Batch #15652 by Yommy: 0 byte-identical, 2 confirmed by peer review. - fn_19161 CSaintCastingEffect::AddRing: logic confirmed by peer review - fn_19165 CSaintCastingEffect::OnProcess: logic confirmed by peer review Peer-reviewed-by: ragnarok-clanker, eAthena Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
276 lines
8.3 KiB
C++
276 lines
8.3 KiB
C++
#include "Contents/Effects/SaintCastingEffect.h"
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#include "Contents/Effects/EffectTypes.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/Actors/RenderObject.h"
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#include "Contents/Effects/EffectMemoryMgr.h"
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#include "Contents/Effects/EffectPoint.h"
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#include "Contents/Effects/Particle.h"
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#include "Contents/Sound/SoundMgr.h"
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#include "Contents/World/World.h"
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#include "Utility/Math/AffineMatrix.h"
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// OFFSET: 0x00B74F50
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// FUNCTION: fn_19161
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void CSaintCastingEffect::AddRing(const char* texture, int alpha) {
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for (int ring = 0; ring < 4; ++ring) {
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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->effectId = this->id;
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particle->columnIndex = segment;
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particle->rowIndex = ring;
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particle->groupIndex = 1;
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particle->SetTexture(texture);
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particle->alpha = alpha;
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particle->angleParameter = 360;
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particle->scale = 4.1f;
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particle->phaseParameter = 80;
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particle->animationParameter = 0.0f;
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const int row = particle->rowIndex;
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*reinterpret_cast<float*>(&particle->angleBits) = static_cast<float>((row + 2) * 90 % 360);
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switch (this->id) {
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case EF_COUPLECASTING:
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particle->alpha += (3 - row) * 45;
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particle->speedParameter = 20.0f - static_cast<float>(row);
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break;
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case EF_AURABLADE:
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particle->alpha = 0;
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particle->elapsedFrames = -5 * row;
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particle->speedParameter = 15.0f - static_cast<float>(row);
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break;
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case EF_BEGINSPELL:
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case EF_BEGINSPELL6:
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case EF_BLUECASTING:
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case EF_DARKCASTING:
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case EF_HOMUNCASTING:
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case EF_DARKCASTING2:
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case EF_GREENCASTING:
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particle->alpha = 0;
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particle->elapsedFrames = -5 * row;
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particle->speedParameter = 20.0f - static_cast<float>(row);
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break;
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}
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switch (this->id) {
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case EF_BEGINSPELL:
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particle->SetColor(255, 255, 170);
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break;
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case EF_COUPLECASTING:
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case EF_HOMUNCASTING:
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particle->SetColor(255, 89, 182);
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break;
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case EF_BLUECASTING:
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particle->SetColor(100, 100, 255);
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break;
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case EF_DARKCASTING:
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case EF_DARKCASTING2:
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particle->SetColor(50, 50, 50);
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break;
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case EF_GREENCASTING:
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particle->SetColor(100, 255, 100);
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break;
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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: 0x00B75270
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// FUNCTION: fn_19162
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void CSaintCastingEffect::Close() {
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for (auto it = this->particles.begin(); it != this->particles.end(); ++it) {
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FreeParticle(*it);
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}
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this->particles.clear();
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}
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// OFFSET: 0x00B752B0
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// FUNCTION: fn_19163
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void CSaintCastingEffect::Open() {
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CWorld* world = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene;
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const vector3d& player = reinterpret_cast<const CRenderObject*>(world->player)->render.position;
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switch (this->id) {
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case EF_BEGINSPELL:
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case EF_BEGINSPELL6:
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case EF_COUPLECASTING:
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case EF_BLUECASTING:
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case EF_DARKCASTING:
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case EF_HOMUNCASTING:
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case EF_GREENCASTING:
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g_soundMgr->PlayWave("effect\\EF_BeginSpell.wav", this->position[0] - player.x, 0.0f, this->position[2] - player.z, 250, 40, 1.0f, 0);
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break;
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}
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switch (this->id) {
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case EF_BEGINSPELL:
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this->AddRing("effect\\ring_yellow.tga", 0);
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this->AddRing("effect\\ring_yellow.tga", 0);
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break;
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case EF_AURABLADE:
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this->AddRing("effect\\ring_white.tga", 0);
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this->AddRing("effect\\ring_yellow.tga", 0);
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break;
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case EF_BLUECASTING:
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this->AddRing("effect\\ring_blue.tga", 0);
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this->AddRing("effect\\ring_blue.tga", 0);
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break;
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case EF_COUPLECASTING:
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case EF_HOMUNCASTING:
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this->AddRing("effect\\ring_red.tga", 45);
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this->AddRing("effect\\ring_red.tga", 25);
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break;
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case EF_DARKCASTING:
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case EF_DARKCASTING2:
