
case EF_C_MEDJED_TEXT: {
CGameActor* actor = static_cast<CGameActor*>(FindRenderObject(this->actor));
if (!actor) {
break;
}
const vector3d offset = {0.0f, -actor->GetNameOffset(), 0.0f};
SetOffsetPosition(particle->position, this->position, offset);
break;
}
case EF_UNK_2443:
particle->applyActorExtent = 1;
particle->applyActorLift = 1;
particle->screenOffsetY = 0.0f;
particle->screenOffsetX = 0.0f;
particle->position.x = this->position[0];
particle->position.y = this->position[1];
particle->position.z = this->position[2];
break;
case EF_S_BEELZEBUB_WING:
particle->applyActorExtent = 1;
particle->applyActorLift = 1;
particle->screenOffsetY = -105.0f;
particle->screenOffsetX = 0.0f;
particle->position.x = this->position[0];
particle->position.y = this->position[1];
particle->position.z = this->position[2];
break;
default:
particle->position.x = this->position[0];
particle->position.y = this->position[1];
particle->position.z = this->position[2];
break;
}
}
}