Back to legacygamers.net
WARPGATE

Effect

CEffect (67+ subclasses), AnimTimeline, keyframes, skill effects, CSkillEffect, vtable boilerplate, CEffectMemoryMgr, CMotionRecorder, CSkillEdge

Functions 1,893 to 3,730 of 3,730Code 1.3 MBAddresses 0x00AB8530 to 0x00F6E800
1,838 functions
AddressSizeNameDescription
0x00AB853081CEffect__VtableCtor_067Constructor for CEffect class that initializes vtable pointers and sets up exception handling frame.
0x00AB8590272CEffect__InitListsInitializes CEffectManager with 4 sentinel nodes for linked lists; registers all effect types and sets initialization flag.
0x00AB86A072CEffect__VtableDtor_001Virtual table destructor for CEffect that chains to CEffectBase destructor with SEH frame setup/teardown
0x00AB86F072CEffect__VtableDtor_002Virtual destructor for CEffect that sets up scalar deleting destructor vtable entries and manages SEH frame.
0x00AB874072CEffect__VtableDtor_003Virtual destructor for CEffect that chains to CEffectBase destructor with SEH exception handling frame setup.
0x00AB879072CEffect__VtableDtor_004Virtual destructor for CEffect that sets up RTTI vtable pointers and manages stack frame exception handling.
0x00AB87E072CEffect__VtableDtor_005Virtual destructor for CEffect that chains to CEffectBase destructor; manages stack frame via FS exception handling.
0x00AB883072CEffect__VtableDtor_006Virtual destructor for CEffect that sets vtable pointers and manages exception handling frame on x86 stack
0x00AB888072CEffect__VtableDtor_007Virtual destructor for CEffect that sets up exception handling and invokes parent class (CEffectBase) destructor.
0x00AB88D072CEffect__VtableDtor_008Virtual destructor for CEffect that chains to CEffectBase destructor; manages exception handling frame
0x00AB892072CEffect__VtableDtor_009Virtual destructor for CEffect that chains to CEffectBase destructor; manages exception handling frame.
0x00AB897072CEffect__VtableDtor_010Virtual destructor for CEffect that chains to CEffectBase destructor; manages exception handling frame
0x00AB89C072CEffect__VtableDtor_011Virtual destructor for CEffect that chains to CEffectBase destructor; manages exception handling frame.
0x00AB8A1072CEffect__VtableDtor_012Virtual destructor for CEffect that sets up vtable pointers and manages stack frame via FS_OFFSET.
0x00AB8A6072CEffect__VtableDtor_013Virtual destructor for CEffect that sets vtable pointers and manages exception handling frame stack.
0x00AB8AB072CEffect__VtableDtor_014Virtual destructor for CEffect that sets vftable pointers and manages stack frame exception handling.
0x00AB8B0072CEffect__VtableDtor_015Virtual destructor for CEffect class that sets vftable pointers and manages exception handling frame
0x00AB8B5072CEffect__VtableDtor_016Virtual destructor for CEffect that sets up vtable pointers and manages exception handling frame stack.
0x00AB8BA072CEffect__VtableDtor_017Virtual destructor for CEffect class that chains to CEffectBase destructor with SEH frame setup/teardown.
0x00AB8BF072CEffect__VtableDtor_018Virtual destructor for CEffect that chains to CEffectBase destructor with SEH frame setup/teardown.
0x00AB8C4072CEffect__VtableDtor_019Virtual destructor for CEffect that sets up scalar deleting destructor vtable entries with SEH frame setup.
0x00AB8C9072CEffect__VtableDtor_020Virtual destructor for CEffect that chains to base class CEffectBase destructor with SEH frame setup.
0x00AB8CE072CEffect__VtableDtor_021Virtual destructor for CEffect class 021 variant; sets up dual vtables before destruction cleanup.
0x00AB8D3072CEffect__VtableDtor_022Virtual destructor for CEffect that sets up exception handling and chains to base class CEffectBase destructor.
0x00AB8D8072CEffect__VtableDtor_023Virtual destructor for CEffect that sets up scalar deleting destructor vtable entries and manages SEH frame
0x00AB8DD072CEffect__VtableDtor_024Virtual destructor for CEffect class that chains to parent CEffectBase destructor via vtable pointer assignment.
0x00AB8E2072CEffect__VtableDtor_025Virtual destructor for CEffect that sets up vtable pointers and manages stack frame exception handling context.
0x00AB8E7072CEffect__VtableDtor_026Virtual destructor for CEffect class that sets up vtable pointers and manages exception handling frame cleanup.
0x00AB8EC072CEffect__VtableDtor_027Virtual destructor for CEffect that chains to base class CEffectBase destructor via vftable.
0x00AB8F1072CEffect__VtableDtor_028Virtual destructor for CEffect class that sets vtable pointers and manages exception handling frame stack.
0x00AB8F6072CEffect__VtableDtor_029Virtual destructor for CEffect that chains to CEffectBase destructor with SEH frame setup/teardown.
0x00AB8FB072CEffect__VtableDtor_030Virtual destructor for CEffect that chains to base class CEffectBase destructor with SEH frame setup.
0x00AB900072CEffect__VtableDtor_031Virtual destructor for CEffect that sets up exception handling frame and chains to base class CEffectBase destructor.
0x00AB905072CEffect__VtableDtor_032Virtual table destructor for CEffect that sets up scalar deleting destructors and manages SEH frame cleanup.
0x00AB90A072CEffect__VtableDtor_033Virtual destructor for CEffect that chains to base class CEffectBase destructor via scalar deleting dtor.
0x00AB90F072CEffect__VtableDtor_034Virtual destructor for CEffect subclass 034; sets vtable pointers and manages exception handling frame
0x00AB914072CEffect__VtableDtor_035Virtual destructor for CEffect that chains to base class CEffectBase destructor via scalar deleting dtor.
0x00AB919072CEffect__VtableDtor_036Virtual destructor for CEffect that chains to CEffectBase destructor; manages exception handling frame.
0x00AB91E072CEffect__VtableDtor_037Virtual destructor for CEffect that chains to base class CEffectBase destructor with exception handling.
0x00AB923072CEffect__VtableDtor_038Virtual destructor for CEffect class 038; sets vftable pointers and manages stack frame cleanup via SEH.
0x00AB928072CEffect__VtableDtor_039Virtual destructor for CEffect class; sets vtable pointers and manages stack frame unwinding via SEH.
0x00AB92D072CEffect__VtableDtor_040Virtual destructor for CEffect that chains to CEffectBase destructor with structured exception handling frame setup.
0x00AB932072CEffect__VtableDtor_041Virtual destructor for CEffect that sets up vtable pointers and manages stack frame via FS_OFFSET
0x00AB937072CEffect__VtableDtor_042Virtual destructor for CEffect class that chains to base CEffectBase destructor via scalar deleting dtor.
0x00AB93C072CEffect__VtableDtor_043Virtual destructor for CEffect that chains to base class CEffectBase destructor via scalar deleting destructor.
0x00AB941072CEffect__VtableDtor_044Virtual destructor for CEffect class that chains to base CEffectBase destructor via scalar deleting dtor.
0x00AB946072CEffect__VtableDtor_045Virtual destructor for CEffect class that sets vtable pointers and manages stack frame exception handling.
0x00AB94B072CEffect__VtableDtor_046Virtual destructor for CEffect that sets vftable pointers and manages exception handling frame.
0x00AB950072CEffect__VtableDtor_047Virtual destructor for CEffect class that chains to base CEffectBase destructor via scalar deleting dtor.
0x00AB955072CEffect__VtableDtor_048Virtual table destructor for CEffect class 048; sets up scalar deleting destructor chain with SEH frame
0x00AB95A072CEffect__VtableDtor_049Virtual destructor for CEffect class that chains to base CEffectBase destructor via vtable setup
0x00AB95F072CEffect__VtableDtor_050Virtual destructor for CEffect that sets up vtable pointers and manages stack frame exception handling.
0x00AB964072CEffect__VtableDtor_051Virtual destructor for CEffect that chains to CEffectBase destructor; manages exception handling frame cleanup.
0x00AB969072CEffect__VtableDtor_052Virtual destructor for CEffect class 052, sets up vtable pointers and manages stack exception handler frame.
0x00AB96E072CEffect__VtableDtor_053Virtual destructor for CEffect class that sets vtable pointers and manages exception handling frame.
0x00AB973072CEffect__VtableDtor_054Virtual destructor for CEffect effect #054; sets vtable pointers and manages exception frame stack
0x00AB978072CEffect__VtableDtor_055Virtual destructor for CEffect class that chains to base class CEffectBase destructor via vtable.
0x00AB97D072CEffect__VtableDtor_056Virtual destructor for CEffect class variant 056; sets up vtable pointers and manages exception handling frame.
0x00AB982072CEffect__VtableDtor_057Virtual destructor for CEffect that chains to CEffectBase destructor with structured exception handling.
0x00AB987072CEffect__VtableDtor_058Virtual destructor for CEffect class 058 that chains to base class CEffectBase destructor via scalar deleting dtor.
0x00AB98C072CEffect__VtableDtor_059Virtual destructor for CEffect that sets vtables and manages exception handling frame via FS:[0]
0x00AB991072CEffect__VtableDtor_060Virtual destructor for CEffect that sets up vtable pointers and manages exception handling frame
0x00AB996072CEffect__VtableDtor_061Virtual table destructor for CEffect that chains to base class CEffectBase destructor with SEH setup.
0x00AB99B072CEffect__VtableDtor_062Virtual destructor for CEffect class; sets up vtable pointers and manages exception handling frame.
0x00AB9A0072CEffect__VtableDtor_063Virtual destructor for CEffect that chains to base class CEffectBase destructor with SEH frame setup.
0x00AB9A5072CEffect__VtableDtor_064Virtual destructor for CEffect with exception handling frame setup/teardown via SEH.
0x00AB9AA072CEffect__VtableDtor_065Virtual destructor for CEffect class that sets vftable pointers and manages SEH frame cleanup.
0x00AB9AF072CEffect__VtableDtor_066Virtual destructor for CEffect that chains to CEffectBase destructor; manages exception handling frame cleanup.
0x00AB9B4072CEffect__VtableDtor_067Virtual destructor for CEffect that chains to base class CEffectBase destructor with exception handling.
0x00AB9B9072CEffect__VtableDtor_068Virtual destructor for CEffect class 068; sets vtable pointers and manages stack frame via FS exception handling.
0x00AB9BE072CEffect__VtableDtor_069Virtual destructor for CEffect class that sets up exception handling frame and calls base class destructor chain.
0x00AB9C3072CEffect__VtableDtor_070Virtual destructor for CEffect that sets up vtable pointers and manages stack frame exception handling.
0x00AB9C8072CEffect__VtableDtor_071Virtual destructor for CEffect class that sets vftable pointers and manages exception handling frame
0x00AB9CD072CEffect__DtorVirtual destructor for CEffect class; sets up exception handling and calls base class scalar deleting destructor
0x00AB9D2072CEffect__VtableDtor_073Virtual destructor for CEffect that chains to CEffectBase destructor with exception handling frame setup.
0x00AB9D7072CEffect__VtableDtor_074Virtual destructor for CEffect that chains to base class CEffectBase destructor via scalar deleting destructor.
0x00AB9DC072CEffect__VtableDtor_075Virtual destructor for CEffect class that sets up scalar deleting destructor vtable entry with SEH frame handling.
0x00AB9E1072CEffect__VtableDtor_076Virtual table destructor for CEffect that chains to CEffectBase scalar deleting destructor with SEH setup.
0x00AB9E6072CEffect__VtableDtorVirtual destructor for CEffect class; sets up exception handling and calls base class scalar deleting destructor.
0x00AB9EB072CEffect__VtableDtor_078Virtual destructor for CEffect subclass 078; sets up exception handling and invokes scalar deleting destructor cleanup
0x00AB9F0072CEffect__VtableDtor_079Virtual table destructor for CEffect that sets up exception handling and delegates to CEffectBase scalar deleting destructor.
0x00AB9F5072CEffect__VtableDtor_080Virtual destructor for CEffect that sets up exception handling and delegates to CEffectBase scalar deleting destructor.
0x00AB9FA072CEffect__VtableDtor_081Virtual destructor for CEffect that sets up exception handling and calls base class scalar deleting destructor.
0x00AB9FF072CEffect__VtableDtor_082Virtual destructor for CEffect that sets up exception handling and invokes scalar deleting destructor cleanup.
0x00ABA04072CEffect__VtableDtor_083Virtual destructor for CEffect that sets up exception handling and invokes scalar deleting destructor cleanup
0x00ABA09072CEffect__VtableDtor_084Virtual destructor for CEffect class 084; sets up exception handling and scalar deleting destructor vtable entries.
0x00ABA0E072CEffect__VtableDtor_085Virtual destructor for CEffect class; sets up exception handling and calls CEffectBase scalar deleting destructor.
0x00ABA13072CEffect__VtableDtor_086Virtual destructor for CEffect that chains to CEffectBase destructor via vftable, manages SEH frame.
0x00ABA18072CEffect__VtableDtor_087Destructor for CEffect that sets up exception handling and calls base class scalar deleting destructor
0x00ABA1D072CEffect__VtableDtor_088Virtual destructor for CEffect class; sets up exception handling and delegates to base class destructor.
0x00ABA22072CEffect__VtableConstructor_089Constructs vtable for CEffect with exception handling and base class destructor pointers.
0x00ABA27072CEffect__VtableDtor_090Virtual destructor for CEffect class that sets exception handler and calls base class scalar deleting destructor.
0x00ABA2C072CEffect__VtableDtor_091Virtual destructor for CEffect that sets up exception handling and calls base class scalar deleting destructor.
0x00ABA31064CEffect__DeleteMember_0xC_ADeletes a 12-byte member object at offset +4 in CEffect instance using stack cookie-protected operator delete.
0x00ABA36064CEffect__DeleteMember_Offset0x4Deletes a 0x18-byte heap object stored at offset +0x4 within a CEffect instance using secure deletion.
0x00ABA3B064CEffect__DeleteMember_0xC_CDeletes a 0x1C-byte member object at offset +4 from a CEffect instance with XOR-based stack canary protection.
0x00ABA40064CEffect__DeleteEffectDataDeallocates a 0x20-byte effect data structure stored at offset +4 from CEffect instance
0x00ABA45075CEffect__DeleteMember_0xC_EDeletes a member object (offset 0xC) from a CEffect instance with stack canary protection.
0x00ABA4A080STL_RBTree__DeleteNode_18Deletes a 18-byte red-black tree node, rebalancing tree if node is black before deallocation.
0x00ABA52057CEffect__TreeNodeDelete_0x1CRecursively deletes a red-black tree node (0x1C bytes) and its subtree, then deallocates memory.
0x00ABA58057CEffect__TreeNodeDeleteDestructor that recursively deletes a red-black tree node and deallocates 0x20 bytes of memory for CEffect tree structure.
0x00ABA5E075CEffect__DeleteMemberDeletes a dynamically allocated member (0x18 bytes) from a CEffect object at offset +4.
0x00ABA630107CEffect__DestroyTree_0x1CDestroys red-black tree by recursively freeing all nodes starting from root, then deallocates tree sentinel node (0x1C bytes).
0x00ABA6A0113CEffect__DestroyTree_0x20Deallocates vector buffer and deletes 0x20-byte tree node sentinel from CEffect object at offset +4.
0x00ABA72075CEffect__DeleteMember_0x18Deallocates 0x18-byte member object from CEffect instance at offset +4 with stack canary protection
0x00ABA77075CEffect__DeleteMember_0x1CDeletes a member object (offset 0x1C) from a CEffect instance, freeing allocated memory with stack canary protection.
0x00ABA7C075CEffect__DeleteMember_0x20Deallocates a 0x20-byte member from a CEffect object at offset +4 with stack canary protection.
0x00ABA81074CEffect__DestroyLinkedListPair_BDestroys a linked list pair node by freeing both the node's child pointer and the node itself.
0x00ABA88065CEffect__TreeNodeDelete_0x18_wrapperWrapper that deletes a tree node from CEffect's red-black tree with stack canary protection.
0x00ABA8D068CEffect__TreeNodeDelete_0x1C_BDeletes a CEffect tree node by recursively freeing red-black tree and deallocating 0x1C byte structure
0x00ABA93068CEffect__TreeNodeDelete_0x20_BDeletes a red-black tree node and deallocates 0x20-byte CEffect object memory.
0x00ABA99087CEffect__DestroyLinkedListPairDestroys paired effect nodes by clearing head pointer, deleting first node, then second node (12 bytes each).
