#include "CParticleDatabase.hpp" #include "CSimplePool.hpp" #include "GameGlobalObjects.hpp" namespace urde { void CParticleDatabase::CacheParticleDesc(const CCharacterInfo::CParticleResData& desc) { for (ResId id : desc.x0_part) { auto search = x0_particleDescs.find(id); if (search == x0_particleDescs.cend()) x0_particleDescs[id] = std::make_shared>( g_SimplePool->GetObj(SObjectTag{FOURCC('PART'), id})); } for (ResId id : desc.x10_swhc) { auto search = x14_swooshDescs.find(id); if (search == x14_swooshDescs.cend()) x14_swooshDescs[id] = std::make_shared>( g_SimplePool->GetObj(SObjectTag{FOURCC('SWHC'), id})); } for (ResId id : desc.x20_elsc) { auto search = x28_electricDescs.find(id); if (search == x28_electricDescs.cend()) x28_electricDescs[id] = std::make_shared>( g_SimplePool->GetObj(SObjectTag{FOURCC('ELSC'), id})); } } void CParticleDatabase::SetModulationColorAllActiveEffects(const zeus::CColor& color) { } void CParticleDatabase::SuspendAllActiveEffects(CStateManager& stateMgr) { } void CParticleDatabase::StartEffect(const std::string& name, u32 flags, const CParticleData& data, const zeus::CVector3f& scale, CStateManager& stateMgr, TAreaId aid, u32 unk1) { } void CParticleDatabase::Update(float dt, const CPoseAsTransforms& pose, const CCharLayoutInfo& charInfo, const zeus::CTransform& xf, const zeus::CVector3f& vec, CStateManager& stateMgr) { } void CParticleDatabase::AddToRendererClipped(const zeus::CFrustum& frustum) { } void CParticleDatabase::GetActiveParticleLightIds(std::vector&) { } }