rodecomp/Source/Contents/Effects/EffectParticle.h
ragnarok-clanker fbb9a30daa Decompile fn_19790 (EffectParticle::PrimBottom2)
Batch #1732 by ragnarok-clanker: 0 byte-identical, 1 confirmed by peer review.

- fn_19790 EffectParticle::PrimBottom2: logic confirmed by peer review

Reviewed-by: ragnarok-clanker
2026-10-28 21:47:19 +00:00

42 lines
1.1 KiB
C++

#ifndef RAGNAROK_SOURCE_CONTENTS_EFFECTS_EFFECTPARTICLE_H
#define RAGNAROK_SOURCE_CONTENTS_EFFECTS_EFFECTPARTICLE_H
#include "Contents/Effects/EffectPrimitiveState.h"
#include "Contents/Actors/RenderObject.h"
#include <list>
struct JobNames;
class ResourceMgr;
struct RagEffectState;
struct EffectParticle : CRenderObject {
EffectParticle(ResourceMgr& resources, JobNames& names);
bool UpdateFireWall();
bool UpdateStoneCurse();
void UpdateBeginSpell();
bool UpdateHit6();
bool UpdateCoin();
bool UpdateDetoxication();
bool UpdateExit();
bool UpdateWarp();
void PrimBottom2();
bool AdvanceFrame();
void UpdateRecords();
/* 0138 */ EffectPrimitiveState state;
};
EffectParticle* CreateEffectParticle(
RagEffectState& parent, const RenderObjectState& parentRender, int type, float x, float y, float z, ResourceMgr& resources, JobNames& names,
std::list<CRenderObject*>& worldObjects
);
#if defined(_WIN32) && !defined(_WIN64)
static_assert(sizeof(EffectParticle) == 0xFA18);
static_assert(offsetof(EffectParticle, state) == 0x138);
#endif
#endif