0x00ABAA1068CEffect__VectorDeallocWrapperWrapper deallocating a vector buffer for CEffect objects with stack cookie validation for security.
0x00ABAB0098CEffect__Destructor_BaseDestructor for CEffect that clears all effects, recursively deletes red-black tree nodes, and frees sentinel node memory.
0x00ABAC0071CEffectSub__Destructor_ADestructor for CEffectSub class; sets vtable pointer and invokes base CEffect resource cleanup via CEffect__DestroyBaseResources
0x00ABAC5095CEffectSub__Destructor_BDestructor for CEffectSub; cleans up vertex buffers and base effect resources with two-phase cleanup.
0x00ABACB0103CEffectSub__Destructor_CDestroys CEffectSub instance: clears linked list at offset 0xD8, deletes sentinel nodes (0xC bytes each), sets vtable to PTR_LAB_01074570.
0x00ABAD9071CEffectSub__Destructor_DDestructor for CEffectSub that sets vtable and invokes base CEffect resource cleanup via CEffect__DestroyBaseResources
0x00ABADE074CEffect__DeleteMember_0xCSafely deletes a 0xC-byte member object at offset +4 from CEffect instance with null pointer guard.
0x00ABAE40265CEffect__InsertToTreeInserts a new CEffect node into an RB-tree, allocating 0x1c-byte node with sentinel child; throws on overflow.
0x00ABAFB0120CEffect__Factory_001Factory method that allocates and constructs a CEffectSkill object (0xd8 bytes), with stack canary protection via XOR.
0x00ABB030120CEffectActor__FactoryFactory function that allocates and constructs a CEffectActor object (0xf0 bytes), returns instance or null on allocation failure.
0x00ABB0B0120CEffect__Factory_003Factory function that allocates and constructs a CEffect003 instance, returning null on allocation failure.
0x00ABB130120CEffect__Factory_004Factory function that allocates and constructs a CEffect004 instance; returns null on allocation failure.
0x00ABB1B0120CEffect__Factory_005Factory function that allocates and constructs a CEffect005 instance (0xf4 bytes), with XOR-based stack canary protection for RO client.
0x00ABB230120CEffect__Factory_006Factory function that allocates and constructs a CEffectType6 object (0xd8 bytes), with stack canary protection for buffer overflow detection.
0x00ABB2B0120CEffect__Factory_007Factory method that allocates and constructs a CEffectTimer object, returning nullptr on allocation failure.
0x00ABB330120CEffect__Factory_008Factory function that allocates and constructs a CEffectType8 instance (0xe8 bytes), returns nullptr on allocation failure.
0x00ABB3B0120CEffect__Factory_009Factory function that allocates and constructs a CEffectType9 object (256 bytes), returns constructed effect or null on allocation failure.
0x00ABB430120CEffect__Factory_010Factory function that allocates and constructs a CEffect010 instance (0xdc bytes), returns nullptr on allocation failure.
0x00ABB4B0120CEffect__Factory_011Factory function that allocates and constructs a CEffectType11 object (0xcc bytes), returning initialized effect instance or null.
0x00ABB530120CEffect__Factory_012Factory function that allocates and constructs a CEffectType12 object (0xd4 bytes), returning nullptr on allocation failure.
0x00ABB5B0120CEffect__Factory_013Factory function that allocates and constructs a CEffect013 object (0x198 bytes), returns pointer or null on failure.
0x00ABB630120CEffect__Factory_014Factory function that allocates and constructs a CEffectType14 object (0xd4 bytes), with stack canary protection.
0x00ABB6B0120CEffect__Factory_015Factory function that allocates 300 bytes and constructs a CEffect015 object instance with stack canary protection.
0x00ABB730120CEffect__Factory_016Factory function that allocates 0xe8 bytes for a CEffect object and initializes it via CEffect__Factory016_Init
0x00ABB7B0120CEffect__Factory_017Factory function that allocates and constructs a CEffectType17 object (0xd8 bytes), with stack canary protection.
0x00ABB830120CEffect__Factory_018Factory function that allocates and constructs a CEffectType18 object (0xd0 bytes), returns constructed instance or null on allocation failure.
0x00ABB8B0120CEffect__Factory_019Factory function that allocates and constructs a CEffect019 object (0xe8 bytes), with stack canary protection.
0x00ABB930120CEffect__Factory_020Factory function that allocates and constructs a CEffect020 instance (0xdc bytes), returns constructed object or null on allocation failure.
0x00ABB9B0120CEffect__Factory_021Factory function that allocates and constructs a CEffect021 instance (0x108 bytes), returns constructed object or null on allocation failure.
0x00ABBA30120CEffect__Factory_022Factory function that allocates and constructs a CEffectType22 instance (0xdc bytes), with XOR stack canary protection.
0x00ABBAB0120CEffect__Factory_023Factory function that allocates and constructs a CEffectSmoke instance, returning the initialized effect object or null on allocation failure.
0x00ABBB30120CEffect__Factory_024Factory function that allocates and constructs a CEffect_024 instance (0xe0 bytes), returns constructed object or null on allocation failure.
0x00ABBBB0120CEffect__Factory_025Factory function that allocates and constructs a CEffect025 instance (0xd8 bytes), returns nullptr on allocation failure.
0x00ABBC30120CEffect__Factory_026Factory function that allocates and constructs a CEffect026 instance, returning pointer or null on allocation failure.
0x00ABBCB0120CEffect__Factory_027Factory function that allocates and constructs a CEffectType27 object (0xd8 bytes) with stack canary protection.
0x00ABBD30120CEffect__Factory_028Factory method allocating 256-byte CEffect object and initializing via CEffect__Factory028_Init with XOR stack canary.
0x00ABBDB0120CEffect__Factory_029Factory function that allocates and constructs a CEffect029 instance (0xdc bytes), with XOR-based stack canary protection.
0x00ABBE30120CEffect__Factory_030Factory function that allocates and constructs a CEffect030 object (0xdc bytes), returning pointer or null on failure.
0x00ABBEB0120CEffect__Factory_031Factory function that allocates 0x120 bytes for a CEffect object and initializes it via CEffect__Factory031_Init
0x00ABBF30120CEffect__Factory_032Factory function that allocates and constructs a CEffect032 instance, returning the initialized object or null on allocation failure.
0x00ABBFB0120CEffect__Factory_033Factory function that allocates and constructs a CEffectType33 object (0xf0 bytes), returning nullptr on allocation failure.
0x00ABC030120CGraphicQuality__FactoryAllocates 0xF0 bytes and initializes a CGraphicQuality object with stack canary protection.
0x00ABC0B0120CEffect__Factory_035Factory function that allocates and constructs a CEffect035 instance (0xdc bytes), returns nullptr on allocation failure.
0x00ABC130120CEffect__Factory_036Factory function that allocates and constructs a CEffectType36 object (228 bytes), returns constructed instance or null on allocation failure.
0x00ABC1B0120CEffect__Factory_037Factory function that allocates and constructs a CEffect037 instance (0xe0 bytes), returns nullptr on allocation failure.
0x00ABC230173CEffectSub__Factory_AFactory function allocating and initializing a CEffectSub object with vtable setup and default float parameter (-20.0f) at offset 0xD4.
0x00ABC2E0120CEffect__Factory_038Factory function that allocates and constructs a CEffect038 instance, returning nullptr on allocation failure.
0x00ABC360120CEffect__Factory_039Factory function that allocates and constructs a CEffectRing object (300 bytes), with XOR-based stack canary protection.
0x00ABC3E0120CEffect__Factory_040Factory function that allocates and constructs a CEffect040 instance (0x11c bytes), returns pointer or null on allocation failure.
0x00ABC460120CEffect__Factory_041Factory function that allocates and constructs a CEffect041 object, returns pointer or null on allocation failure.
0x00ABC4E0120CEffect__Factory_042Factory function that allocates and constructs a CEffectType42 instance (0xec bytes), returns nullptr on allocation failure.
0x00ABC560120CEffect__Factory_043Factory function that allocates and constructs a CEffect_043 object (0xfc bytes), returns constructed instance or null.
0x00ABC5E0120CEffect__Factory_044Factory method that allocates 0xD8 bytes and constructs a CEffect_044 instance with stack canary protection.
0x00ABC660120CEffect__Factory_045Factory allocates 0xfc bytes, constructs CEffectSub object, returns initialized effect instance or null on allocation failure.
0x00ABC6E0120CEffect__Factory_046Factory function that allocates and constructs a CEffectLarge object (0x198 bytes), returning nullptr on allocation failure.
0x00ABC760120CEffect__Factory_047Factory function that allocates and constructs a CEffectLargeB instance, returning nullptr on allocation failure.
0x00ABC7E0120CEffect__Factory_048Factory function that allocates and constructs a CEffectTypeC object (0xe4 bytes), returns constructed instance or null on allocation failure.
0x00ABC860120CEffect__Factory_049Factory function that allocates and constructs a CEffect049 instance, returning pointer or null on allocation failure.
0x00ABC8E0120CEffect__Factory_050Factory function that allocates and constructs a CEffect050 instance (264 bytes), returns pointer or null on allocation failure.
0x00ABC960197CEffectSub__Factory_BFactory constructor that allocates and initializes a CEffectSub object (0xE0 bytes) with vtable and member initialization.
0x00ABCA30120CEffect__Factory_051Factory function that allocates and constructs a CEffect051 instance (252 bytes), with stack canary protection for buffer overflow detection.
0x00ABCAB0120CEffect__Factory_052Factory method that allocates and constructs a CEffectType52 object (0xdc bytes), returning instance or null on failure.
0x00ABCB30120CEffect__Factory_053Factory function that allocates and constructs a CEffect053 instance (0xd8 bytes), returns constructed object or null.
0x00ABCBB0120CEffect__Factory_054Factory function that allocates and constructs a CEffect054 object (0xdc bytes), returns pointer or null on allocation failure.
0x00ABCC30120CEffect__Factory_055Factory function that allocates and constructs a CEffectType55 instance (0xe8 bytes), returns nullptr on allocation failure.
0x00ABCCB0120CEffect__Factory_056Factory function that allocates and constructs a CEffect056 instance (0xd4 bytes), returning nullptr on allocation failure.
0x00ABCD30120CEffect__Factory_057Factory function that allocates and constructs a CEffect057 instance, returning pointer or null on allocation failure.
0x00ABCDB0120CEffect__Factory_058Factory function that allocates and constructs a CEffectType58 object (0xf4 bytes), returns instance or null on allocation failure.
0x00ABCE30120CEffect__Factory_059Factory function that allocates and constructs a CEffect059 object, returning nullptr on allocation failure.
0x00ABCEB0120CEffect__Factory_060Factory function that allocates and constructs a CEffectType60 object (0xd8 bytes) with stack canary protection.
0x00ABCF30120CSkillEffect__Factory_TypeBFactory function that allocates and constructs a TypeB skill effect object (0xe0 bytes), with stack canary protection.
0x00ABCFB0120CSkillEffect__Factory_066E4Factory function that allocates and constructs a CSkillEffect_66E4 object (0x104 bytes), with stack canary protection.
0x00ABD030120CEffect__Factory_063Factory function that allocates and constructs a CEffect063 object (0xdc bytes), with XOR stack canary protection.
0x00ABD0B0120CEffectSphere__FactoryFactory function that allocates and constructs a CEffectSphere object (0xd8 bytes), returns constructed instance or null.
0x00ABD130120CEffect__Factory_065Factory function that allocates and constructs a CEffect065 instance (0xdc bytes), with stack canary protection via XOR.
0x00ABD1B0120CEffect__Factory_066Factory function that allocates and constructs a CEffect066 instance (0xd8 bytes), returning pointer or null on failure.
0x00ABD230240CEffectSub__Factory_CFactory constructor for CEffectSub; allocates 0xE0 bytes, initializes vtable, creates two circular linked list sentinel nodes (0xC bytes each)
0x00ABD320120CEffect__Factory_067Factory function that allocates and constructs a CEffect067 instance (0xd4 bytes), returns constructed object or null on allocation failure.
0x00ABD3A0120CEffect__Factory_068Factory function that allocates and constructs a CEffectLaser object (0xdc bytes), with stack canary XOR protection.
0x00ABD420120CEffect__Factory_069Factory function that allocates and constructs a CEffect069 instance (0xd4 bytes), with stack canary protection via XOR.
0x00ABD4A0120CEffect__Factory_070Factory function that allocates 0xD4 bytes and constructs a CEffect070 instance, returning it or null on allocation failure.
0x00ABD520279CEffectSub__Factory_DFactory constructor allocating and initializing a CEffectSub object (256 bytes) with vtable, zeroing fields, setting float 1.0f at offset 0xEC.
0x00ABD640120CSkillEffect_FactoryFactory function that allocates and constructs a CSkillEffect object (0xd8 bytes) with stack canary protection.
0x00ABD6C0120CEffect__Factory_072Factory function that allocates and constructs a CEffectType72 object (0xd8 bytes) with stack canary protection.
0x00ABD740120CEffect__Factory_073Factory function that allocates and constructs a CEffect_073 instance (0xe0 bytes), with stack canary protection.
0x00ABD7C0120CEffect__Factory_074Factory function that allocates and constructs a CEffect074 object (0xe4 bytes), with stack cookie validation for security.
0x00ABD840120CEffect__Factory_075Factory function that allocates and constructs a CEffectType75 object (0xd8 bytes) with XOR stack canary protection.
0x00ABD8C0120CEffect__Factory_076Factory function that allocates 256 bytes and constructs a CEffect076 instance with stack canary protection.
0x00ABD940120CEffect__Factory_077Factory function that allocates and constructs a CEffectStorm object, returning NULL on allocation failure.
0x00ABD9C0120CEffect__Factory_078Factory function that allocates and constructs a CEffect078 instance (0xd4 bytes), with SEH and XOR stack cookie protection.
0x00ABDA40120CEffect__Factory_079Factory function that allocates and constructs a CEffect079 instance, returning nullptr on allocation failure.
0x00ABDAC0120CEffect__Factory_080Factory function that allocates and constructs a CEffect080 instance (0xd8 bytes), returns constructed object or null on allocation failure.
0x00ABDB40120CEffect__Factory_081Factory function that allocates and constructs a CEffect081 instance (0xe0 bytes), with stack canary protection via XOR.
0x00ABDBC0120CEffectOrbit__FactoryFactory function that allocates and constructs a CEffectOrbit effect object (0x104 bytes), returns nullptr on allocation failure.
0x00ABDC40120CEffect__Factory_083Factory function that allocates and constructs a CEffect083 instance, returning nullptr on allocation failure.
0x00ABDCC0120CEffect__Factory_084Factory function that allocates and constructs a CEffect084 instance, returning nullptr on allocation failure.
0x00ABDD40120CEffect__Factory_085Factory function that allocates and constructs a CEffect085 instance, returning pointer or null on allocation failure.
0x00ABDDC0120CEffect__Factory_086Factory function that allocates and constructs a CEffect086 object (0xe0 bytes), returns pointer or null on allocation failure.
0x00ABDE40120CEffect__Factory_087Factory method that allocates and constructs a CEffectSmoke instance with XOR stack canary protection.
0x00ABDEC094CEffect__ScalarDtor_001Scalar deleting destructor for CEffect class; handles VTable cleanup and conditional memory deallocation
0x00ABDF3094CEffect__ScalarDtor_002Scalar deleting destructor for CEffect that conditionally deallocates the object if delete flag is set
0x00ABDFA094CEffect__ScalarDtor_003Scalar deleting destructor for CEffect that conditionally deallocates the object if delete flag is set
0x00ABE01094CEffect__ScalarDtor_004Scalar deleting destructor for CEffect; performs cleanup and conditional memory deallocation based on param_2 flag.
0x00ABE08094CEffect__ScalarDtor_005Scalar deleting destructor for CEffect that conditionally deallocates the object based on param_2 flag with stack cookie validation.
0x00ABE0F094CEffect__ScalarDtor_006Scalar deleting destructor for CEffect class; cleans up object and optionally frees memory if param_2 flag set.
0x00ABE16094CEffect__ScalarDtor_007Destructor for CEffect__Scalar that optionally deletes the object if param_2's LSB is set; uses SEH and XOR canary.
0x00ABE1D094CEffect__ScalarDtor_008Scalar deleting destructor for CEffect; conditionally deallocates object memory if delete flag param is set.
0x00ABE24094CEffect__ScalarDtor_009Scalar deleting destructor for CEffect that conditionally deallocates the object based on param_2 flag with stack guard.
