yes!, can you please share any information about Shine Effect, but not only of: wings, of some items how: Flamberge, Sword Bracker and other items of: Season 4.?
Code:
void gObjLoadItemImage() //Decompilation from 1.03h
{
LoadItemBmp_MainFunction();
int i = 45;
/*for(; i < 53; i++)
{
if(i == 47 || i == 48) continue;
if(i == 46 || i == 48 || i == 50 || i == 53) continue; //remove
LoadSkin(ITEMID(7,0)+i,"Player\\",GL_REPEAT,GL_NEAREST,TRUE);
}
for(i = 45; i < 53; i++)
{
if(i == 46 || i == 48 || i == 50 || i == 53) continue; //remove
LoadSkin(ITEMID(8,0)+i,"Player\\",GL_REPEAT,GL_NEAREST,GL_TRUE);
LoadSkin(ITEMID(9,0)+i,"Player\\",GL_REPEAT,GL_NEAREST,GL_TRUE);
LoadSkin(ITEMID(10,0)+i,"Player\\",GL_REPEAT,GL_NEAREST,GL_TRUE);
LoadSkin(ITEMID(11,0)+i,"Player\\",GL_REPEAT,GL_NEAREST,GL_TRUE);
}*/
LoadSkin(ITEMID(0,26),"Item\\",GL_REPEAT,GL_NEAREST,GL_TRUE);
LoadSkin(ITEMID(0,27),"Item\\",GL_REPEAT,GL_NEAREST,GL_TRUE);
//LoadSkin(ITEMID(0,28),"Item\\",GL_REPEAT,GL_NEAREST,GL_TRUE);
//LoadSkin(ITEMID(2,16),"Item\\",GL_REPEAT,GL_NEAREST,GL_TRUE);
//LoadSkin(ITEMID(2,17),"Item\\",GL_REPEAT,GL_NEAREST,GL_TRUE);
//LoadSkin(ITEMID(4,23),"Item\\",GL_REPEAT,GL_NEAREST,GL_TRUE);
Code:
Func2:
void gObjSetItemEffect2(UNK0 * arg1, UNK1 * lpMsg, int iID, float arg4, int arg5, float arg6, int arg7) //Completed
{
if(iID == ITEMID(0,26)) //Flameberge
{
func_51932D(arg1, arg5, arg4, (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), 5, -1);
}
else if(iID == ITEMID(0,27)) //Sword Breaker
{
func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
}
else if(iID == ITEMID(0,28)) //Rune Bastard Sword
{
func_5168A0(arg1, 2, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
}
else if(iID == ITEMID(5,30)) //Deadly Staff
{
func_51932D(arg1, arg5, arg4, (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1, arg7);
lpMsg->ukn3[0x94] = 1;
*(float*)(&arg1->ukn[0x48]) = 1.0f;
*(float*)(&arg1->ukn[0x4C]) = 1.0f;
*(float*)(&arg1->ukn[0x50]) = 1.0f;
func_5168A0(arg1, 1, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
}
else if(iID == ITEMID(5,32)) //Unknown (weird but Season4.5 have it)
{
func_5168A0(arg1, 1, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
}
else if(iID == ITEMID(6,19)) //Frost Barrier
{
func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
}
else if(iID == ITEMID(6,20)) //Guardian Shield
{
func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
}
else if(iID == ITEMID(7,49)) //Seraphim Helm
{
func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
}
else if(iID == ITEMID(7,50)) //Divine Helm
{
func_5168A0(arg1, 1, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
}
else if(iID == ITEMID(7,53)) //Unknown (weird but Season4.5 have it)
{
func_5168A0(arg1, 2, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
}
else if(iID == ITEMID(6,21)) //Cross Shield
{
func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
}
else
{
OriginalEffectFunc2(arg1, lpMsg, iID, arg4, arg5, arg6, arg7);
}
}
void gObjSetItemEffect3(UNK0 * arg1, UNK1 * lpMsg, int iID, float arg4, int arg5, float arg6, int arg7) //Completed
{
if(iID == ITEMID(0,26)) //Flameberge
{
func_51932D(arg1, arg5, arg4, (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), 5, arg7);
}
else if(iID == ITEMID(6,19)) //Frost Barrier
{
func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
}
else if(iID == ITEMID(7,49)) //Seraphim Helm
{
func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
}
else if(iID == ITEMID(7,53)) //Unknown (weird but Season4.5 have it)
{
func_5168A0(arg1, 2, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
}
else if(iID == ITEMID(7,50)) //Divine Helm
{
func_5168A0(arg1, 1, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
}
else
{
OriginalEffectFunc3(arg1, lpMsg, iID, arg4, arg5, arg6, arg7);
}
}
//Função 1
else if(iID == ITEMID(6,21)) //Cross Shield
{
glColor3f(1.0f, 1.0f, 1.0f); //OpenGL Set Color
func_5168A0(arg1, 0, 2, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
arg1->ukn[0x94] = 1; //Unknown value (need check)
func_5168A0(arg1, 1, 70, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), -((int)(*( float*)0x587C650))%2000, -1); //Shield Glass Effect Animation
func_5168A0(arg1, 2, 66, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
}
//Função 2
else if(iID == ITEMID(6,21)) //Cross Shield
{
func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
}
Code :
//Função 1
else if(iID == ITEMID(6,21)) //Cross Shield
{
glColor3f(1.0f, 1.0f, 1.0f); //OpenGL Set Color
func_5168A0(arg1, 0, 2, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
arg1->ukn[0x94] = 1; //Unknown value (need check)
func_5168A0(arg1, 1, 70, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), -((int)(*( float*)0x587C650))%2000, -1); //Shield Glass Effect Animation
func_5168A0(arg1, 2, 66, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
}
//Função 2
else if(iID == ITEMID(6,21)) //Cross Shield
{
func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
}