Batch #4610 by eAthena: 1 byte-identical, 8 confirmed by peer review. - fn_07474 CStarEmperorEffect::CStarEmperorEffect: logic confirmed by peer review - fn_07476 CStarEmperorEffect::BuildSphere: logic confirmed by peer review - fn_07477 CStarEmperorEffect::Close: logic confirmed by peer review - fn_07478 CStarEmperorEffect::Slot01: logic confirmed by peer review - fn_07479 CStarEmperorEffect::Slot12: logic confirmed by peer review - fn_07480 CStarEmperorEffect::Slot06: byte-identical - fn_07481 CStarEmperorEffect::UpdateRing: logic confirmed by peer review - fn_07482 CStarEmperorEffect::Slot03: logic confirmed by peer review - fn_07483 CStarEmperorEffect::Slot04: logic confirmed by peer review Peer-reviewed-by: alisonrag, youko 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/StarEmperorEffect.cpp
248 lines
8.1 KiB
C++
248 lines
8.1 KiB
C++
#include "Contents/Effects/StarEmperorEffect.h"
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#include "Contents/Effects/EffectMemoryMgr.h"
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#include "Contents/Effects/Particle.h"
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#include "Contents/MapSkyMgr.h"
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#include "Utility/Math/AffineMatrix.h"
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#include "Utility/Math/Vector3d.h"
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// OFFSET: 0x0072BBE0
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// FUNCTION: fn_07474
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CStarEmperorEffect::CStarEmperorEffect() : CEffect(-1), sphere(), rings() {
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}
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// OFFSET: 0x0072BE20
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// FUNCTION: fn_07476
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void CStarEmperorEffect::BuildSphere() {
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for (int row = 0; row < 6;) {
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const float top = static_cast<float>(row) * 0.16666667f;
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const float topPitch = (static_cast<float>(row) * 30.0f - 90.0f) / 180.0f * 3.141592f;
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++row;
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const float bottom = static_cast<float>(row) * 0.16666667f;
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const float bottomPitch = (static_cast<float>(row) * 30.0f - 90.0f) / 180.0f * 3.141592f;
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for (int column = 0; column < 12;) {
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CParticle* particle = CreateParticle(reinterpret_cast<const vector3d*>(this->position), 1);
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particle->SetTexture("effect\\star_emperor\\boom.tga");
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float leftYaw = static_cast<float>(column);
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const float left = leftYaw * 0.083333336f;
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particle->vertices[0].u = left < 0.0f ? 0.0f : (left > 1.0f ? 1.0f : left);
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particle->vertices[0].v = top < 0.0f ? 0.0f : (top > 1.0f ? 1.0f : top);
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++column;
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float rightYaw = static_cast<float>(column);
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const float right = rightYaw * 0.083333336f;
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particle->vertices[1].u = right < 0.0f ? 0.0f : (right > 1.0f ? 1.0f : right);
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particle->vertices[1].v = top < 0.0f ? 0.0f : (top > 1.0f ? 1.0f : top);
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particle->vertices[2].u = left < 0.0f ? 0.0f : (left > 1.0f ? 1.0f : left);
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particle->vertices[2].v = bottom < 0.0f ? 0.0f : (bottom > 1.0f ? 1.0f : bottom);
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particle->vertices[3].u = right < 0.0f ? 0.0f : (right > 1.0f ? 1.0f : right);
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particle->vertices[3].v = bottom < 0.0f ? 0.0f : (bottom > 1.0f ? 1.0f : bottom);
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matrix corners[4];
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corners[0].MakeXRotation(topPitch);
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leftYaw = leftYaw * -30.0f / 180.0f * 3.141592f;
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corners[0].AppendYRotation(leftYaw);
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corners[1].MakeXRotation(topPitch);
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rightYaw = rightYaw * -30.0f / 180.0f * 3.141592f;
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corners[1].AppendYRotation(rightYaw);
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corners[2].MakeXRotation(bottomPitch);
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corners[2].AppendYRotation(leftYaw);
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corners[3].MakeXRotation(bottomPitch);
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corners[3].AppendYRotation(rightYaw);
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for (int i = 0; i < 4; ++i) {
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const float* m = corners[i].values;
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particle->vertices[i].x = 0.0f * m[0] + 0.0f * m[3] - 1.0f * m[6] + m[9];
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particle->vertices[i].y = 0.0f * m[1] + 0.0f * m[4] - 1.0f * m[7] + m[10];
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particle->vertices[i].z = 0.0f * m[2] + 0.0f * m[5] - 1.0f * m[8] + m[11];
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}
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this->sphere.push_back(particle);
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}
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}
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}
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// OFFSET: 0x0072C420
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// FUNCTION: fn_07477
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void CStarEmperorEffect::Close() {
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for (CParticle* particle : this->sphere) {
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FreeParticle(particle);
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}
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this->sphere.clear();
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for (CParticle* particle : this->rings) {
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FreeParticle(particle);
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}
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this->rings.clear();
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}
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// OFFSET: 0x0072C490
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// FUNCTION: fn_07478
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void CStarEmperorEffect::Slot01() {
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this->unknown_002C = this->id == 1203 ? 60 : 30;
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this->BuildSphere();
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for (int i = 0; i < 10; ++i) {
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CParticle* particle = CreateParticle(reinterpret_cast<const vector3d*>(this->position), 0x201);
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particle->unknown_0004 = this->id;
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particle->unknown_000C = i;
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particle->unknown_0010 = 0;
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particle->unknown_0008 = 1;
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particle->SetTexture("effect\\star_emperor\\ring_white.tga");
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particle->unknown_004C = 36;
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this->rings.push_back(particle);
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}
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}
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// OFFSET: 0x0072C540
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// FUNCTION: fn_07479
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void CStarEmperorEffect::Slot12() {
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if (this->id == 1203) {
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this->AddEvent(0, "effect\\wizard_fire_pillar_a.wav", 1, 0);
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this->AddEvent(0, "effect\\wizard_fire_pillar_b.wav", 31, 0);
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}
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}
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// OFFSET: 0x0072C580
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// FUNCTION: fn_07480
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bool CStarEmperorEffect::Slot06() {
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return !this->IsFinished();
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}
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// OFFSET: 0x0072C590
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// FUNCTION: fn_07481
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void CStarEmperorEffect::UpdateRing(CParticle* particle) {