0x00ABE2B094CEffect__ScalarDtor_010Destructor for CEffect scalar type; manages vTable assignment, stack frame security, and conditional memory deallocation.
0x00ABE32094CEffect__ScalarDtor_011Destructor for CEffect scalar that optionally deallocates memory based on param_2 flag, with stack guard via XOR canary.
0x00ABE39094CEffect__ScalarDtor_012Scalar deleting destructor for CEffect; calls base class dtor and conditionally frees memory based on param_2
0x00ABE40094CEffect__ScalarDtor_013Scalar deleting destructor for CEffect that conditionally deallocates the object if flag is set, with stack canary protection.
0x00ABE47094CEffect__ScalarDtor_014Scalar deleting destructor for CEffect class; deallocates object if delete flag set, cleans up vtable pointers
0x00ABE4E094CEffect__ScalarDtor_015Scalar deleting destructor for CEffect that conditionally deallocates the object based on param_2 flag with stack canary checks.
0x00ABE55094CEffect__ScalarDtor_016Scalar deleting destructor for CEffect that conditionally deallocates the object based on param_2 flag.
0x00ABE5C094CEffect__ScalarDtor_017Scalar deleting destructor for CEffect that conditionally deallocates the object if param_2 flag is set
0x00ABE63094CEffect__ScalarDtor_018Scalar deleting destructor for CEffect class; handles conditional deallocation and vtable cleanup with stack canary validation.
0x00ABE6A094CEffect__ScalarDtor_019Scalar deleting destructor for CEffect class; cleans up object and optionally frees memory based on param_2 flag
0x00ABE71094CEffect__ScalarDtor_020Scalar deleting destructor for CEffect that conditionally deallocates object memory based on param_2 flag
0x00ABE78094CEffect__ScalarDtor_021Destructor for CEffect__Scalar that deallocates the object if param_2 flag is set, with stack cookie validation.
0x00ABE7F094CEffect__ScalarDtor_022Scalar deleting destructor for CEffect that conditionally deallocates the object based on param_2 flag with stack canary protection.
0x00ABE86094CEffect__ScalarDtor_023Scalar deleting destructor for CEffect that deallocates object if param_2 flag is set, with stack cookie validation.
0x00ABE8D094CEffect__ScalarDtor_024Scalar deleting destructor for CEffect class; handles virtual destruction with optional memory deallocation based on param_2 flag.
0x00ABE94094CEffect__ScalarDtor_025Scalar deleting destructor for CEffect class; handles vtable setup, stack cookie validation, and conditional memory deallocation
0x00ABE9B094CEffect__ScalarDtor_026Scalar deleting destructor for CEffect that conditionally deallocates the object if param_2's lowest bit is set.
0x00ABEA2094CEffect__ScalarDtor_027Scalar deleting destructor for CEffect class; deallocates object memory if ownership flag is set.
0x00ABEA9094CEffect__ScalarDtor_028Scalar deleting destructor for CEffect class; handles virtual destruction and conditional memory deallocation.
0x00ABEB0094CEffect__ScalarDtor_029Scalar deleting destructor for CEffect; calls parent CEffectBase dtor, conditionally frees memory with stack guard.
0x00ABEB7094CEffect__ScalarDtor_030Scalar deleting destructor for CEffect class; deallocates object if deletion flag is set.
0x00ABEBE094CEffect__ScalarDtor_031Destructor for CEffect__Scalar that optionally deletes the object instance based on param_2 flag.
0x00ABEC5094CEffect__ScalarDtor_032Scalar deleting destructor for CEffect class; handles VTable setup, stack guard validation, and conditional memory deallocation.
0x00ABECC094CEffect__ScalarDtor_033Scalar deleting destructor for CEffect that deallocates the object if the delete flag is set
0x00ABED3094CEffect__ScalarDtor_034Scalar deleting destructor for CEffect; deallocates object if param_2 flag set, with stack guard.
0x00ABEDA094CEffect__ScalarDtor_035Scalar deleting destructor for CEffect; cleans up object and optionally deallocates memory if delete flag set.
0x00ABEE1094CEffect__ScalarDtor_036Scalar deleting destructor for CEffect class; handles vtable setup, stack canary validation, and conditional memory deallocation
0x00ABEE8094CEffect__ScalarDtor_037CEffect scalar destructor with conditional deallocation based on param_2 flag; manages vftable cleanup and stack protection
0x00ABEEF094CEffect__ScalarDtor_038Scalar deleting destructor for CEffect that deallocates the object if deletion flag is set.
0x00ABEF6094CEffect__ScalarDtor_039Scalar deleting destructor for CEffect that conditionally deallocates object memory based on param_2 flag.
0x00ABEFD094CEffect__ScalarDtor_040Scalar deleting destructor for CEffect that conditionally deallocates the object if deletion flag is set.
0x00ABF04094CEffect__ScalarDtor_041Scalar deleting destructor for CEffect that conditionally frees memory based on param_2 flag with stack canary protection.
0x00ABF0B094CEffect__ScalarDtor_042Scalar deleting destructor for CEffect that optionally frees memory based on param_2 flag and restores exception handling state.
0x00ABF12094CEffect__ScalarDtor_043CEffect scalar destructor with conditional memory deallocation and exception handling setup via SEH.
0x00ABF19094CEffect__ScalarDtor_044Destructor for CEffect__Scalar class; deallocates object memory if deletion flag is set, with stack cookie validation.
0x00ABF20094CEffect__ScalarDtor_045CEffect scalar deleting destructor that conditionally deallocates object memory based on param_2 flag with stack canary protection.
0x00ABF27094CEffect__ScalarDtor_046Scalar deleting destructor for CEffect that optionally deallocates the object based on param_2 flag.
0x00ABF2E094CEffect__ScalarDtor_047Destructor for CEffect__Scalar that deallocates memory if delete flag is set, with stack canary protection.
0x00ABF35094CEffect__ScalarDtor_048Scalar deleting destructor for CEffect that conditionally deallocates the object if param_2's LSB is set.
0x00ABF3C094CEffect__ScalarDtor_049Scalar deleting destructor for CEffect that deallocates the object if deletion flag is set
0x00ABF43094CEffect__ScalarDtor_050Scalar deleting destructor for CEffect that conditionally deallocates the object based on param_2 flag with SEH frame setup.
0x00ABF4A094CEffect__ScalarDtor_051Scalar deleting destructor for CEffect that deallocates the object if deletion flag is set
0x00ABF51094CEffect__ScalarDtor_052Scalar deleting destructor for CEffect that conditionally deallocates object memory based on param_2 flag with SEH frame setup.
0x00ABF58094CEffect__ScalarDtor_053Destructor for CEffect scalar object that conditionally deallocates memory based on param_2 flag; manages vtable pointers and SEH.
0x00ABF5F094CEffect__ScalarDtor_054Scalar deleting destructor for CEffect that deallocates the object if param_2 flag is set, with stack cookie validation.
0x00ABF66094CEffect__ScalarDtor_055Scalar deleting destructor for CEffect that deallocates the object if delete flag is set.
0x00ABF6D094CEffect__ScalarDtor_056Scalar deleting destructor for CEffect that conditionally deallocates the object if param_2's low bit is set.
0x00ABF74094CEffect__ScalarDtor_057Scalar deleting destructor for CEffect that deallocates the object if param_2's LSB is set, with stack cookie validation.
0x00ABF7B094CEffect__ScalarDtor_058Scalar deleting destructor for CEffect that conditionally deallocates object memory based on deletion flag parameter.
0x00ABF82094CEffect__ScalarDtor_059Scalar deleting destructor for CEffect that deallocates object memory if param_2 flag is set, with stack cookie validation.
0x00ABF89094CEffect__ScalarDtor_060Scalar deleting destructor for CEffect class; calls base destructor and conditionally deallocates object memory.
0x00ABF90094CEffect__ScalarDtor_061Scalar deleting destructor for CEffect that conditionally deallocates the object if deletion flag is set.
0x00ABF97094CEffect__ScalarDtor_062Scalar deleting destructor for CEffect class; handles VTable assignment and conditional memory deallocation with stack guard verification.
0x00ABF9E094CEffect__ScalarDtor_063Scalar deleting destructor for CEffect class; handles cleanup with conditional memory deallocation based on param_2 flag.
0x00ABFA5094CEffect__ScalarDtor_064Scalar deleting destructor for CEffect class; handles virtual destruction and conditional memory deallocation.
0x00ABFAC094CEffect__ScalarDtor_065Scalar deleting destructor for CEffect class; handles vtable setup, stack cookie validation, and conditional memory deallocation.
0x00ABFB3094CEffect__ScalarDtor_066Scalar deleting destructor for CEffect that optionally deallocates the object if param_2 flag is set.
0x00ABFBA094CEffect__ScalarDtor_067Scalar deleting destructor for CEffect class; cleans up object and optionally deallocates memory if flag set.
0x00ABFC1094CEffect__ScalarDtor_068CEffect scalar deleting destructor that conditionally deallocates the object if param_2 flag is set.
0x00ABFC8094CEffect__ScalarDtor_069Scalar deleting destructor for CEffect that optionally deallocates the object based on param_2 flag
0x00ABFCF094CEffect__ScalarDtor_070CEffect scalar destructor that calls base class destructor and optionally deallocates the object if the delete flag is set.
0x00ABFD6094CEffect__ScalarDtor_071Scalar deleting destructor for CEffect that conditionally deallocates object memory based on param_2 flag
0x00AC069033CEffectBase__ScalarDeletingDtorScalar deleting destructor for CEffectBase; sets vftable and conditionally frees object memory if param_2 & 1.
0x00AC06C098CEffectManager__ScalarDeletingDtorDestructor for CEffectManager that clears all effects and recursively deletes internal red-black tree structure before deallocating memory.
0x00AC07D096CEffect__ScalarDeletingDtor_aScalar deleting destructor for CEffect; destroys base resources and deallocates object if flag set.
0x00AC0840116CEffect__ScalarDeletingDtor_bScalar deleting destructor for CEffect that cleans up vertex buffers and base resources, optionally deallocating the object.
0x00AC08C0103CEffect__ScalarDeletingDtor_cDestructor for CEffect class; cleans up nested pointer at offset 0x36 and deallocates the object with stack cookie validation.
0x00AC09B096CEffect__ScalarDeletingDtor_dScalar deleting destructor for CEffect class; calls DestroyBaseResources and conditionally frees memory.
0x00AC0A20398CEffect__InsertEffectToMapsInserts effect nodes into a map container, filtering by effect ID and managing vector allocation for duplicate keys.
0x00AC0BB0298CEffectManager__MoveEffectsToRenderListMoves effect nodes from a map container to a render list, allocating and linking list nodes for each valid effect entry.
0x00AC0CF0270CEffectManager__RemoveEffectFromTreeRemoves an effect from the game's effect tree structure by key lookup, unlinks it from doubly-linked list, and deallocates the node.
0x00AC0E10270CEffectManager__RemoveEffectFromTreeConditionalRemoves effect nodes from a tree structure conditionally, filtering by effect ID and validity state.
0x00AC0F30286CEffectMgr__CreateEffectTypeDCreates effect type D by inserting into map, allocating node, and removing duplicate effects from tree structure.
0x00AC1060372CEffect__InsertEffectToMapNoTreeInserts effect into spatial map, filtering by effect ID (0x431, 0x3ce, 0x401, 0x40f, 0x584, 0x927) and managing vector storage.
0x00AC11E077CEffectManager__FindEffectByIDSearches a std::map for an effect entry by ID and returns pointer to matching effect node or null
0x00AC123095CEffectManager__DeleteEffectNodeDestroys a doubly-linked list of effect nodes, calling destructors and cleanup handlers on each node before freeing memory.
0x00AC12E0508CEffect__CreateEffectByIDCreates and inserts a visual effect into the effect manager by ID, with validation for specific effect IDs and duplicate prevention.
0x00AC1670439CEffect__CreateEffectWithHatRemovalCreates visual effect on actor while removing all hat effects, with position/actor reference setup and effect map insertion.
0x00AC1830373CEffect__InitEffectSystemInitializes global CEffectManager singleton with intrusive linked lists for effect queues and registers all effect types.
0x00AC19B0270CEffectMgr__CreateEffectTypeACreates effect instance from effect template, inserts into effect tree, and removes duplicate effects by ID.
0x00AC1AD0286CEffectMgr__CreateEffectTypeBAllocates and inserts a visual effect into the effect manager's tree structure, deduplicating by effect ID.
0x00AC1C30270CEffectMgr__CreateEffectTypeCRemoves effect nodes from tree if effect type matches; deallocates linked list of removed nodes.
0x00AC1D50216CEffectMgr__FlushAllEffectsFlushes all active effects from CEffectManager by moving them to render list, clearing effect trees, and deallocating effect objects.
0x00AC1E40352CEffectManager__ClearAllClears all effects from CEffectManager by deleting entries from multiple red-black tree containers and moving effects to render list.
0x00AC1FC027CEffectManager__ShutdownSafely deallocates effect manager resources by invoking virtual destructor/cleanup method if initialized.
0x00AC1FE098CEffectManager__LookupEffectByIntKeySearches CEffectManager's effect map for an effect matching the given integer key and returns matching effect node.
0x00AC2050106CEffectManager__FindEffectByIdAndTypeSearches effect map for entry matching param_4 (ID) and param_3 (type), returns effect pointer or 0
0x00AC20C090CEffectManager__LookupEffectByHandleLooks up an effect object by handle ID from a map container, returning the effect pointer or null if invalid.
0x00AC212076239CEffect__RegisterAllEffectTypesCEffect: RegisterAllEffectTypes
0x00AD4AF0255CEffectManager__InsertEffectNodeInserts an effect node into CEffectManager's map container, validating effect state and returning success/failure status.
0x00AD4BF023CEffectManager__HasEffectChecks if an effect exists in the effect manager by looking up its integer key identifier.
0x00AD4C20163CEffect__IsEffectTypePersistentDetermines if an effect type ID should persist in the game world by checking against a hardcoded list of persistent effect IDs.
0x00AD4E60125CEffect__IsEffectTypeSpecialChecks if an effect type ID belongs to the special effects set; returns 1 if ID matches predefined special effect types, 0 otherwise.
0x00AD5080543CEffect__CheckLuaEffectVersionChecks if Lua effect script has required "effect_version" field; falls back to checking "emitterInfo" field.
0x00AD52A072CEffectManager__GetSkillEffectByIDRetrieves skill effect from map using lower_bound; returns effect pointer or default if not found within range.
0x00AD52F0274CEffect__AllocateAndInitFromLuaAllocates and initializes a CEffect object from Lua by constructing resource path string and assigning it to the effect instance.
0x00AD55F0253CEffectMgr__UpdateAndPlaySoundsIterates effect list, removes completed effects, and plays 3D sound effects at their positions.
0x00AD570084CEffectManager__RenderAllEffectsIterates through effect containers and renders all enabled effects by calling CEffect__TryRenderVirtual() on each effect node.
0x00AD5760402CEffect__CallLuaAndStripStringsCalls Lua script functions to process effect info by stripping and re-wrapping Lua string prefixes/suffixes around emitter data.
0x00AD5900643CEffect__LoadLuaEffectDataLoads Lua effect data by calling Lua script functions with emitterInfo, magicfloorInfo, and evilsPawInfo table keys.
0x00AD6510123CEffectOrbit__CalcAngleFromVectorsComputes angle from 2D vector components using normalized dot product and conditional reflection based on vector orientation.
0x00AD6590252CEffect__ComputeScreenAngleComputes screen-space angle between two projected vertices using arccos, returns normalized angle in degrees.
0x00AD6690148CEffect__SetResourcePathFromModeSets effect resource path based on active UI window mode by querying mode handler and assigning path string.
0x00AD6880384CEffect__AppendLuaStringPrefixConstructs string by prepending "_Effect" prefix to input Lua string parameter.
0x00AD6A1063CEffect__FindOrGetPositionFinds actor/effect by ID or returns active mode's cached position; retrieves world coordinates for rendering.
0x00AD6A50161CEffect__GetScreenPositionFromCellConverts cell coordinates to screen position with ground height, using active UI mode or CGameMode calculation.
0x00AD6B70567CEffect__BuildLuaTableKeyConstructs a Lua table key by concatenating effect parameter strings and removing delimiter characters.
0x00AD6DB0384CEffect__StripLuaStringSuffixRemoves "_emitterInfo" suffix from a Lua string by finding and truncating at the suffix position.
