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Benji23245

Untitled

Jul 12th, 2018
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  1. void ShadowCBbolt(EntityData1 *a1, CharObj2 *a2)
  2. {
  3. if (GameState != 21 && is_shadow)
  4. {
  5. if (chaos_blast_active_timer > 52 && chaos_blast_active_timer <= 110)
  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. //Bolt sparkles
  11. ParticleDepthOverride = 0.0f;
  12. EntityData1 *co1 = EntityData1Ptrs[0];
  13. for (auto it = sparklesCBbolt.begin(); it != sparklesCBbolt.end(); )
  14. {
  15. sparkleShadowCBbolt.p = it->pos_CBbolt;
  16. njDrawSprite3D_Queue(&sparkleShadowCBbolt, 16 + (it->frameCBbolt++ / 2), NJD_SPRITE_ALPHA | NJD_SPRITE_SCALE, (QueuedModelFlagsB)0);
  17.  
  18. if (it->frameCBbolt >= 18)
  19. it = sparklesCBbolt.erase(it);
  20. else
  21. ++it;
  22. }
  23. if (++sparkleCBbolttimer == 2)
  24. {
  25. sparkleCBboltdata sp = {};
  26. NJS_VECTOR pos_CBbolt = { 0, ((float)rand() / RAND_MAX) * 20.0, 0 };
  27. njPushMatrix(nullptr);
  28. njRotateX(nullptr, rand() & 0xFFFF);
  29. njRotateY(nullptr, rand() & 0xFFFF);
  30. njRotateZ(nullptr, rand() & 0xFFFF);
  31. njCalcVector(nullptr, &pos_CBbolt, &sp.pos_CBbolt);
  32. njPopMatrix(1);
  33. sp.pos_CBbolt.x += co1->CollisionInfo->CollisionArray->origin.x;
  34. sp.pos_CBbolt.y += co1->CollisionInfo->CollisionArray->origin.y;
  35. sp.pos_CBbolt.z += co1->CollisionInfo->CollisionArray->origin.z;
  36. sparklesCBbolt.push_back(sp);
  37. sparkleCBbolttimer = 0;
  38. }
  39. SetMaterialAndSpriteColor_Float(1, 1, 1, 1);
  40. }
  41. else sparkleCBbolttimer = 0;
  42. njColorBlendingMode(NJD_SOURCE_COLOR, NJD_COLOR_BLENDING_SRCALPHA);
  43. njColorBlendingMode(NJD_DESTINATION_COLOR, NJD_COLOR_BLENDING_INVSRCALPHA);
  44. njTextureShadingMode(NJD_TEX_SHADING_MODE_DECALALPHA);
  45. }
  46. }
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