rodecomp/Source/Contents/Effects/EZ2STREffect.cpp
ragnarok-clanker d31493060f Decompile fn_19045 (CEZ2STRScreenEffect::Slot04)
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
2026-10-30 07:34:53 +00:00

74 lines
1.4 KiB
C++

#include "Contents/Effects/EZ2STREffect.h"
#include "Client/Mode/CGameMode.h"
#include "Client/Mode/ModeMgr.h"
#include "Contents/Camera/Camera.h"
#include "Contents/Effects/EffectMemoryMgr.h"
#include "Render/Renderer.h"
#include "Render/ScreenRectangle.h"
#include "Render/TextureQuad.h"
// OFFSET: 0x00B661B0
// FUNCTION: fn_19045
void CEZ2STRScreenEffect::Slot04() {
CEZ2STRParticle* particle = this->particle;
if (!particle) {
return;
}
switch (this->id) {
case 0x647:
case 0x907:
case 0x908:
case 0x909:
case 0x90A:
case 0x90B:
case 0x90D:
case 0x90E:
case 0x90F:
this->overlayColor += 0x2000000;
break;
case 0x95B:
case 0x95C:
case 0x95F:
this->overlayColor += 0x10000000;
break;
default:
goto draw;
}
if (this->overlayColor >= 0xAA000000u) {
this->overlayColor = 0xAA000000u;
}
DrawBlendedRectangle(
g_renderer->primitives, g_renderer->queues, 0, 0, g_renderer->viewport.width, g_renderer->viewport.height, this->overlayColor,
g_renderer->fog.supported != 0, g_depthStart, g_depthEnd
);
draw:
particle->DrawScreen(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->frame.view);
}
// OFFSET: 0x00B66460
// OFFSET: 0x00B66480
// OFFSET: 0x00B664A0
// OFFSET: 0x00B66540
// OFFSET: 0x00B665B0
// OFFSET: 0x00B665D0
// OFFSET: 0x00B665F0
// OFFSET: 0x00B66610
// OFFSET: 0x00B66630
// OFFSET: 0x00B66650
// OFFSET: 0x00B66680
// OFFSET: 0x00B666A0