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if (!particle) {
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return;
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}
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const int startAngle = particle->unknown_004C * particle->unknown_000C;
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const int endAngle = (particle->unknown_000C + 1) * particle->unknown_004C;
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int step = particle->unknown_00E8 + 1;
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if (this->id == 1203) {
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const int half = this->unknown_002C / 2;
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step = half > particle->unknown_00E8 ? half - particle->unknown_00E8 : particle->unknown_00E8 - half;
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}
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const float outer = -(1.75f / static_cast<float>(this->unknown_002C)) * g_depthAverageHalf * static_cast<float>((step + 1) * step / 2) +
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static_cast<float>(step) * 1.75f;
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float inner = 0.0f;
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if (outer > 12.0f) {
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inner = outer - 12.0f;
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}
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vector3d corners[4] = {};
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corners[0].x = g_cosTable[startAngle] * outer;
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corners[0].y = g_sinTable[startAngle] * outer;
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corners[0].z = 0.0f;
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corners[1].x = g_cosTable[endAngle] * outer;
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corners[1].y = g_sinTable[endAngle] * outer;
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corners[1].z = 0.0f;
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corners[2].x = g_cosTable[startAngle] * inner;
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corners[2].y = g_sinTable[startAngle] * inner;
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corners[2].z = 0.0f;
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corners[3].x = g_cosTable[endAngle] * inner;
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corners[3].y = g_sinTable[endAngle] * inner;
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corners[3].z = 0.0f;
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for (int i = 0; i < 4; ++i) {
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particle->vertices[i].x = corners[i].x;
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particle->vertices[i].y = corners[i].y;
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particle->vertices[i].z = corners[i].z;
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}
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matrix rotation;
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rotation.MakeXRotation(1.570796f);
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particle->transform = rotation;
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if (this->id == 1203) {
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const int quarter = this->unknown_002C / 4;
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if (quarter <= step) {
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step = this->unknown_002C - step;
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}
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particle->alpha = 255 / quarter * step;
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} else {
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const int half = this->unknown_002C / 2;
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const int scale = 255 / half;
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if (half > particle->unknown_00E8) {
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particle->alpha = step * scale;
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} else {
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particle->alpha = (this->unknown_002C - step) * scale;
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}
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}
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particle->position.x = this->position[0];
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particle->position.y = this->position[1];
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particle->position.z = this->position[2];
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}
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// OFFSET: 0x0072C830
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// FUNCTION: fn_07482
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void CStarEmperorEffect::Slot03() {
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for (std::vector<CParticle*>::iterator it = this->sphere.begin(); it != this->sphere.end(); ++it) {
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if (CParticle* particle = *it) {
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const int frame = particle->unknown_00E8;
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int step = frame + 1;
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if (this->id == 1203) {
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const int half = this->unknown_002C / 2;
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step = half > frame ? half - frame : frame - half;
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}
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const float size = -(1.15f / static_cast<float>(this->unknown_002C)) * g_depthAverageHalf * static_cast<float>((step + 1) * step / 2) +
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static_cast<float>(step) * 1.15f;
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matrix scale;
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scale.SetScale(size, size, size);
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matrix rotation;
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rotation.MakeYRotation(static_cast<float>(step) * 3.0f / 180.0f * 3.141592f);
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matrix result;
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result.Compose(scale, rotation);
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particle->transform = result;
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if (this->id == 1203) {
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const int quarter = this->unknown_002C / 4;
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if (quarter <= step) {
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step = this->unknown_002C - step;
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}
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particle->alpha = 255 / quarter * step;
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} else {
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const int half = this->unknown_002C / 2;
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const int fade = 255 / half;
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if (half > particle->unknown_00E8) {
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particle->alpha = step * fade;
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} else {
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particle->alpha = (this->unknown_002C - step) * fade;
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}
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}
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particle->position.x = this->position[0];
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particle->position.y = this->position[1];
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particle->position.z = this->position[2];
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}
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++(*it)->unknown_00E8;
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}
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for (std::vector<CParticle*>::iterator it = this->rings.begin(); it != this->rings.end(); ++it) {
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this->UpdateRing(*it);
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++(*it)->unknown_00E8;
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}
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}
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// OFFSET: 0x0072CCA0
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// FUNCTION: fn_07483
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void CStarEmperorEffect::Slot04() {
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for (CParticle* particle : this->sphere) {
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if (particle) {
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particle->Render(false, particle->vertices[0].v, particle->vertices[3].v, particle->vertices[0].u, particle->vertices[3].u, false, true);
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}
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}
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for (CParticle* particle : this->rings) {
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if (particle) {
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particle->Render(false, 0.0f, 1.0f, 0.0f, 0.25f, false, true);
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}
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}
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}
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