0x00AD7260608CEffectEmitter__ConstructorInitializes CEffectEmitter object with vertex buffer defaults and zero-initializes member fields for effect billboards.
0x00AD74C060CEffect__ReleaseResourceHandleReleases a CEffect resource handle by decrementing its reference count and timestamp via CResourceHandle.
0x00AD7510129CEffectBillboard__DestructorDestructs CEffectBillboard object, cleaning up std::string members and decrementing resource handle reference count.
0x00AD75A0150CEffectBillboard__ScalarDeletingDtorDestructor for CEffectBillboard that cleans up std_string members, decrements resource handle refs, and optionally frees allocation.
0x00AD7640101CEffect__ReleaseResourceAtOffset700Releases a resource handle stored at offset 700 in a CEffect object by decrementing its reference count.
0x00AD7AF0395CEffectBillboard__ResetToDefaultsResets CEffectBillboard instance to default state, clearing resource handles and reinitializing all effect parameters.
0x00AD7D00332CEffectBillboard__LoadTextureResourceLoads texture resource for billboard effect, stores handle at offset +700, extracts directory path to offset +0x3f60
0x00AD7F30132CEffectBillboard__LoadTextureByConfigIDLoads billboard texture by resolving config ID to file path and loading the texture resource.
0x00AD86D0120CEffect__RenderSpriteWithTransformRenders multiple sprite transforms for a CEffect by iterating through enabled transform slots and calling C3dActor rendering.
0x00AD8750120CEffect__RenderSpriteIfActiveModeRenders active costume sprites for a 3D actor by iterating through enabled sprite slots and invoking render calls.
0x00AD98D0120CEffect__RenderSpriteWithHeightCheckIterates through attached effects/sprites and renders each one via C3dActor with height validation checks per sprite.
0x00AD995092CEffect__UpdatePositionFromObjectLoopLoops through object position updates based on delta time multiplier; calls UpdatePositionByType repeatedly.
0x00AD99B0789CEffect__InitVertexBufferDefaultsInitializes CEffect vertex buffer with default values: sets up 4 vertex slots, color (0xff000000), texture coordinates, and rendering callback.
0x00AD9CD07CEffectBillboard__SetBaseVtableInitializes vtable pointer for CEffectBillboard to CEffect's scalar deleting destructor at 0x01074c8c
0x00AD9CE036CEffect__ScalarDeletingDtor_700Scalar deleting destructor for CEffect class; sets vftable and conditionally deallocates 700-byte object if flag set.
0x00AD9D10602CEffectBillboard__InitDefaultsInitializes CEffectBillboard struct with default values: color (0x00ff00ff), scale (1.0), vertex data, and transformation matrices.
0x00ADA00093CEffect__InitBillboardQuadVerticesInitializes 4 billboard quad vertices with corner positions (-1,-1), (+1,+1), (-1,-1), (+1,-1) for sprite rendering.
0x00ADA06040CEffect__RenderBillboardParticleWrapperUnpacks particle render parameters from struct and delegates to CEffect__RenderBillboardParticle for rendering.
0x00ADA0901001CEffect__RenderBillboardParticleRenders billboard particles with rotation/scale transforms, computing vertex positions and applying color/texture parameters to effect quads.
0x00ADA4A049CEffect__SetParticleRGBSets particle RGB color values (R/G/B shorts) at fixed offsets; -1 parameter preserves existing color channel.
0x00ADA4E035CEffect__LoadTextureLoads a texture via CTextureManager and stores the result in the effect object's texture field at offset 0x18.
0x00ADA510110CEffect__LoadTextureFromPathLoads texture from file path and stores handle in CEffect object's texture field at offset 0x18.
0x00ADA58016CEffect__SetBoolFlag104Sets boolean flag at offset 0x104 in CEffect instance; likely controls effect visibility or active state.
0x00ADA59022CEffect__AddToRenderQueueWrapper that delegates effect rendering queue addition to CEffectManager's classification and queuing system.
0x00ADA5B094CEffectLuaActor__RecursiveDeleteNodesRecursively deletes tree nodes in CEffectLuaActor by traversing children and deallocating 0x18-byte structures.
0x00ADA670163CEffectSmoke__AllocParticleListInitializes a doubly-linked list node (24 bytes) for particle storage in smoke effect, zeroing node data fields.
0x00ADA72064CEffectLuaActor__DeleteNodeDeletes a dynamically allocated node (0x18 bytes) from a CEffectLuaActor instance at offset +4.
0x00ADA77080CEffectLuaActor__DeleteNodeAndChildrenRecursively deletes a node and its children from effect actor hierarchy, freeing memory conditionally based on node state flag.
0x00ADA7F075CEffectLuaActor__DeleteSingleNode_aDeallocates a single node from a CEffectLuaActor by calling operator_delete on offset+4 with size 0x18.
0x00ADA84075CEffectLuaActor__DeleteSingleNode_bDeallocates a single node from a CEffectLuaActor object by calling operator_delete on offset +4
0x00ADA89065CEffectLuaActor__DestroyChildNodesDestroys all child nodes of a CEffectLuaActor instance by delegating to DeleteNodeAndChildren with stack canary protection.
0x00ADA8E0151CEffectLuaActor__DestroyAllNodesRecursively deletes all child nodes from a CEffectLuaActor's node tree and reinitializes list pointers.
0x00ADAAC088CEffect__AdvanceParticleListIteratorAdvances particle effect iterator, skipping inactive particles and incrementing active particle count.
0x00ADAB2065CEffectLuaActor__ReleaseAndDeleteNodesReleases and deletes effect Lua actor nodes, recursively clears child nodes if not locked, reinitializes list pointers.
0x00ADAB7083CEffectLuaActor__InsertRotationNodeInserts a rotation node into CEffectLuaActor's rotation timeline, updating counter on duplicate parameter insertion.
0x00ADABD049CEffect__ClearAllTreeFlagsIterates through a tree container clearing flag byte at offset 0x14 for each node, then resets element count at offset 0x8.
0x00ADAC1072CEffectLuaActor__InsertPhysicsNodeInserts a physics node into CEffectLuaActor's map if param_2 ID exists and is within valid range bounds.
0x00ADAC6048CEffect__SetAllTreeFlagsActiveIterates tree of unsigned ints, sets flag at offset 0x14 to 1 for each node, then updates tree size/end pointer.
0x00ADAEA064CEffectLuaActor__InsertParticleNodeInserts a particle node into CEffectLuaActor's particle map if not already present or invalid.
0x00ADAEE0276CEffectBillboard__InitFromPoolInitializes a CEffectBillboard object from a pool by setting up vertex buffers and zeroing member fields.
0x00ADB00071CEffectBillboard__Destructor_baseBase destructor for CEffectBillboard that resets vtable and performs stack cookie validation before cleanup.
0x00ADB05096CEffectBillboard__ScalarDeletingDtor_baseScalar deleting destructor for CEffectBillboard; sets vtable, conditionally deallocates object based on param_2.
0x00ADB0C033CEffect__ApplyFadeToActorApplies fade/transparency effect to an actor by retrieving its position and triggering scale fade animation.
0x00ADB0F0120CEffectBillboard__ConstructFromPoolInitializes a CEffectBillboard instance from object pool by zeroing effect-related fields after calling InitDefaults.
0x00ADB170250CEffect__ComputeAnimFrameIndexAdvances animation frame counter with loop/reverse/stop modes; handles frame wraparound based on total frame count.
0x00ADBF5058CEffect__SetResourceHandleSets a resource handle for a CEffect object, managing reference counting and releasing previous resource.
0x00ADBF9058CEffect__LoadResourceByPath_bReplaces effect resource handle by decrementing old reference, loading new resource, storing handle, and incrementing new reference count.
0x00ADBFD0181CEffect__ConstructBaseInitializes CEffect base object by setting vftable pointer and zeroing member fields at offsets 0x33-0x3a and 0x0b.
0x00ADC090110CEffectParticle__DestructorDestructor for CEffectParticle that frees vector buffers and destroys inherited base effect resources.
0x00ADC100131CEffectParticle__ScalarDeletingDtorScalar deleting destructor for CEffectParticle; frees STL vectors, destroys base resources, optionally deallocates object.
0x00ADC190229CEffect__EmitParticlesFromPool_FEmits particle effects in downward cascade pattern from pool, loading alpha_down.tga texture and initializing 10 particles with velocity/scale parameters.
0x00ADC280466CEffect__AllocateParticleAllocates a particle from the particle pool after retrieving a config value, ignoring job-specific logic entirely.
0x00ADC460110CEffectParticle__ReleaseToPool_bReleases two particle pools (at offsets 0xcc-0xd0 and 0xd8-0xdc) back to CParticlePool by iterating and releasing each particle.
0x00ADC4D0411CEffect__InitParticles_AlphaDown_CircleInitializes circular particle effect with alpha fade-down animation using texture "alpha_down.tga" in a loop pattern.
0x00ADC910326CEffect__UpdateParticleSizeAndLifeUpdates particle size and lifetime for two particle arrays, applying decay rates and clamping values to max constraints.
0x00ADCA60495CEffectBillboard__RenderQuad_AnimUVRenders a billboard quad with animated UV coordinates by setting up 4 vertices with interpolated texture coordinates and submitting to render queue.
0x00ADCC50477CEffectBillboard__RenderQuad_RotatedConstructs rotated billboard quad vertices with color/texture data and submits to render queue.
0x00ADCE301025CEffect__RenderCircularParticleRenders circular particle effects by computing 4 vertices with trigonometric positioning and copying vertex/color data to particle structures.
0x00ADD240126CEffect010__ConstructorInitializes CEffect010 instance with base members and sets floating-point property (5.0) at offset 0x33
0x00ADD2C095CEffect010__DestructorDestructor for CEffect010 class; deallocates STL vector buffer and calls base resource cleanup.
0x00ADD320116CEffect010__ScalarDeletingDtorScalar deleting destructor for CEffect010; cleans up vector buffer, base resources, and conditionally deallocates object.
0x00ADD3A0507CEffect__SetTextureByEffectIDSets texture for a CEffect object based on effect ID, handling special cases like makibishi with format strings and texture path loading.
0x00ADD5D063CEffect010__ReleaseToPoolReleases all particle objects from CEffect010's particle pool by iterating through and calling CParticlePool__Release on each.
0x00ADD610237CEffect__EmitParticlesInGridAllocates and emits violet torch particles in a 2D grid pattern around a position, setting RGB/texture/scale properties.
0x00ADD710531CEffect__UpdateParticleList_GroundSnapUpdates particle positions to snap onto ground mesh, applying height offset and rotation transforms to particles in effect list.
0x00ADD930465CEffect__UpdateParticle_GroundSnapUpdates particle position to snap to ground mesh height, applying rotation matrices for proper orientation alignment.
0x00ADDB1095CEffect__RenderBillboardWithTextureIterates through billboard texture array and renders each particle effect with unit scale and no rotation.
0x00ADDB7069CEffect__RenderBillboardWithTexture_bRenders a billboard particle effect by setting texture from effect ID and rendering with default scale/rotation parameters.
0x00ADDBC0151CEffect013__ConstructorInitializes CEffect013 instance by setting vftable, zeroing 48 float/int array elements and 3 additional fields.
0x00ADDC6095CEffect013__DestructorDestructor for CEffect013 class; cleans up STL vector buffer and base effect resources before object destruction.
0x00ADDCC0116CEffect013__ScalarDeletingDtorScalar deleting destructor for CEffect013; cleans up vector buffers, base resources, and conditionally frees object memory
0x00ADDD4063CEffect013__ReleaseToPoolReleases all particles in CEffect013's pool back to the particle pool manager, resetting the pool's end pointer.
0x00ADDD80162CEffect013__SpawnRandomParticlesSpawns a 4x4 grid of cherry circle particles with randomized positions and physics properties for visual effects.
0x00ADDED0922CEffect__ApplyRandomVariationToInstancesIterates effect instances, copies position data, applies random scale/rotation variations based on configured ranges per instance.
0x00ADE310991CEffect__ApplyRandomRotationToParticlesApplies random rotation transformations to effect particles based on velocity and rotation parameters from effect data structure.
0x00ADE6F0121CEffect__RenderBillboardParticleListIterates billboard particle list and renders each particle twice via CEffect__RenderBillboardParticle
0x00ADE77075CEffect__RenderBillboardParticle_simpleRenders 2 billboard particles with default scale and rotation parameters when effect parameter is non-zero.
0x00ADE7C0137CEffect__ConstructWithInitBaseInitializes a CEffect object with base members, sets vftable pointer, and initializes effect state fields to zero with duration 9999.
0x00ADE850141CEffect__Destructor_withVectorDestructor for CEffect that cleans up vector buffer and base resources; calls virtual destructors on member at offset 0x36.
0x00ADE8E0162CEffect__ScalarDeletingDtor_withVectorDestructor for CEffect that cleans up vector buffer, base resources, and conditionally deallocates object memory.
0x00ADE990178CEffect__CreateSubEffectAtActorPosAllocates and initializes a CEffect021 sub-effect, copies position/rotation data, sets actor reference, and calls render setup.
0x00ADEA50219CEffect__EmitParticlesFromPool_GAllocates a particle from pool, initializes ring_blue effect with position/rotation params, adds to effect queue
0x00ADEB3063CEffect__ReleaseToPool_genericReleases all particles in a CEffect's particle pool by iterating and calling CParticlePool__Release on each entry.
0x00ADEB7047CEffect__ReleaseSubEffectD8Releases sub-effect at offset 0xD8 by calling virtual destructor (vfunc+0x14) and cleanup (vfunc+0x70), then nullifies pointer.
0x00ADECB4249CEffect__spawn_child_effect021Creates a child CEffect021 object, sets its actor ref and position from the parent effect, copies position fields, then calls virtual init and start methods.
0x00ADEDD0484CEffect__UpdateParticleList_GroundTrailUpdates particle trail effects by iterating through ground trail particles, applying transformations, decay, and rotation matrices to each particle in the list.
0x00ADEFC0415CEffect__UpdateParticle_GroundTrailUpdates particle effect ground trail by modifying alpha, position, rotation matrix, and lifecycle counters based on frame timing.
0x00ADF160247CEffect__RenderBillboardParticleLoopIterates billboard particle list, initializes rendering state with XOR-obfuscated color/alpha values, then invokes render callback.
0x00ADF270190CEffect__InitBillboardParticleVerticesInitializes vertex data for billboard particles by XORing position/color values with obfuscation constant and writing to buffer offsets.
0x00ADF330182CEffect__ConstructWithAllocConstructs and initializes a CEffect object with allocated memory, setting up doubly-linked list node and default parameters.
0x00ADF3F0103CEffect__Destructor_withAllocDestructor for CEffect that deallocates nested pointer at offset 0x36 and its contained allocation before freeing the object itself.
0x00ADF4A0103CEffect__ScalarDeletingDtor_withAllocDestructor for CEffect that deallocates nested pointer and the effect object itself via operator delete.
0x00ADF560284CEffect__EmitParticlesFromPool_CAllocates and initializes 10 particles from pool with blue color, alpha_down texture, and configurable lifetime/scale parameters.
0x00ADF680522CEffect__InitParticle_Generic_StubStub function with incomplete implementation; calls rand() but doesn't initialize particles or return control flow.
0x00ADF890142CEffect__ReleaseToPoolAndFreeAllocReleases all particle pool objects from two containers and reinitializes a doubly-linked list node in CEffect
0x00ADF9B0282CEffect__ComputeDegreeRotateYTransformComputes Y-axis rotation transform for CEffect, updating rotation angle and clamping progress within frame bounds.
0x00ADFAD01194CSkillEffect__SpawnParticleEffectUpdates particle effect animation state by interpolating elapsed time and applying rotation matrices to active particles in skill effect queue.
0x00AE00C0516CEffect__UpdateParticle_ProjectileUpdates projectile particle position/rotation using time delta, applies Y-axis rotation, and clamps lifetime based on effect state.
0x00AE02D0333CEffect__SetupBillboardParticleMatricesSets up transformation matrices for billboard particles by scaling basis vectors and calls wrapper render function.
0x00AE0420404CEffect__RenderParticleList_SpriteAnimUVRenders animated sprite particles with UV animation by scaling vertex positions and delegating to billboard particle wrapper rendering.
0x00AE05C017CEffect__RenderSpriteProjectedWrapper that delegates sprite rendering with projection to C3dActor, enabling perspective-corrected 2D sprite display.
0x00AE05E0173CEffect_043__ConstructorInitializes CEffect_043 instance by setting vtable pointer and zeroing out 6 consecutive 4-byte member fields (offsets 0x33-0x3e).
