rodecomp/Source/Contents/Effects/EffectPrim.h

70 lines
1.6 KiB
C++

#ifndef RAGNAROK_SOURCE_CONTENTS_EFFECTS_EFFECTPRIM_H
#define RAGNAROK_SOURCE_CONTENTS_EFFECTS_EFFECTPRIM_H
#include "Contents/Effects/EffectPrimitiveState.h"
#include "Contents/Actors/RenderObject.h"
#include <list>
class ResourceMgr;
struct CRagEffect;
struct CEffectPrim : CRenderObject {
CEffectPrim();
bool UpdateFireWall();
bool UpdateStoneCurse();
void Prim3DCircle();
bool UpdateHit6();
bool UpdateCoin();
bool UpdateDetoxication();
bool UpdateExit();
bool Prim3DParticleSpline();
void PrimBottom2();
void PrimBottom();
void PrimBottomOut();
void PrimBubbleDrop();
void PrimChemical2();
void PrimChemical3();
void PrimChemical();
void PrimEffectTexture2();
void PrimEffectTexture_Ani();
void PrimFirstAid();
void PrimIntimidate();
void PrimPoison();
void PrimGuard();
bool PrimLineLink();
void PrimSMA();
void PrimShieldBoomerang3();
bool PrimSuperAngel();
void PrimTeiHit2();
bool PrimSakura();
bool PrimKouenka();
void PrimShieldBoomerang();
bool PrimGhost();
void PrimThrowItem();
bool PrimPeong();
void PrimGI3();
void PrimWaterFall();
bool AnimMotion();
bool FollowMasterAndAdvance();
void FollowMasterAndTickSlots();
void FollowMasterAndTickSlots2();
void ShiftSegment();
void InitSegment();
/* 0138 */ EffectPrimitiveState state;
};
CEffectPrim* CreateEffectParticle(
CRagEffect& master, const RenderObjectState& masterRender, int type, float x, float y, float z,
std::list<CRenderObject*>& worldObjects
);
#if defined(_WIN32) && !defined(_WIN64)
static_assert(sizeof(CEffectPrim) == 0xFA18);
static_assert(offsetof(CEffectPrim, state) == 0x138);
#endif
#endif