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this->AddRing("effect\\ring_black.tga", 0);
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this->AddRing("effect\\ring_black.tga", 0);
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break;
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case EF_BEGINSPELL6:
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case EF_GREENCASTING:
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this->AddRing("effect\\ring_white.tga", 0);
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this->AddRing("effect\\ring_white.tga", 0);
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break;
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}
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switch (this->id) {
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case EF_BEGINSPELL:
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case EF_BEGINSPELL6:
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this->effectLifetime = 56;
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break;
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case EF_COUPLECASTING:
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this->effectLifetime = 1000;
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break;
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case EF_AURABLADE:
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case EF_DARKCASTING:
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case EF_HOMUNCASTING:
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case EF_DARKCASTING2:
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case EF_GREENCASTING:
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this->effectLifetime = 60;
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break;
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}
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}
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// OFFSET: 0x00B756A0
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// FUNCTION: fn_19164
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bool CSaintCastingEffect::IsAlive() {
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return !this->IsFinished();
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}
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// OFFSET: 0x00B756B0
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// FUNCTION: fn_19165
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void CSaintCastingEffect::OnProcess() {
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for (auto it = this->particles.begin(); it != this->particles.end(); ++it) {
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(*it)->position.x = this->position[0];
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(*it)->position.y = this->position[1];
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(*it)->position.z = this->position[2];
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CParticle* particle = *it;
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if (particle && particle->elapsedFrames > 0) {
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const int previousTilt = particle->phaseParameter - 1;
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float scale = particle->scale + 0.07f;
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int tilt = previousTilt < 10 ? 10 : previousTilt;
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int alpha = previousTilt >= 10 ? particle->alpha : 0;
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if (scale >= 4.0f) {
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alpha -= 3;
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if (alpha <= 0) {
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alpha = 0;
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if (particle->elapsedFrames < this->effectLifetime - 30) {
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tilt = this->id == EF_AURABLADE ? 64 : 74;
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scale = 3.37f;
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}
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}
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} else if (this->id == EF_AURABLADE) {
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alpha += 5;
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} else {
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alpha += 10;
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}
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particle->scale = scale;
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particle->phaseParameter = tilt;
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particle->alpha = alpha;
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const int ring = particle->rowIndex;
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const int wave = ring < 2 ? ring * 90 + particle->elapsedFrames : (ring * 45 + particle->elapsedFrames) * 2;
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const int segment = particle->columnIndex;
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const float radius =
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particle->speedParameter * g_sinTable[segment * 9] * 0.3f * g_sinTable[wave % 360] + particle->speedParameter;
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const float height = radius * g_sinTable[tilt];
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const float spread = radius * g_cosTable[tilt];
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const int angle =
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static_cast<int>(static_cast<float>(static_cast<int>(static_cast<float>(particle->angleParameter) / 20.0f) * segment) +
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*reinterpret_cast<const float*>(&particle->angleBits)) %
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360;
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const float cosine = g_cosTable[angle];
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const float sine = g_sinTable[angle];
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EffectPoint points[2];
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points[0].x = cosine * particle->scale;
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points[0].y = 0.0f;
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points[0].z = sine * particle->scale;
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points[1].x = points[0].x + spread * cosine;
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points[1].y = points[0].y - height;
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points[1].z = points[0].z + spread * sine;
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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->lastOuter.x;
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particle->vertices[0].y = this->lastOuter.y;
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particle->vertices[0].z = this->lastOuter.z;
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particle->vertices[2].x = this->lastInner.x;
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particle->vertices[2].y = this->lastInner.y;
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particle->vertices[2].z = this->lastInner.z;
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}
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this->lastInner.x = points[0].x;
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this->lastInner.y = points[0].y;
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this->lastInner.z = points[0].z;
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this->lastOuter.x = points[1].x;
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this->lastOuter.y = points[1].y;
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this->lastOuter.z = points[1].z;
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}
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++particle->elapsedFrames;
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}
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}
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// OFFSET: 0x00B75BB0
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// FUNCTION: fn_19166
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void CSaintCastingEffect::Render() {
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for (auto it = this->particles.begin(); it != this->particles.end(); ++it) {
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CParticle* particle = *it;
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if (!particle || particle->columnIndex <= 0) {
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continue;
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}
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if (this->id == 454 || this->id == 826) {
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particle->destinationBlend = 6;
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}
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const int segment = particle->columnIndex;
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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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