0x00AE0690110CEffect_043__DestructorDestructor for CEffect_043 that cleans up STL vector buffers and base effect resources before object destruction.
0x00AE0700131CEffect_043__ScalarDeletingDestructorScalar deleting destructor for CEffect_043; cleans up vector buffers, base resources, and optionally deallocates object.
0x00AE079093CEffect_043__UpdateUpdates offset 0x2ac field for all elements in two container ranges with given param_2 value if not -1
0x00AE07F0114CEffect_043__InitParticlesInitializes two particle arrays by setting RGB values for each particle element in the effect object.
0x00AE0870872CEffect__AllocateAndInitParticleAllocates and initializes bubble particle effects with texture loading, color assignment based on effect type, and physics parameters.
0x00AE0BE0356CEffect__EmitParticlesFromPool_BAllocates and initializes particles from pool with position offsets, texture loading, and RGB color based on skill ID.
0x00AE0D50429CEffect__UpdateParticle_RisingConeInitializes a rising cone particle effect by computing directional vectors and velocity based on angle/rotation parameters.
0x00AE0F00110CEffect_043__ReleaseParticlesReleases two particle object lists by iterating through and calling CParticlePool__Release on each element, resetting end pointers.
0x00AE0FC0291CEffect__ComputeScaleIdentityTransformComputes and applies a scale identity transform matrix to a CEffect object based on animation frame and depth calculations.
0x00AE10F0812CEffect__ComputeScaleAndOrbitMatrixUpdates effect object positions/scales and computes transformation matrices for orbiting effects with decay mechanics.
0x00AE1420412CEffect__UpdateParticle_RotateXY_OrbitUpdates particle rotation in XY plane with orbital motion, applying matrix transformations based on time and angle offsets.
0x00AE15C0238CEffect__SetupNamedParticleInitializes and renders a bubble particle effect with texture based on parameter index and animation frame.
0x00AE16B0363CEffect__RenderNamedBillboardParticleRenders billboard particles for bubble effects, iterating through two particle lists and applying textures with animation frames.
0x00AE182055CEffect_044__RenderParticleRenders a billboard particle effect with identity scale and rotation for effect 044.
0x00AE1860116CEffect_044__ConstructorInitializes CEffect_044 instance with vtable pointer and zeroes three member fields at offsets 0x33-0x35.
0x00AE18E095CEffect_044__DestructorDestructor for CEffect_044 that cleans up STL vector buffer and destroys base effect resources.
0x00AE1940116CEffect_044__ScalarDeletingDestructorScalar deleting destructor for CEffect_044; cleans up vector buffer, destroys base resources, optionally deallocates object.
0x00AE19C052CEffect_044__SetTargetIDIterates through effect target array, setting target ID (param_2) to each element's offset 0x2ac.
0x00AE1A0064CEffect_044__InitParticlesIterates through particle array [0xcc to 0xd0] and applies RGB color to each particle.
0x00AE1A40321CEffect__EmitRandomParticlesAllocates and emits multiple random particles with shock effect texture in a loop pattern.
0x00AE1C8063CEffect_044__ReleaseParticlesReleases all particles in CEffect_044's particle pool by iterating through and calling CParticlePool__Release on each.
0x00AE1CE0625CEffect__UpdateParticleList_RotateY_ScaleUpdates particle list with Y-axis rotation and scaling, managing particle lifetime and position synchronization.
0x00AE1F80565CEffect__ComputeAnimatedTransform_AComputes animated transform for CEffect by updating rotation based on elapsed time and camera angle offset.
0x00AE21C079CEffect_044__RenderParticleRangeRenders multiple billboard particles by iterating through particle array from offset 0xcc to 0xd0 endpoint.
0x00AE221055CEffect_044__RenderBillboardParticleRenders billboard particle effect with identity scale (1.0) and zero rotation/offset parameters.
0x00AE2250448CEffect__ComputeAnimatedTransform_BComputes animated transform matrix for CEffect by applying Y-axis rotation and XY-scale based on game camera offset.
0x00AE2410221CEffect049__ConstructorInitializes CEffect049 instance by setting vftable pointer and zeroing 6 vector3 fields (positions/scales).
0x00AE24F0110CEffect_045__DestructorDestructor for CEffect_045 that cleans up two STL vector buffers and destroys base effect resources.
0x00AE2560131CEffect_045__ScalarDeletingDestructorScalar deleting destructor for CEffect_045; frees STL vectors, destroys base resources, optionally deallocates object
0x00AE25F0677CEffect__LoadHeroTexturesLoads and initializes hero effect textures (011, 001, 021, 002, 031) by allocating aligned buffers and copying TGA file path data.
0x00AE2A7038CEffect__RandomizeWrapperWrapper function that calls rand() to seed or initialize random number generation for game effects.
0x00AE2BF0842CEffect__ComputeVertexPositions_FourPointComputes vertex positions for a 4-point effect using accumulated frame deltas and lookup table interpolation.
0x00AE2F40110CEffect_045__ReleaseParticlesReleases two particle arrays (at offsets 0xfc-0x100 and 0x108-0x10c) by calling CParticlePool__Release on each element.
0x00AE2FB028CEffect__LoadHeroTexturesAndRandomizeLoads hero textures and randomizes two hero instances (likely for character creation preview).
0x00AE2FD0129CEffect_045__InitQuadVerticesInitializes quad vertex data for effect 045, sets up billboard geometry with texture coordinates and scaling parameters.
0x00AE3060170CEffect_045__InitQuadVertices_BInitializes billboard quad vertices for effect objects by iterating through a vertex buffer and configuring geometry and rendering parameters.
0x00AE31201100CEffect__ComputeScaleRotateMatrixComputes and applies scale/rotation transformation matrices to effect objects in a linked list, normalizing rotation angles to 0-360 degree range.
0x00AE3590364CEffect__ComputeScaleRotateZXTransformComputes 3D transformation matrix combining Z and X axis rotations with uniform scaling for effect rendering.
0x00AE3720547CEffect__UpdateOrbitalParticlePositionsUpdates orbital particle effect positions using rotation angles, scaling, and sine/cosine lookups for circular motion around parent object.
0x00AE3950234CEffect__RenderBillboardWithFadeRenders two billboard particle queues with fade effects using alpha interpolation based on particle lifetime ratios.
0x00AE3A4059CEffect_045__RenderParticleRenders a billboard particle effect with identity scale (1.0) when effect ID is non-zero.
0x00AE3A80122CEffect_045__RenderParticle_BRenders billboard particles with normalized age ratio; wraps particle count validation and time-based fade calculation.
0x00AE3B00191CEffect_046__ConstructorInitializes CEffect_046 instance with vtable pointer and default member values (duration 30ms, scale 1.065f).
0x00AE3BC0110CEffect_046__DestructorDestructor for CEffect_046 that releases STL vector buffers and destroys base effect resources via parent class cleanup.
0x00AE3C30131CEffect_046__ScalarDeletingDestructorScalar deleting destructor for CEffect_046 that frees STL vector buffers, destroys base resources, and conditionally deallocates object memory.
0x00AE3CC0248CEffect__EmitParticlesFromPool_EEmits 10 yellow ring particles in a circular pattern with calculated rotation angles and adds them to effect's particle list.
0x00AE3DC0251CEffect__EmitParticlesFromPool_DAllocates and initializes particle pool objects in a grid pattern, configures physics/rendering properties, manages particle vector storage.
0x00AE3EC0110CEffect_046__ReleaseParticlesReleases two particle arrays by iterating through and calling CParticlePool__Release on each particle handle.
0x00AE3F30265CEffect__EmitDoubleParticlesFromPoolAllocates and initializes a grid of particles from pool with computed velocity, setting texture and managing vector storage.
0x00AE4050453CEffect__UpdateAnimationFrameUpdates animation frames for effect objects, computing rotation/scale matrices and managing frame timing across two effect lists.
0x00AE4220193CEffect_046__ApplyRotationAndUpdateStateUpdates effect rotation/animation state with clamped delta values and copies matrix data to effect structure.
0x00AE42F065CEffect_046__UpdateUpdates effect animation state by accumulating velocity into position and syncing parent object orientation each frame.
0x00AE4340546CEffect__ComputeRotationXYAndRenderRenders billboard particles in two passes: computes rotation matrices for XY effects and renders them with computed UV coordinates.
0x00AE4570321CEffect__SetupAndRenderBillboardParticlesSets up particle transformation matrices and renders billboard particles with time-based scaling.
0x00AE46C0179CEffect_046__RenderParticleComputes rotation matrix and renders a billboard particle effect with scaled UV coordinates and alpha blending.
0x00AE47801095CEffect__ComputeRotationXYMatrixComputes combined X/Y rotation matrices for effect positioning using degree-to-radian lookups and matrix multiplication.
0x00AE4BD0205CEffect050__ConstructorInitializes CEffect050 instance with base 0x400 size, zeros 6 fields, and sets 5 fields to value 2
0x00AE4CA095CEffect_047__DestructorDestructor for CEffect_047 that deallocates vector buffer and destroys base effect resources with stack canary checks.
0x00AE4D00116CEffect_047__ScalarDeletingDestructorScalar deleting destructor for CEffect_047; cleans up vector buffer, base resources, optionally deallocates object memory.
0x00AE4D80518CEffect__EmitParticlesFromPool_AEmits hero particle effects in two layers (6 rows x 21 cols each) with texture "hero_005.tga" to particle pool
0x00AE4F90499CEffect__UpdateSphericalParticlePositionsUpdates spherical particle positions using sine/cosine lookup tables and angular interpolation for RO effect rendering.
0x00AE519063CEffect_047__ReleaseParticlesReleases all particles in CEffect_047's particle pool by iterating through particle list and calling CParticlePool__Release on each.
0x00AE5210114CEffect_047__InitQuadVerticesInitializes quad vertex data for effect 047, setting up billboard geometry with 5 vertices and configuring rendering parameters.
0x00AE5290138CEffect_047__InitializeQuadVertexArrayInitializes billboard quad vertex properties for all effects in array, setting type, colors, and UV coordinates.
0x00AE5330787CEffect__UpdateOrientationYUpdates Y-axis rotation matrix for effect objects; applies animation timing and brightness adjustments based on game mode
0x00AE5650721CEffect__UpdateParticle_RotateY_SphericalUVUpdates particle rotation around Y-axis with spherical UV mapping, handles alpha fade cycling and camera-relative orientation.
0x00AE5930180CEffect_047__RenderParticleRenders billboard particles for effect object, iterating particle list and adjusting z-order before wrapper call.
0x00AE59F0138CEffect_047__RenderParticle_BRenders billboard particles for effect 047, initializing particle parameters with normalized time ratios and alpha blending.
0x00AE5A80151CEffect_048__ConstructorInitializes CEffect_048 instance by setting vtable pointer and zeroing 6 effect parameter fields (offsets 0x33-0x3b).
0x00AE5B2095CEffect_048__DestructorDestructor for CEffect_048 that frees STL vector buffers and destroys base effect resources before cleanup.
0x00AE5B80116CEffect_048__ScalarDeletingDestructorScalar deleting destructor for CEffect_048; destroys base resources and frees STL vector buffer, optionally deallocates object.
0x00AE5C00408CEffect__UpdateRotatingParticlePositionsUpdates particle rotation matrix and position using sine/cosine lookup tables for circular motion animation.
0x00AE5DA063CEffect_048__ReleaseParticlesReleases all particles in CEffect_048's particle pool by iterating through stored particle pointers and calling CParticlePool::Release on each.
0x00AE5DE0672CEffect__InitParticles_RingBlue_GridInitializes a grid of blue ring particles with calculated positions and velocities using sine/cosine lookup tables.
0x00AE6080536CEffect__UpdateParticlePositionsUpdates particle direction vectors using trigonometric lookup tables and rotation calculations based on particle type.
0x00AE62B0560CEffect__UpdateParticleList_FadeWithRotYUpdates particle list with fade-out and Y-axis rotation effects, applying alpha blending based on particle lifetime thresholds.
0x00AE64E0461CEffect__ComputeScaleRotateYTransformComputes and applies scale and Y-axis rotation transformations to a CEffect object based on elapsed time and animation parameters.
0x00AE66B0160CEffect_073__RenderParticleIterates particle list and renders each billboard particle with calculated UV coordinates based on particle age ratio.
0x00AE6750118CEffect_073__RenderParticle_BRenders a billboard particle effect with normalized UV coordinates based on frame timing from effect parameter struct.
0x00AE67D0133CEffect_073__ConstructorInitializes CEffect_073 instance with vtable pointer and float parameter (1.0f), zeroing additional fields.
0x00AE686095CEffect_073__DestructorDestructor for CEffect_073 that cleans up STL vector buffers and base effect resources with stack cookie validation.
0x00AE68C0116CEffect_073__ScalarDeletingDestructorScalar deleting destructor for CEffect_073; frees STL vector buffer, destroys base resources, optionally deletes object.
0x00AE694063CEffect_073__ReleaseParticlesReleases all particles in CEffect_073's particle pool by iterating through and calling CParticlePool__Release on each.
0x00AE6980203CEffect__EmitParticlesFromPool_HAllocates particle from pool, configures SquareRange effect with RGB/scale, adds to particle vector queue
0x00AE6A5051CEffect_073__SetParticleColorSets particle color to dark gray (0x5c5c5c) for effect type 0x3df, duration 300ms, with particle count 6.
0x00AE6AD0326CEffect__SetupRenderVertexQuadSets up rendering vertex data for quad effects by copying position/scale data and applying rotation matrix transformations
0x00AE6C20260CEffect__ComputeScaleRotateXTransform2Computes combined scale and X-axis rotation transformation matrix for CEffect, storing result in output transform structure.
0x00AE6D3083CEffect_074__RenderParticleIterates through particle array and renders each non-null billboard particle with unit scale and identity matrix.
0x00AE6D9059CEffect_074__RenderBillboardParticleConditionally renders a billboard particle effect with identity scale (1.0) and no rotation when enabled.
0x00AE6DD0188CEffect_074__ConstructorInitializes CEffect_074 instance with linked list node (0xc bytes) and zeroes 10 triplet fields at offset 0x35.
0x00AE6E90103CEffect_074__DestructorDestructor for CEffect_074 that deallocates nested pointer at offset 0x33 and its referenced data structure.
0x00AE6F30103CEffect_074__ScalarDeletingDestructorDestructor for CEffect_074 that deallocates nested pointer and main object memory with XOR cookie validation.
0x00AE6FE088CEffect_074__RandomizeParam_StubIncomplete/stub function that calls rand() without returning or using result; appears unfinished or corrupted in decompilation.
0x00AE73F094CEffect_074__ReleaseParticlesAndFreeReleases all particles from a doubly-linked list and deallocates the list node at offset 0xcc in CEffect_074.
0x00AE7480597CEffect__UpdateParticleLinkedList_GravityUpdates particle positions with gravity and collision, applying Y-axis rotation and ground height checks for linked list particles.
0x00AE76E0546CEffect__UpdateParticle_GravityBounceUpdates particle physics with gravity and bounce behavior, applying rotation matrix and ground collision detection for vertical velocity damping.
0x00AE791039CEffect__RenderAllLinkedSpritesIterates linked sprite list and renders each sprite with projection transformation via C3dActor.
0x00AE794017CEffect__RenderSpriteProjected_BWrapper that renders a sprite with projection enabled (mode=1) for visual effects in the game world
0x00AE7C7094CEffect__CopyStringElementCopies a string element by duplicating 3 dwords and performing deep copy of STL string at offset +12.
0x00AE7CD0242CEffect__InitBaseMembersInitializes CEffect base members with default values (vftable, ID, rotation, scale, animation frame, color, visibility flags).
0x00AE7DD091CEffect__DestroyStringArrayDestroys a dynamic array of std::string objects by iterating through and calling destructors on each element.
0x00AE7E30175CEffect__DestroyStringVectorDestroys a vector of std::string objects by iterating through elements and deallocating memory.
0x00AE7F0077CEffect__DestroyBaseResourcesDestructor helper that resets CEffect vtable to base class and destroys internal string vector.
0x00AE7F5068CEffect__DestroyStringDestroys a single std::string object, likely a member of CEffect class during cleanup or destruction.
0x00AE7FA019CEffect__CompareEffectIdCompares effect IDs from two CEffect objects by dereferencing offset +4 in each structure.
0x00AE7FC0102CEffect__DestroyStringVectorAndFreeDestructor that destroys a string vector and optionally deallocates the CEffect object itself.
