Batch #5084 by Yommy: 0 byte-identical, 1 confirmed by peer review. - fn_19045 CEZ2STRScreenEffect::Slot04: logic confirmed by peer review Peer-reviewed-by: youko, tayoba Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes). Adds to the build: Source/Contents/Effects/EZ2STREffect.cpp
74 lines
1.4 KiB
C++
74 lines
1.4 KiB
C++
#include "Contents/Effects/EZ2STREffect.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 "Render/Renderer.h"
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#include "Render/ScreenRectangle.h"
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#include "Render/TextureQuad.h"
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// OFFSET: 0x00B661B0
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// FUNCTION: fn_19045
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void CEZ2STRScreenEffect::Slot04() {
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CEZ2STRParticle* particle = this->particle;
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if (!particle) {
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return;
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}
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switch (this->id) {
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case 0x647:
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case 0x907:
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case 0x908:
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case 0x909:
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case 0x90A:
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case 0x90B:
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case 0x90D:
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case 0x90E:
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case 0x90F:
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this->overlayColor += 0x2000000;
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break;
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case 0x95B:
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case 0x95C:
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case 0x95F:
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this->overlayColor += 0x10000000;
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break;
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default:
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goto draw;
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}
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if (this->overlayColor >= 0xAA000000u) {
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this->overlayColor = 0xAA000000u;
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}
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DrawBlendedRectangle(
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g_renderer->primitives, g_renderer->queues, 0, 0, g_renderer->viewport.width, g_renderer->viewport.height, this->overlayColor,
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g_renderer->fog.supported != 0, g_depthStart, g_depthEnd
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);
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draw:
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particle->DrawScreen(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->frame.view);
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}
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// OFFSET: 0x00B66460
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// OFFSET: 0x00B66480
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// OFFSET: 0x00B664A0
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// OFFSET: 0x00B66540
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// OFFSET: 0x00B665B0
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// OFFSET: 0x00B665D0
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// OFFSET: 0x00B665F0
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// OFFSET: 0x00B66610
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// OFFSET: 0x00B66630
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// OFFSET: 0x00B66650
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// OFFSET: 0x00B66680
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// OFFSET: 0x00B666A0
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