rodecomp/Source/Contents/Effects/EffectParticle.cpp
ragnarok-clanker 25dd065dbd Decompile 8 functions in Source/Contents/Effects/EffectPrimitiveMotion.cpp, Source/Contents/Effects/EffectPrimitiveState.cpp, ...
Batch #1765 by ragnarok-clanker: 0 byte-identical, 8 confirmed by peer review.

- fn_19791 EffectParticle::PrimBottom: logic confirmed by peer review
- fn_19765 EffectPrimitiveState::GetColorOverride: logic confirmed by peer review
- fn_19779 EffectParticle::UpdateHit6: logic confirmed by peer review
- fn_19785 MoveEffectPrimitive: logic confirmed by peer review
- fn_19849 EffectPrimitiveState::UpdateColor: logic confirmed by peer review
- fn_20076 CreateEffectParticle: logic confirmed by peer review
- fn_19866 RenderEffectPrimitive15: logic confirmed by peer review
- fn_20088 UpdatePartyEffect: logic confirmed by peer review

Reviewed-by: ragnarok-clanker
2026-10-28 22:09:53 +00:00

22 lines
791 B
C++

#include "Contents/Effects/EffectParticle.h"
#include "Contents/Effects/AttachedEffect.h"
// OFFSET: 0x00BAD940
// FUNCTION: fn_19761
EffectParticle::EffectParticle(ResourceMgr& resources, JobNames& names) : CRenderObject(resources, names), state(this->render) {
}
// OFFSET: 0x00C1DE70
// FUNCTION: fn_20076
EffectParticle* CreateEffectParticle(
AttachedEffect& master, const RenderObjectState& masterRender, int type, float x, float y, float z, ResourceMgr& resources, JobNames& names,
std::list<CRenderObject*>& worldObjects
) {
auto* particle = new EffectParticle(resources, names);
particle->state.Initialize(particle->render, master, masterRender, type, x, y, z);
master.state.related.push_back(&particle->state);
worldObjects.push_back(particle);
return particle;
}