0x00AE8030133CEffect__SetEffectNameAssigns a null-terminated string to a CEffect object's name field, handling null input by using empty string.
0x00AE818036CEffect__TryCreateEffectTypeCAttempts to create a Type C effect; calls CreateEffectTypeC if condition check returns false, returns success status.
0x00AE81B0278CEffect__DestroyAndCleanupRemoves effect entry by ID from dynamic array, shifts remaining elements, and destructs string data within effect struct.
0x00AE836047CEffect__SetSubEffectParamSearches sub-effect array by ID and sets parameter value at offset +4 bytes in matching entry.
0x00AE8390229CEffect__Play3DSoundConditionalIterates through sound effect entries, playing 3D positional audio when conditions are met and UI mode allows.
0x00AE848054CEffect__TryRenderVirtualConditionally renders virtual effect if config enabled or effect flag set and rendering conditions met.
0x00AE84C0187CEffect__CallLuaIsForceRenderEffectSets effect parameter and calls Lua script function to determine if effect should be force-rendered
0x00AE858013CEffect__SetActorRefSets the actor reference pointer at offset 0x20 in the CEffect object instance.
0x00AE859052CEffect__SetPositionFromActorSets CEffect position/coordinates from an actor by copying actor's XYZ coordinates to effect object offsets 0x14-0x1c.
0x00AE85D0292CEffect__Play3DSoundAtPositionPlays 3D sound at entity position; retrieves coordinates, applies audio attenuation based on active UI mode and listener position.
0x00AE8700106CEffect__UpdateDistanceVisibilityCalculates 3D distance from effect to camera position; sets visibility flag if distance exceeds threshold.
0x00AE877093CEffect__DestroyStringElementIterates through array of std::string elements, destructing each one by advancing pointer 0x24 bytes per iteration
0x00AE8820103CEffect__ComputeDistanceToActorComputes 3D Euclidean distance from effect to actor position and returns true if within range threshold
0x00AE889026CEffect__IsActorPositionValidValidates effect actor position by checking if associated actor exists and its position can be resolved.
0x00AE88B010CSkillEffect__IsFrameCompleteChecks if skill effect animation frame playback is complete by comparing current frame against total frame count.
0x00AE88C0209CEffect__ConstructorTypeEConstructs a CEffect object of type E, initializing vftable and zeroing 18 bytes (6 dwords) of effect parameters.
0x00AE89A095CEffect_075__DestructorDestructor for CEffect_075 that cleans up STL vector buffers and releases base effect resources before object destruction.
0x00AE8A00116CEffect_075__ScalarDeletingDestructorScalar deleting destructor for CEffect_075; calls base resource cleanup and conditionally frees object memory.
0x00AE8A8042CEffect__GetRandomIntWrapper calling rand() with no return statement; likely dead code or stub in effect system.
0x00AE8C10911CEffect__UpdateParticleSpreadUpdates particle spread calculations using rotation matrices and velocity offsets for visual effects in game world.
0x00AE8FA063CEffect_075__ReleaseParticlesReleases all particles in CEffect_075's particle pool by iterating through stored pointers and calling CParticlePool__Release on each.
0x00AE8FE0143CEffect__ComputeDirectionAngleComputes direction angle (0-180 degrees) from XZ displacement using lookup table, stores result in param_3.
0x00AE9080164CEffect__UpdateWithSoundUpdates effect state machine; triggers 3D sound playback at frame 0x19 relative to active UI window position.
0x00AE9140961CEffect__InitParticleWithSoundInitializes particle effect with sound playback; updates particle position, lifetime counter, rotation, and plays 3D audio based on effect type.
0x00AE96A01145CEffect__UpdateParticle_RotateY_TrigUpdates particle rotation around Y-axis using trigonometric functions and applies matrix transformation based on active UI window mode.
0x00AE9B20238CEffect__UpdateAndRenderParticles_CIterates particle effect list, updates alpha decay per frame, sets RGB color, and renders billboard particles with fade animation.
0x00AE9C10197CEffect__RenderParticleWithColorRenders a particle effect with RGB color, managing particle lifetime decay and billboard rendering.
0x00AE9CE0668CEffectSmoke__ConstructorInitializes CEffectSmoke object with default particle parameters, allocates "smoke2.bmp" texture, and sets up particle list.
0x00AE9F80125CEffectLuaActor__DestructorDestructor for CEffectLuaActor that cleans up nodes, vector buffers, strings, and base effect resources.
0x00AEA000146CEffectLuaActor__ScalarDeletingDestructorScalar deleting destructor for CEffectLuaActor that cleans up nodes, vectors, strings, and conditionally frees the object.
0x00AEA0A0138CEffectLuaActor__ApplyRandomRotationOffsetApplies random rotation offset to effect actor by interpolating between min/max angle values with fractional accumulation.
0x00AEA130205CEffect__UpdateAndEmitParticles_CUpdates particle emission by calculating spawn count from random values and frame delta, then spawns particles with inherited position data.
0x00AEA20064CEffectLuaActor__ReleaseParticlesIterates through particle pool array and releases each particle, then clears nodes from effect Lua actor.
0x00AEA240134CEffectLuaActor__AllocateParticleAllocates multiple particles from pool, initializes them, and stores in vector for CEffectLuaActor instance
0x00AEA2D0455CEffect__UpdateAndEmitParticlesInitializes a particle instance with randomized position, velocity, and rotation from effect template parameters.
0x00AEA4A0179CEffectLuaActor__UpdateParticlePhysicsUpdates particle physics for all active particles in effect, applying gravity and collision when conditions are met.
0x00AEA580257CEffect__UpdateAndEmitParticles_BUpdates particle emission by calculating particle count from RNG and fractional accumulator, then emits particles and processes active particle list.
0x00AEA690819CEffect__ComputeFullTransformMatrixComputes and updates particle effect transform matrix with position, scale, and alpha blending based on parent effect properties.
0x00AEA9D0111CEffectLuaActor__RenderParticleIterates through particle list and renders each active billboard particle with cached transform data from effect actor state.
0x00AEAA4085CEffectLuaActor__RenderParticle_BRenders billboard particles for Lua-driven effects by extracting particle state from object and delegating to wrapper function.
0x00AEAAA0943CEffect__ComputeFullRotationTransformComputes and applies full 3D rotation transformation to effect object, handling fade in/out and particle RGB scaling based on distance.
0x00AEAE5040CEffect__SetEffectTypeAndRefreshSets effect type at offset 0x55 and triggers refresh and update callbacks if value changed.
0x00AEAE8080CEffect__SetPropertyFromLuaUpdates CEffect property at offset 0x158, propagating value to all linked child effects via callback list.
0x00AEAED047CEffect__UpdateVisibilityByDistanceUpdates effect visibility flags based on distance check and initialization state of the effect object.
0x00AEAF00136CEffect_024__ConstructorInitializes CEffect_024 instance with vtable pointer and sets member variables at offsets 0x33-0x37 to specific values.
0x00AEAF9095CEffect_024__DestructorDestructor for CEffect_024 that cleans up STL vector buffers and calls base resource deallocation with stack canary protection.
0x00AEAFF0116CEffect_024__ScalarDeletingDestructorScalar deleting destructor for CEffect_024 that cleans up STL vector buffers and base resources before deallocating object.
0x00AEB07063CEffect_024__ReleaseParticlesIterates through particle pool array and releases each particle, resetting end pointer to start.
0x00AEB0B042CEffect__MaybeRandomizeParticlesCalls rand() if effect has particles (offset 0xcc > 0), likely seeds RNG for particle behavior.
0x00AEB310279CEffect__ConfigureParticleByIDConfigures particle effect properties (texture, scale, RGB, fog params) based on effect ID lookup table.
0x00AEB440668CEffect__UpdateParticleList_SpiralBounceUpdates particle list with spiral bounce animation by incrementing frame counters and applying rotation matrices to active particles.
0x00AEB6E0605CEffect__UpdateParticle_SpiralBounceUpdates particle physics for spiral bounce effect with rotation matrix transforms and modulo-based animation cycling.
0x00AEB94083CEffect_024__RenderParticleIterates through particle list and renders each non-null billboard particle with default transform and alpha values.
0x00AEB9A059CEffect_024__RenderParticleConditionalConditionally renders a billboard particle effect with identity scale and no rotation if param is non-zero.
0x00AEB9E029CEffect__SetEffectSubtypeSets effect subtype at offset 0x33; triggers virtual method at offset 4 if value changed.
0x00AEBA00310CEffect021__ConstructorHelperInitializes CEffect021 object with vtable pointer, allocates/initializes string buffer (12 bytes), and zeroes member fields.
0x00AEBB4095CEffectStr__DestructorDestructs CEffectStr instance by destroying string member and base effect resources with stack canary validation.
0x00AEBBA0116CEffectStr__ScalarDeletingDestructorScalar deleting destructor for CEffectStr; destructs std::string member, calls base CEffect cleanup, conditionally frees object memory.
0x00AEBC2043CEffect__SetSTRAnimParamsSets string animation parameters (param_2, param_3) at offsets 0x3fe4/0x3fe8 in child object at offset 0xcc
0x00AEBC50600CEffect__ComputeShadowPositionComputes shadow position for effects by applying view matrix transformation and scaling adjustments based on job/doram type.
0x00AEBEC065CEffectStr__UpdateUpdates effect string output parameter with position data from internal effect object or zeroes if null.
0x00AEBF50275CEffect__GetShadowFilenameRetrieves shadow filename for specific effect IDs (0x4cd-0x5d1 range); clears output string and returns empty result.
0x00AEC250478CEffect__GetHatEffectYOffsetCalculates Y-axis offset for hat/headgear visual effects based on item ID and actor job/size parameters
0x00AECB90982CEffect__CreateEffectFromLuaScriptCreates effect objects from Lua script definitions, configuring shrink state/position adjustments and handling skill effect type 2 instantiation.
0x00AED3D0227CEffect__InitByEffectID_DispatchDispatches effect initialization by effect ID with branching logic for different ID ranges and Lua script callbacks.
0x00AEE009293CEffect__calculate_rotation_angle_between_verticesCalculates rotation angle between two 3D vertices by projecting them to screen space via CRenderer__ProjectVertex, computing the angle via acos, and storing it in the effect's actor rotation field.
0x00AEFE1032CEffect__GetShadowTypeByEffectIdRetrieves shadow type for effect ID via jump table lookup; returns masked value for out-of-range IDs.
0x00AF090079CEffect__InitByEffectID_DispatchHandlerDispatches effect initialization by ID via jumptable; handles out-of-range IDs with error string "GetHatEfResName"
0x00AF1150158CEffectBillboard__load_su_grooming_textureLoads the su_grooming billboard texture resource. Also handles GetHatEfResName for headgear effect IDs above 0x989.
0x00AFE0B0600CEffect__UpdateActorEffectWithSoundUpdates actor effect with positional sync, sound playback at intervals, and fade/scale effects on 3D sprites.
0x00AFE31072CEffect__UpdatePositionAndComputeShadowUpdates effect position and conditionally computes shadow based on effect type validation (0x584 check).
0x00AFE35839CEffect__UpdatePositionDefault_StubStub function that calls UpdatePositionByType with zero parameters; likely placeholder or no-op default implementation.
0x00AFE490164CEffect__UpdateAndRenderShadowUpdates shadow effect color based on effect ID, clamps alpha, renders shadow rect, then renders effect sprite if UI mode active.
0x00AFE5A0138CEffect__UpdateActiveModeFadeUpdates effect fade animation value based on active UI mode camera height differential with delta clamping.
0x00AFE63022CEffect__SetSTROffset2B8Sets a 4-byte offset value (0x2B8) in a nested structure, likely an effect parameter or property configuration.
0x00AFE65030CEffect__SetSTRParam3FACSets a string parameter at offset 0x3fac in a child effect object if it exists.
0x00AFE67062CEffect__CheckLuaForceRenderSets force render flag (offset +200) for specific effect IDs or those >= 0x98a after Lua validation check.
0x00AFE710111CEffect__UpdateFrameSets animation frame parameters (position/rotation) on associated model; optionally updates animation state flag and parameter.
0x00AFE78019CEffect__SetSTRParam1CSets a string parameter at offset 0x1c in a child effect object structure via pointer chain at offset 0xcc
0x00AFE7A027CEffect__SetSTRParam3F9CSets a string parameter at offset 0x3f9c to param_2 minus 1, with null pointer check on member at offset 0xcc.
0x00AFE7C026CEffect__SetSTRParam3F98Sets a string parameter at offset 0x3f98 in a CEffect object's child structure if it exists.
0x00AFE7E030CEffect__SetSTRParam3FA4Sets a string parameter at offset 0x3fa4 in a CEffect object's child structure if it exists.
0x00AFE80030CEffect__SetSTRParam3FA8Sets a string parameter at offset 0x3fa8 in a CEffect object's child effect structure if it exists.
0x00AFE82033CEffect__UpdatePositionFromObjectIfSTRConditionally updates an effect's position from a tracked object if the object reference at offset 0xcc is non-null.
0x00AFE85026CEffect__SetSTRParam3FA0Sets a string parameter at offset 0x3fa0 in a CEffect object's child structure, with null-check validation.
0x00AFE8C0151CEffect_049__ConstructorInitializes CEffect_049 instance by clearing 6 DWORD fields at offsets 0x33-0x3b via loop unrolling.
0x00AFE96095CEffect_049__DestructorDestructor for CEffect_049 that cleans up STL vector buffer and destroys base effect resources before deallocation.
0x00AFE9C0116CEffect_049__ScalarDeletingDestructorScalar deleting destructor for CEffect_049; cleans up vector buffers, base resources, and optionally deallocates object.
0x00AFEA40555CEffect__InitParticles_RingBlue_LayeredInitializes layered ring_blue particle effect with 4 layers, configuring scale/alpha per layer based on effect variant parameter.
0x00AFEC70433CEffect__UpdateParticle_FadingConeInitializes cone-shaped particle effect with fade animation by computing directional vectors and position offsets from angle/rotation data.
0x00AFEE3063CEffect_049__ReleaseParticlesReleases all particles in CEffect_049's particle pool by iterating through and calling CParticlePool__Release on each.
0x00AFEE70124CEffect_049__UpdateWithSoundInitializes effect 049 with 400ms duration, plays 3D sound, and spawns two layered blue ring particles.
0x00AFEF00603CEffect__UpdateParticleList_PulsatingConeUpdates particle list with pulsating cone effect: modulates scale/alpha, rotates particles, applies directional forces based on animation frame.
0x00AFF160577CEffect__UpdateParticle_PulsatingConeUpdates particle cone effect with pulsating animation using angle-based scaling and position calculations.
0x00AFF3B0164CEffect_049__RenderParticleRenders billboard particles from a particle effect container by iterating through particle list and applying fade/scale based on lifetime ratio.
0x00AFF460122CEffect_049__RenderParticle_BRenders billboard particles for effect 049 by calculating time ratios and invoking particle wrapper with opacity/scale parameters.
0x00AFF4E0253CEffectRing__ConstructorInitializes CEffectRing object by zeroing out 6 vector3 fields (positions/offsets) and 9 additional uint32 fields.
0x00AFF5E0125CEffect_050__DestructorDestructor for CEffect_050 that deallocates three STL vector buffers and calls base resource cleanup.
0x00AFF660146CEffect_050__ScalarDeletingDestructorScalar deleting destructor for CEffect_050; frees STL vectors, destroys base resources, optionally deallocates object.
0x00AFF700142CEffect__SpawnAnimationParticleAllocates 4 particle objects from pool, initializes particle data, loads pok1.tga texture, and calls rand()
0x00AFF93E35CEffect__set_rotation_from_paramSets the rotation angle of an effect from a parameter value. Simple setter for the effect's rotation property used during skill effect initialization.
0x00AFFAC019CEffect__RandomFloatCalls rand() and returns random value; likely wrapper for generating random floats in effect calculations
0x00AFFEE045CEffect__GetRandomFloatWrapper around rand() that generates a random floating-point value for effect parameters
0x00B00295559CEffectBillboard__compute_quad_verticesComputes 4 quad vertices for a billboard effect. Uses sin/cos lookup tables at 90-degree intervals, applies camera rotation, and positions relative to effect origin. Clamps life to 100.
0x00B004D0481CEffect__CalcRotationMatrixABuilds 3x3 rotation matrix from sin/cos lookup tables for particle effect directional vectors using angle interpolation.
0x00B006C0465CEffect__CalcRotationMatrixBComputes 3D rotation matrix for effect particles using sin/cos lookup tables with angle interpolation.
