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Nearly finish CScriptWater
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@@ -19,15 +19,16 @@ public:
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struct SFluidLayerMotion
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{
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EFluidUVMotion x0_motion = EFluidUVMotion::Zero;
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float x4_a = 0.16666667f;
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float x8_b = 0.f;
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float xc_c = 1.f;
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float x4_ooTimeToWrap = 0.16666667f;
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float x8_orientation = 0.f;
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float xc_magnitude = 1.f;
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float x10_uvMul = 5.f;
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float x14_uvScale = 0.2f;
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SFluidLayerMotion() = default;
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SFluidLayerMotion(EFluidUVMotion motion, float a, float b, float c, float uvMul)
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: x0_motion(motion), x4_a(1.f / a), x8_b(b), xc_c(c), x10_uvMul(uvMul), x14_uvScale(1.f / uvMul)
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SFluidLayerMotion(EFluidUVMotion motion, float timeToWrap, float orientation, float magnitude, float uvMul)
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: x0_motion(motion), x4_ooTimeToWrap(1.f / timeToWrap), x8_orientation(orientation),
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xc_magnitude(magnitude), x10_uvMul(uvMul), x14_uvScale(1.f / uvMul)
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{
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}
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@@ -36,15 +37,16 @@ public:
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private:
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rstl::reserved_vector<SFluidLayerMotion, 3> x0_fluidLayers;
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float x4c_;
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float x50_;
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float x4c_ooTimeToWrap;
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float x50_orientation;
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public:
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CFluidUVMotion(float a, float b, const SFluidLayerMotion& c, const SFluidLayerMotion& d, const SFluidLayerMotion& e);
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CFluidUVMotion(float, float);
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CFluidUVMotion(float timeToWrap, float orientation, const SFluidLayerMotion& colorLayer,
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const SFluidLayerMotion& pattern1Layer, const SFluidLayerMotion& pattern2Layer);
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CFluidUVMotion(float timeToWrap, float orientation);
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const rstl::reserved_vector<SFluidLayerMotion, 3>& GetFluidLayers() const { return x0_fluidLayers; }
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void GetOrientation() const;
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void GetOOTimeToWrapTexPage() const;
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float GetOrientation() const { return x50_orientation; }
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float GetOOTimeToWrapTexPage() const { return x4c_ooTimeToWrap; }
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void CalculateFluidTextureOffset(float, float[3][2]) const;
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};
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}
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