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Benji23245

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Jul 14th, 2018
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  1. void ShadowCBLV3(EntityData1 *a1, CharObj2 *a2)
  2. {
  3. if (GameState != 21 && is_shadow)
  4. {
  5. if (CB_lv3)
  6. {
  7. njColorBlendingMode(NJD_SOURCE_COLOR, NJD_COLOR_BLENDING_SRCALPHA);
  8. njColorBlendingMode(NJD_DESTINATION_COLOR, NJD_COLOR_BLENDING_DESTALPHA);
  9. njTextureShadingMode(NJD_TEX_SHADING_MODE_DECALALPHA);
  10. LV3alpha += 0.0625f;
  11. ParticleDepthOverride = 0.0f;
  12. EntityData1 *co1 = EntityData1Ptrs[0];
  13. for (auto it = sparklesCBLV3.begin(); it != sparklesCBLV3.end(); )
  14. {
  15. sparkleShadowCBLV3.p = it->pos_CBLV3;
  16. SetMaterialAndSpriteColor_Float((1 - LV3alpha), 1, 1, 1);
  17. njDrawSprite3D_Queue(&sparkleShadowCBLV3, 26 + (it->frameCBLV3++ / 32), NJD_SPRITE_ALPHA | NJD_SPRITE_SCALE, (QueuedModelFlagsB)0);
  18. if (it->frameCBLV3 >= 16)
  19. {
  20. LV3alpha = 0.0f;
  21. it = sparklesCBLV3.erase(it);
  22. }
  23. else
  24. ++it;
  25. }
  26. if (++sparkleCBLV3timer == 3)
  27. {
  28. sparkleCBLV3data sp = {};
  29. NJS_VECTOR pos_CBLV3 = { 0, ((float)rand() / RAND_MAX) * 3.0, 0 };
  30. njPushMatrix(nullptr);
  31. njRotateX(nullptr, rand() & 0xFFFF);
  32. njRotateY(nullptr, rand() & 0xFFFF);
  33. njRotateZ(nullptr, rand() & 0xFFFF);
  34. njCalcVector(nullptr, &pos_CBLV3, &sp.pos_CBLV3);
  35. njPopMatrix(1);
  36. sp.pos_CBLV3.x += co1->CollisionInfo->CollisionArray->origin.x;
  37. sp.pos_CBLV3.y += co1->CollisionInfo->CollisionArray->origin.y;
  38. sp.pos_CBLV3.z += co1->CollisionInfo->CollisionArray->origin.z;
  39. sparklesCBLV3.push_back(sp);
  40. sparkleCBLV3timer = 0;
  41. }
  42. SetMaterialAndSpriteColor_Float(1, 1, 1, 1);
  43. }
  44. else
  45. {
  46. sparklesCBLV3.clear();
  47. sparkleCBLV3timer = 0;
  48. }
  49. njColorBlendingMode(NJD_SOURCE_COLOR, NJD_COLOR_BLENDING_SRCALPHA);
  50. njColorBlendingMode(NJD_DESTINATION_COLOR, NJD_COLOR_BLENDING_INVSRCALPHA);
  51. njTextureShadingMode(NJD_TEX_SHADING_MODE_DECALALPHA);
  52. }
  53. }
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