0x00B008A0157CEffect__ClearAllParticleVectorsClears three particle vectors in CEffect by releasing each pooled particle and resetting end pointers to start.
0x00B00A00674CEffect__ProcessAnimationFrameAdvances animation frame counter and spawns particles for multiple effect types (0xFD, 0x138-0x140, 0x145, 0x459, 0x477-0x478) based on frame timing.
0x00B01230246CEffect__UpdatePokParticleUpdates hit sparkle particle: rotates -5°/frame, fades alpha, loads pok1/pok3 texture, applies gravity to velocity.
0x00B013301504CEffect__UpdateAllParticlesUpdates all particle effects by processing animation frames, updating positions/rotations/alpha for three particle type vectors.
0x00B01910529CEffect__CalcRotationWithAlphaAUpdates particle rotation matrix and alpha channel with time-based fade (ramp-up then decay) for Type A effects.
0x00B01B30529CEffect__CalcRotationWithAlphaBCalculates 3D rotation matrix and alpha blending for Type B particle effects using direction vectors and lifetime-based fade.
0x00B01D5059CEffect__SetDefaultBillboardInitializes default billboard particle rendering with unit scale (1.0) and neutral orientation when effect object is valid.
0x00B01D90354CEffect__RenderAllParticlesIterates three particle vectors (0x108, 0x114, 0x120) and renders billboard particles with alpha fade calculations.
0x00B01F00122CEffect__RenderSingleParticleARenders a single particle billboard with alpha fade based on particle lifetime ratio, delegating to wrapper function.
0x00B01F80122CEffect__RenderSingleParticleBRenders a single particle billboard with alpha fade calculated from particle lifetime ratio and max lifetime.
0x00B02000613CEffect__ApplyCameraRotationToMatrixApplies yaw and pitch rotations from active camera to a 4x3 matrix using precomputed sin/cos lookup tables.
0x00B02270173CEffectSub__ConstructorInitializes CEffectSub instance with 200-byte base allocation, sets vtable, and zeros 6 float3 vectors for effect transformation data.
0x00B02320110CEffectSub__DestructorDestructor for CEffectSub that cleans up two STL vectors and calls parent CEffect base destructor.
0x00B02390131CEffectSub__ScalarDeletingDestructorScalar deleting destructor for CEffectSub; cleans up vector buffers, base resources, and conditionally deallocates object.
0x00B02420114CEffectSub__SetAllParticleColorsApplies RGB color values to all particles in two effect particle vectors (offsets 0xe4/0xf0).
0x00B024A0578CEffectSub__SetAllParticleTexturesApplies texture path to all particles in two effect particle vectors (0xe4, 0xf0) with SSO string handling.
0x00B026F0703CEffect__CreateBlueRingParticlesCreates spiral ring particle effect with 22 particles across 3 elevation rings, blue colored, rotating billboards with ring_blue.tga texture.
0x00B029B0214CEffect__CreateSparkleParticlesCreates 2 sparkle particles (pikapika2.bmp) at 180° intervals with azimuth offsets, alpha=200, scale=9.0, pushes to effect vector.
0x00B02A90401CEffect__CalcRotationMatrixSimpleComputes 3x3 rotation matrix for CEffect with frame-based angular interpolation using sine/cosine lookup tables.
0x00B02C30110CEffectSub__ClearParticleVectorsReleases all particles from two vectors (offsets 0xe4 and 0xf0) and resets their end pointers to start.
0x00B02CA0216CEffect__CreateSparkleAndRingParticlesCreates 2 sparkle particles from pikapika2.bmp at 180° intervals, then adds blue ring effect.
0x00B02DA0184CEffect__UpdateRotationMatrixUpdates particle effect rotation by accumulating angle, converting to Y-axis rotation matrix via CMatrix__SetRotationY, storing result in effect structure.
0x00B02E60629CEffectSub__UpdateAllParticlesUpdates all particles in effect system with rotation, scaling via cosine table, and incremental animation frame counter.
0x00B030E0327CEffectSub__UpdateParticleTransformUpdates particle transform with Y-axis rotation, X-tilt, and pulsating scale based on animation frame counter.
0x00B03230122CEffectSub__RenderSingleParticleRenders a single particle billboard with alpha fade based on particle lifetime progression ratio.
0x00B032B0234CEffectSub__RenderAllParticlesRenders all particles in CEffectSub by iterating billboard and textured quad particle lists from offset 0xe4/0xe8 and 0xf0/0xf4
0x00B033A059CEffectSub__RenderBillboardWrapper that renders a billboard particle effect with identity scale and rotation when condition is met.
0x00B033E0151CEffectLarge__ConstructorInitializes CEffectLarge instance with vtable, zeroes 16 float3 vectors and 3 extra fields (0x3d0 bytes total).
0x00B0348095CEffectLarge__DestructorDestructor for CEffectLarge class; deallocates vector buffer and destroys base effect resources with stack canary protection.
0x00B034E0116CEffectLarge__ScalarDeletingDestructorScalar deleting destructor for CEffectLarge; cleans up vector buffer, base resources, conditionally frees object memory
0x00B0356063CEffectLarge__ClearParticleVectorReleases all particles in CEffectLarge's particle vector by iterating and calling CParticlePool__Release on each entry.
0x00B035A0178CEffect__CreateWhiteLightGridCreates a 4x4 grid of blue-tinted whitelight particles for area-of-effect visual effects in combat displays.
0x00B03700906CEffectLarge__UpdateParticlesWithPathUpdates particle positions along predefined paths using cosine interpolation, applies camera/scale transforms, fades alpha based on height threshold.
0x00B03B30975CEffect__UpdateParticleTransformUpdates particle transform matrix, position, velocity, and alpha blending based on sine table lookups and fade parameters.
0x00B03F00121CEffectLarge__RenderAllParticlesIterates particle vector rendering each non-null particle with 2 billboard quads for glow effect.
0x00B03F8075CEffectLarge__RenderParticlesRenders 2 billboard particles with fixed scale (1.0) and alpha (1.0) if effect handle is valid.
0x00B03FD0151CEffectLargeB__ConstructorInitializes CEffectLargeB instance with vtable pointer, zeroes 0x3d1 bytes, clears 48+ member fields.
0x00B0407095CEffectLargeB__DestructorDestructor for CEffectLargeB class; frees STL vector buffer and destroys base effect resources.
0x00B040D0116CEffectLargeB__ScalarDeletingDestructorScalar deleting destructor for CEffectLargeB; cleans up vector buffer, base resources, and optionally deallocates object.
0x00B0415042CEffectLargeB__ReleaseParticlesIterates through particle array and releases each particle object via CParticlePool__Release until end pointer reached.
0x00B04180162CEffect__CreateFreezingCircleGridCreates a 4x4 grid of freezing_circle particles (type 0xd) for Storm Gust/ice skill visual effects with 0.15 amplitude and 0.55 scale.
0x00B042D0922CEffect__UpdateAllParticlesWithOriginUpdates all particles in effect list by copying origin position (x,y,z) and applying transformations to each particle.
0x00B04710991CEffect__UpdateParticleTransformAltUpdates particle transform with fixed rotation angle (~π) and applies camera distance scaling to particle position/alpha/matrix.
0x00B04AF0121CEffectLargeB__RenderParticlesIterates particle array rendering 2 billboard particles per non-null entry; appears to have hardcoded loop count bug.
0x00B04B7075CEffectLargeB__RenderSingleParticleRenders two billboard particles with identity scale/rotation for large effect B visual representation.
0x00B04BC0150CEffectTypeC__ConstructorInitializes CEffectTypeC instance by setting vftable pointer and zeroing six member variables (offsets 0x33-0x38).
0x00B04C60110CEffectTypeC__DestructorDestructor for CEffectTypeC that frees vector buffers and destroys base effect resources with stack canary validation.
0x00B04CD0131CEffect__ScalarDeletingDestructor_00b04cd0Scalar deleting destructor for CEffect subclass; frees vector buffers, destroys base resources, optionally deallocates object memory.
0x00B04D60150CEffect__InitWhiteParticleGridAllocates and initializes 320 white particle effects (80x4 grid) from white02.bmp texture with alpha 0x28 and scale 1.0
0x00B04F80237CEffect__InitThunderCenterParticlesAllocates 4 thunder center particles with ID-based RGB colors (blue/green/red), scale 3.5, adds to effect particle vector.
0x00B05070323CEffect__UpdateThunderParticleGeometryComputes thunder particle geometry by rotating 3D position vectors using sine/cosine lookup tables based on Euler angles.
0x00B051C0110CEffect__ReleaseAllParticleListsReleases all particles from two vectors back to CParticlePool and clears both lists
0x00B05230255CEffect__InitThunderWithGridParticlesCreates 4 thunder center particles and adds 2 white particle grids; handles color variations by skill ID (0x4ad/4ae/4af).
0x00B0533084CEffect__AnyParticleAliveChecks if any particle in two effect vectors has alpha > 0; returns 1 if alive, 0 if all faded.
0x00B05390689CEffect__UpdateThunderParticlesUpdates thunder effect particle animations: center particles fade/rotate with sine-scaled pulsation, grid particles scale and fade.
0x00B057D0432CEffect__UpdateGridParticleScaleAlphaUpdates grid particle scale via multiplier until cap, then decrements alpha after 500 frames threshold.
0x00B05980472CEffect__UpdateSingleThunderCenterUpdates thunder center particle effect with fade-in/out over 300 frames, rotation, and pulsating sine-wave scale animation.
0x00B05B60161CEffect__RenderAllThunderParticlesRenders thunder/lightning particles from two storage vectors using additive blending with full UV coordinates.
0x00B05C1059CEffect__RenderSingleParticleAdditiveRenders a single particle with additive blending mode using full UV range and opaque alpha.
0x00B05C5059CEffect__RenderSingleParticleAdditive2Renders a single particle with additive blending by calling CEffect__RenderBillboardParticle with identity scale/rotation parameters.
0x00B05C90195CEffectThunder__ConstructorInitializes CEffectThunder instance with vtable, effect ID 0x28A, and zeroes 6 position vectors (offsets 0xCC-0x108) plus 9 additional fields.
0x00B05D60125CEffectThunder__DestructorDestructor for CEffectThunder; releases 3 particle effect vectors and calls base class cleanup.
0x00B05DE0146CEffectThunder__ScalarDeletingDestructorScalar deleting destructor for CEffectThunder; cleans up STL vectors and base resources, optionally deallocates object memory.
0x00B05E80228CEffect__InitMjinParticleAllocates and initializes a magic circle (mjin) particle effect with texture, alpha, and scale based on variant type.
0x00B05F70200CEffect__InitPikapikaSparklesCreates 2 pikapika sparkle particles at 180° intervals around a target, scaling to 46.0 with fade animation.
0x00B06040287CEffect__InitBlueRingParticlesCreates concentric blue ring particles in decreasing angles (55-35°) with 22 particles per row, scaled and rotated progressively.
0x00B06160401CEffect__UpdateRingParticleGeometryUpdates ring particle geometry by computing 3D vertex positions from spherical coordinates using velocity and angle offsets for trail rendering.
0x00B06300157CEffect__ReleaseThreeParticleListsReleases particles from three dynamic arrays back to CParticlePool and resets their end pointers to begin.
0x00B063A0479CEffect__InitMjinSparkleRingParticlesInitializes a complete mjin sparkle ring effect with 2 ground circles, pikapika sparkles, and multi-row blue ring particles.
0x00B065901327CEffect__UpdateMjinSparkleRingParticlesUpdates three particle effect lists (mjin circles, sparkles, blue rings) for magic circle visual by syncing positions and incrementing frame counters.
0x00B06AC0635CEffect__UpdateMjinParticleQuadUpdates mjin particle quad vertices with pulsating scale via sine wave, computing 4 corners at 90-degree intervals.
0x00B06D40588CEffect__UpdateSparkleParticleQuadUpdates sparkle particle quad vertices with rotating angle, pulsating sine-wave scale, and 4 camera-facing corners at 90° intervals.
0x00B06F90587CEffect__UpdateRingParticleWithTransformUpdates ring particle rotation angle and builds camera-facing transform matrix, then computes spherical orbit positions for trail vertices.
0x00B071E0334CEffect__RenderMjinSparkleRingParticlesRenders three particle lists for Mjin effect: circles (render mode 6), sparkles (additive), rings (mode 6 with UV tiling).
0x00B0733069CEffect__RenderSingleMjinParticleRenders a single mjin particle with ground-projected billboard mode and additive blending.
0x00B0738059CEffect__RenderSingleSparkleParticleRenders a single sparkle particle using additive blending with normalized UV coordinates (0,0)-(1,1).
0x00B073C0132CEffect__RenderSingleRingParticleRenders a single blue ring particle by computing UV tiling from particle index and calling billboard particle wrapper.
0x00B07450151CEffectMjin__ConstructorInitializes CEffectMjin instance (0x96D8 bytes) with magic circle particle grid (2560 XYZ triples) zeroed.
0x00B074F095CEffectMjin__DestructorDestructor for CEffectMjin that releases particle vector and invokes base effect resource cleanup.
0x00B07550116CEffectMjin__ScalarDeletingDestructorScalar deleting destructor for CEffectMjin; destroys magic circle effect resources and conditionally frees allocated memory.
0x00B075D0145CEffectMjin__InitParticleGridAllocates and initializes a 160x4 particle grid from pool, setting grid coordinates and type for Mjin effect particles.
0x00B0789040CEffectMjin__InitRandomSeedInitializes random number generator for Mjin effect particle properties; calls rand() once to seed RNG state.
0x00B0794063CEffectMjin__ReleaseParticleListReleases all particles in CEffectMjin's particle list back to CParticlePool and clears the vector.
0x00B079A0725CEffectMjin__UpdateAllParticlesUpdates Mjin effect particles through fall phase (Y-drop until frame 154) then spread phase with spherical velocity and scale decay, cycling texture indices.
0x00B07D30660CEffectMjin__UpdateSingleParticleUpdates a single particle in the Mjin effect with phase logic, trail history shifting, texture cycling, and decay based on particle lifetime counter.
0x00B08070857CEffectMjin__RenderAllParticlesRenders all mjin effect particles by computing rotated quads, applying camera transforms, and texture mapping.
0x00B083D0822CEffectMjin__RenderSingleParticleRenders a single Mjin particle with trail effect by computing rotated quad vertices and applying texture selection with blend mode 5.
0x00B08710613CEffect__RotateQuadByCameraRotates a quad's 4 vertices (12 floats) to face camera using yaw/pitch from active game mode via lookup tables.
0x00B08980151CEffectAlpha__ConstructorInitializes CEffectAlpha object (effect ID 0x19A) with vtable and zeroes 3 position vectors (offsets 0xCC-0xEC).
0x00B08A2095CEffectAlpha__DestructorDestructor for CEffectAlpha; releases particle vector buffer and calls base effect resource cleanup.
0x00B08A80116CEffectAlpha__ScalarDeletingDestructorScalar deleting destructor for CEffectAlpha; cleans up STL vector buffer, base effect resources, and conditionally deallocates 0xF0-byte object.
0x00B08B00248CEffectAlpha__InitParticlesAllocates and initializes 147 alpha center billboard particles (21x7 grid) with camera-relative rotation and texture.
0x00B08C00608CEffectAlpha__UpdateParticleUpdates particle trail data by computing spherical orbit positions and storing coordinates for rendering with 7-color gradient rows.
0x00B08E8063CEffectAlpha__ReleaseParticleListReleases all particles from the particle list vector back to the CParticlePool and clears the list.
0x00B08EC0255CSkillEffect__InitAlphaCenterParticleGridCreates 7x21 grid of alpha_center.tga particles with camera-relative rotation, 300-frame duration for skill effect.
0x00B08FD0864CSkillEffect__UpdateRotatingColoredParticlesUpdates rotating colored particle effects with 7-color cycling, camera-relative Y-axis rotation, and velocity trail management for skill animations.
0x00B09350791CSkillEffect__UpdateParticleWithRotationUpdates particle effect rotation and position based on camera angle and animation frame index for skill visual effects.
0x00B09690164CSkillEffect__RenderParticleFrameInterpRenders particles with frame interpolation by iterating particle list and calculating UV coordinates for each frame.
0x00B09740122CSkillEffect__RenderSingleBillboardRenders a single billboard particle effect by calculating animation frame interpolation and delegating to wrapper function.
0x00B097C0151CSkillEffectB__ConstructorInitializes CSkillEffectB instance with 800ms duration, sets vtable, zeros three position vectors and two additional vectors.
