#include "CVisorFlare.hpp" #include "CSimplePool.hpp" #include "GameGlobalObjects.hpp" namespace urde { rstl::optional CVisorFlare::LoadFlareDef(CInputStream& in) { u32 propCount = in.readUint32Big(); if (propCount != 4) return {}; CAssetId txtrId = in.readUint32Big(); float f1 = in.readFloatBig(); float f2 = in.readFloatBig(); zeus::CColor color = zeus::CColor::ReadRGBABig(in); if (!txtrId.IsValid()) return {}; TToken tex = g_SimplePool->GetObj(SObjectTag{FOURCC('TXTR'), txtrId}); return CFlareDef(tex, f1, f2, color); } CVisorFlare::CVisorFlare(EBlendMode blendMode, bool b1, float f1, float f2, float f3, u32 w1, u32 w2, const std::vector& flares) : x0_blendMode(blendMode) , x4_flareDefs(flares) , x14_b1(b1) , x18_f1(std::max(f1, 0.0001f)) , x1c_f2(f2) , x20_f3(f3) , x2c_w1(w1) , x30_w2(w2) {} void CVisorFlare::Update(float dt, const zeus::CVector3f& pos, const CActor* act, CStateManager& mgr) {} void CVisorFlare::Render(const zeus::CVector3f& pos, const CStateManager& mgr) const {} } // namespace urde