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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. njAlphaMode(1);
  11. LV3alpha += 0.0625f;
  12. SetMaterialAndSpriteColor_Float((1 - LV3alpha), 1, 1, 1);
  13. ParticleDepthOverride = 0.0f;
  14. EntityData1 *co1 = EntityData1Ptrs[0];
  15. for (auto it = sparklesCBLV3.begin(); it != sparklesCBLV3.end(); )
  16. {
  17. sparkleShadowCBLV3.p = it->pos_CBLV3;
  18. njDrawSprite3D_Queue(&sparkleShadowCBLV3, 26 + (it->frameCBLV3++ / 32), NJD_SPRITE_ALPHA | NJD_SPRITE_COLOR | NJD_SPRITE_SCALE, (QueuedModelFlagsB)0);
  19. if (it->frameCBLV3 >= 16)
  20. {
  21. LV3alpha = 0.0f;
  22. it = sparklesCBLV3.erase(it);
  23. }
  24. else
  25. ++it;
  26. }
  27. //njDrawSprite3D(&sparkleShadowCBLV3, 26, NJD_SPRITE_ALPHA | NJD_SPRITE_COLOR | NJD_SPRITE_SCALE);
  28. if (LV3alpha > 1.0) LV3alpha = 0.0f;
  29. if (++sparkleCBLV3timer == 3)
  30. {
  31. sparkleCBLV3data sp = {};
  32. NJS_VECTOR pos_CBLV3 = { 0, ((float)rand() / RAND_MAX) * 3.5, 0 };
  33. njPushMatrix(nullptr);
  34. njRotateX(nullptr, rand() & 0xFFFF);
  35. njRotateY(nullptr, rand() & 0xFFFF);
  36. njRotateZ(nullptr, rand() & 0xFFFF);
  37. njCalcVector(nullptr, &pos_CBLV3, &sp.pos_CBLV3);
  38. njPopMatrix(1);
  39. sp.pos_CBLV3.x += co1->CollisionInfo->CollisionArray->origin.x;
  40. sp.pos_CBLV3.y += co1->CollisionInfo->CollisionArray->origin.y;
  41. sp.pos_CBLV3.z += co1->CollisionInfo->CollisionArray->origin.z;
  42. sparklesCBLV3.push_back(sp);
  43. sparkleCBLV3timer = 0;
  44. }
  45. SetMaterialAndSpriteColor_Float(1, 1, 1, 1);
  46. }
  47. else
  48. {
  49. sparklesCBLV3.clear();
  50. sparkleCBLV3timer = 0;
  51. }
  52. njColorBlendingMode(NJD_SOURCE_COLOR, NJD_COLOR_BLENDING_SRCALPHA);
  53. njColorBlendingMode(NJD_DESTINATION_COLOR, NJD_COLOR_BLENDING_INVSRCALPHA);
  54. njTextureShadingMode(NJD_TEX_SHADING_MODE_DECALALPHA);
  55. }
  56. }
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