0x00B0986095CSkillEffectB__DestructorDestructor for CSkillEffectB that deallocates vector buffer and destroys base effect resources with stack canary protection.
0x00B098C0116CSkillEffectB__ScalarDeletingDestructorScalar deleting destructor for CSkillEffectB; destroys vector buffer, base resources, and conditionally frees 0xF0-byte object
0x00B09B10573CSkillEffect__UpdateParticleOrbitUpdates particle orbital motion by computing rotated positions around a center using angle lookup tables and radius scaling factors.
0x00B09D5063CSkillEffect_E4__ReleaseParticlesIterates through particle pool range [0xe4, 0xe8) and releases each particle, then resets end pointer to start.
0x00B09DC0676CSkillEffect__UpdateParticleOrbitWithDecayUpdates particle orbit position with decay/attenuation using angle lookup tables and radius scaling over time.
0x00B0A070691CSkillEffect__UpdateParticleListOrbitUpdates orbital particle positions around a center point using trigonometric interpolation and time-based rotation calculations.
0x00B0A350189CSkillEffect__RenderSingleParticleColoredBillboardRenders a colored billboard particle with scale-dependent RGB values (red channel 10 or 100) and mode selection.
0x00B0A410234CSkillEffect__RenderParticleListIterates particle effect actors, sets RGB color based on alpha value, renders billboard particles with calculated frame progression.
0x00B0A500253CSkillEffect__Constructor_TypeAInitializes CSkillEffect object with vtable, zeroes fields 0x33-0x46, sets up SEH frame
0x00B0A600110CSkillEffect_65A4__DestructorDestructor for CSkillEffect_65A4 that frees STL vector buffers and destroys base effect resources.
0x00B0A670131CSkillEffect_65A4__ScalarDeletingDestructorScalar deleting destructor for CSkillEffect_65A4; frees vectors and base resources, optionally deletes object.
0x00B0A700250CSkillEffect_65A4__GetRandomValueCalls rand() to generate a random number, likely for skill effect initialization or randomization.
0x00B0A800289CSkillEffect_65A4__InitRandom_bGenerates and returns a random value for skill effect initialization; wrapper around rand() call.
0x00B0A930110CSkillEffect_104__ReleaseParticles_2vecReleases two vectors of particle pool objects by iterating and calling CParticlePool__Release on each element.
0x00B0A9A038CSkillEffect__GetRandomSeedCalls rand() to seed or initialize random number generation for skill effects, likely part of effect initialization.
0x00B0ABC01419CEffect3D__UpdateOrbitingSubEffectsUpdates orbiting sub-effects by applying rotation matrices and spiral animation with angle increments, alpha ramping, and scale transitions.
0x00B0B1A0638CEffect__UpdateParticle_RotateZ_FadingTrailUpdates particle rotation on Z-axis with fading trail effect, managing particle lifetime and applying gravity/velocity decay.
0x00B0B420650CEffect__UpdateParticle_SpiralExpandBUpdates spiral particle effect expansion animation with rotation, scale, and alpha transitions over time frames.
0x00B0B6B0230CSkillEffect__RenderEffectActorListRenders two actor effect lists: billboard particles for one list, timed billboard particles with alpha fade for another.
0x00B0B860419CSkillEffect__CalcRotatedPositionCalculates and stores rotated 3D skill effect positions using sin/cos lookup tables with angle offsets.
0x00B0BA10136CSkillEffect__Constructor_TypeBInitializes CSkillEffect TypeB instance with vtable pointer and zeros fields at offsets 0x33-0x37
0x00B0BAA095CSkillEffect_663C__DestructorDestructor for CSkillEffect_663C class; frees STL vector buffer and destroys base effect resources with stack canary protection.
0x00B0BB00116CSkillEffect_663C__ScalarDeletingDestructorScalar deleting destructor for CSkillEffect_663C; cleans up vector buffer, destroys base resources, conditionally deallocates object.
0x00B0BB8063CSkillEffect_D4__ReleaseParticlesReleases all particles in a skill effect's particle pool by iterating through and calling CParticlePool__Release on each entry.
0x00B0BBC0206CSkillEffect_663C__InitParticles_4xAllocates and initializes 4 particles with magenta color (RGB 255,200,255) for a skill effect, configuring scale, rotation and animation parameters.
0x00B0BCA0844CEffect3D__UpdateRotatingSubEffectsUpdates rotating sub-effects array by syncing parent position, rotating first sub-effect by speed*constant, and fading alpha for remaining sub-effects with camera matrix transforms.
0x00B0BFF0750CSkillEffect__UpdateParticleWithMatrixUpdates particle effect rotation/animation state using transformation matrix; applies sin/cos lookup table animation based on elapsed time
0x00B0C2E083CSkillEffect_D4__UpdateParticles_SimpleIterates through particle list [0xd4..0xd8] rendering billboard particles with unit scale/alpha.
0x00B0C380199CSkillEffect_66E4__ConstructorInitializes CSkillEffect_66E4 object by setting vftable pointer and zeroing members at offsets 0x33-0x40.
0x00B0C45095CSkillEffect_66E4__DestructorDestructor for CSkillEffect_66E4 that frees STL vector buffer and destroys base effect resources.
0x00B0C4B0116CSkillEffect_66E4__ScalarDeletingDestructorScalar deleting destructor for CSkillEffect_66E4; cleans up vector buffer, destroys effect resources, optionally frees object memory.
0x00B0C53063CSkillEffect_F8__ReleaseParticlesReleases all particles in a skill effect's particle pool by iterating through and calling CParticlePool__Release on each.
0x00B0C57039CSkillEffect_66E4__GetRandomValueWrapper that calls rand() and returns a random value for skill effect initialization or parameter generation.
0x00B0C6F093CSkillEffect__UpdateParticleColorBySkillIdUpdates particle effects' RGB color and properties based on skill ID (0x3da/1000), adjusting brightness/intensity values.
0x00B0C760726CEffect__UpdateParticleList_SpiralExpandUpdates particle positions in spiral expansion effect using angle/radius calculations and alpha fade timing.
0x00B0CA40656CEffect__UpdateParticle_SpiralExpandAUpdates spiral expansion particle effect with rotating angle, scaling radius, and alpha fade animation over time.
0x00B0CCD0160CSkillEffect_F8__UpdateParticles_FrameUVUpdates UV frame coordinates for skill effect particles, calculating animation frame progression based on particle count and global frame duration.
0x00B0CDF0425CSkillEffect__CalcRotatedPosition_BComputes 2D rotated position for skill effects using precomputed sin/cos tables with XOR-obfuscated Y offset.
0x00B0CFA0151CSkillEffect__ConstructorInitializes CSkillEffect object with vtable pointer and zeroes 6 vectors (positions/orientations).
0x00B0D04095CEffectRing__DestructorDestructor for CEffectRing; deallocates particle vector and releases base effect resources via vtable cleanup.
0x00B0D0A0116CEffectRing__ScalarDeletingDestructorDestructor for CEffectRing that cleans up STL vector buffer, base effect resources, and conditionally deallocates the object.
0x00B0D120538CEffectRing__InitRingParticlesAllocates and initializes 84 ring particles with effect-specific colors, scaling, and rotation based on effect ID.
0x00B0D340251CEffectRing__InitByEffectIDInitializes dual-layer ring particle effects based on effect ID, selecting textures (blue/red/yellow/white/black) and animation parameters.
0x00B0D44063CEffectRing__ReleaseParticleListReleases all particles from CEffectRing's particle list vector, resetting end pointer to begin pointer.
0x00B0D480475CEffectRing__InitWithSoundInitializes ring effect with 3D sound and particle textures based on spell ID, sets effect duration in frames.
0x00B0D6C0162CEffectRing__SetColorByEffectIDMaps effect IDs to particle RGB colors for visual effects (yellow/red/blue/gray/green based on effect type).
0x00B0D770248CEffectRing__SetupParticleByEffectIDInitializes ring particle visual properties (scale, rotation, alpha) based on effect ID for RO skill/status animations.
0x00B0D880682CSkillEffect__UpdateSpiralParticleUpdates spiral particle effect with oscillating radius, alpha fade, and orbital motion using sin/cos lookup tables.
0x00B0DB30585CEffect__UpdateParticle_ExpandingConeUpdates particle cone expansion parameters including rotation angles, scale factors, and directional vectors for expanding cone effects.
0x00B0DD80191CEffectRing__RenderAllParticlesRenders ring effect particles as billboard strips with UV tiling; applies dark effect render mode (6) for specific effect IDs (0x1C6, 0x33A).
0x00B0DE40151CEffectRing__RenderSingleParticleRenders single ring particle with UV tiling, sets render mode 6 for dark effects (0x1C6, 0x33A).
0x00B0DEE0116CEffectSphere__ConstructorInitializes CEffectSphere object with vtable, sets particle vector at offset 0xCC to empty state.
0x00B0DF6095CEffectSphere__DestructorDestructor for CEffectSphere class; releases vertex buffer and calls base class destructor with stack canary protection.
0x00B0DFC0116CEffectSphere__ScalarDeletingDestructorDestructor for CEffectSphere that cleans up vertex buffers, base resources, and optionally deallocates the object.
0x00B0E04063CEffectSphere__ReleaseParticleListIterates through particle vector [0xCC, 0xD0), returns each to CParticlePool, resets end pointer to start.
0x00B0E080171CEffectSphere__InitParticlesInitializes 50 sphere particles for skill effect 0x3EA, setting duration to 300 frames and loading model/texture resources.
0x00B0E1F0251CSkillEffect__InitSkill0x3EAInitializes skill effect 0x3EA with 300ms duration and loads associated resource handles.
0x00B0E300336CSkillEffect__UpdateActorListPositionsUpdates positions of actors in skill effect list by copying base coordinates, decrementing timer, applying rotation/scale transforms via matrix.
0x00B0E56045CEffect__RenderAll3DEffectsIterates through 3D particle/effect vector at offset 0xCC-0xD0, rendering each non-null entry with sprite projection.
0x00B0E59027CEffect__RenderParticleWithProjectionRenders a single 3D particle using sprite projection if particle pointer is valid.
0x00B0E5B0126CEffectLaser__ConstructorInitializes CEffectLaser instance with vtable, sets active flag, zeros particle vector and related fields.
0x00B0E63095CEffectLaser__DestructorDestructor for CEffectLaser; frees vertex buffer and calls base class cleanup
0x00B0E690116CEffectLaser__ScalarDeletingDestructorScalar deleting destructor for CEffectLaser; cleans vertex data, destroys base resources, optionally frees memory.
0x00B0E71063CEffectLaser__ReleaseParticleListIterates through particle list vector [0xD0-0xD4] and releases each particle via CParticlePool, then resets end pointer.
0x00B0E750111CSkillEffect_D4__InitParticles_4x_Type1Creates 4 particle effect instances with type-1 configuration and queues them for batch spawning or direct rendering.
0x00B0E8F0531CEffect__UpdateParticleList_PhysicsBounceUpdates particle physics with gravity/velocity calculations, handles bouncing particles with matrix transformations for 3D positioning.
0x00B0EC40770CEffect__UpdateParticle_PhysicsBounceUpdates particle physics simulation with velocity/acceleration integration, bounce damping, and matrix transformation for effect rendering.
0x00B0EF5056CEffectLaser__RenderAllConditionalIterates laser particle vector, renders visible segments using 3D sprite projection with additive blending based on visibility threshold.
0x00B0EF9040CEffectLaser__RenderSingleConditionalRenders a laser particle effect if its segment index is below the visible segment threshold stored at offset 0xCC.
0x00B0EFC0151CEffectFirewall__ConstructorInitializes CEffectFirewall object with vtable pointer, effect ID 0x198, and zeroes position vectors at offsets 0xCC-0xEC.
0x00B0F06095CEffectFirewall__DestructorDestructor for CEffectFirewall; releases particle vector buffer and calls base effect resource cleanup.
0x00B0F0C0116CEffectFirewall__ScalarDeletingDestructorDestructor for CEffectFirewall that cleans up STL vector buffers, base effect resources, and optionally deallocates the object (0xF0 bytes).
0x00B0F140458CEffect__InitParticle_RandStubStub function that calls rand() for particle initialization randomization in CEffect class.
0x00B0F51063CSkillEffect_E4__ReleaseParticles_bReleases all particles in a skill effect's particle pool by iterating through and calling CParticlePool__Release on each particle pointer.
0x00B0F55050CSkillEffect_E4_b__InitRandomCalls rand() to generate a random number, likely for skill effect parameter initialization or variation.
0x00B0F7C0718CEffect__UpdateParticleList_HelixFadeUpdates particle helix fade animation by computing spiral trajectory with rotation, scaling, and alpha blending based on frame counter.
0x00B0FA90634CEffect__UpdateParticle_HelixFadeAUpdates helix fade particle animation by computing rotational positions, scaling, and alpha fade based on frame index and time deltas.
0x00B0FD10173CSkillEffect_E4__UpdateParticles_FrameUV_GuardedIterates skill effect particles, calculates frame UV coordinates based on particle frame count, renders billboards.
0x00B0FDC0131CEffectFirewall__RenderSingleStripParticleRenders a single firewall particle strip with UV coordinates and alpha blending, delegating to billboard particle wrapper.
0x00B0FE50151CEffectFloorHit__ConstructorInitializes CEffectFloorHit object with vtable pointer and zeros out 6 position/vector fields (18 DWORDs total).
0x00B0FEF095CEffectFloorHit__DestructorDestructor for CEffectFloorHit; releases particle vector and calls base effect resource cleanup.
0x00B0FF50116CEffectFloorHit__ScalarDeletingDestructorScalar deleting destructor for CEffectFloorHit; cleans up vector buffers, base effect resources, and deallocates object if delete flag set.
0x00B103B063CSkillEffect_E4__ReleaseParticles_cReleases all particles in a skill effect's particle pool by iterating through and clearing each particle reference.
0x00B103F052CSkillEffect_E4_c__GetRandomValueCalls rand() to generate a random number, likely for skill effect E4 initialization or variation in RO client
0x00B1060068CSkillEffect__UpdateParticleListPositionsSyncs particle world positions to parent skill effect position and increments frame counter for each particle in active list.
0x00B10650655CEffect__UpdateParticle_RotateY_SphericalBUpdates particle rotation around Y-axis with spherical billboard effect, applies time-based animation and matrix transformation
0x00B108E0164CSkillEffect_E4__UpdateParticles_FrameUVIterates particle list updating UV frame coordinates for skill effect billboards using animation duration.
0x00B10A10116CSkillEffect_6AAC__ConstructorInitializes CSkillEffect_6AAC instance with vtable pointer and zeroes three member fields at offsets 0x33-0x35.
0x00B10A9095CSkillEffect_6AAC__DestructorDestructor for CSkillEffect_6AAC that frees vertex buffer and destroys base rendering resources
0x00B10AF0116CSkillEffect_6AAC__ScalarDeletingDestructorDestructor for CSkillEffect_6AAC that cleans up vertex buffers, destroys base resources, and optionally deallocates object memory.
0x00B10B7063CSkillEffect_CC__ReleaseParticlesIterates through particle pool pointers in CSkillEffect, releases each via CParticlePool__Release, then resets end pointer to start.
0x00B10BB01526CEffect3D__InitBySkillIdInitializes 3D skill effect by skill ID, loads textures/resources, configures scale/rotation/render flags.
0x00B113301430CEffect3D__ConfigureSubEffectBySkillIdApplies skill-specific visual configurations (texture, scale, rotation, render mode) to an existing sub-effect object.
0x00B11A80304CSkillEffect__ShouldTerminateDetermines if a skill effect should terminate based on skill ID, checking frame completion, actor validity, and effect parameters.
0x00B11CB0818CSkillEffect__UpdateEffectPositionBySkillIdUpdates visual effect Y-position based on skill ID, handling height offsets for player/entity rendering.
0x00B1212050CSkillEffect_CC__UpdateParticles_RenderIterates particle container and renders sprites with projection for active skill effect particles.
0x00B12160157CSkillEffect_77DC__ConstructorInitializes CSkillEffect_77DC object by zeroing 12 DWORDs (offset 0x33-0x42) and setting vftable pointer.
0x00B1220095CSkillEffect_77DC__DestructorDestructor for CSkillEffect_77DC class; frees STL vector buffer and destroys base effect resources.
0x00B12260116CSkillEffect_77DC__ScalarDeletingDestructorScalar deleting destructor for CSkillEffect_77DC that cleans up vector buffers, base resources, and conditionally deallocates the object.
0x00B122E0195CSkillEffect__UpdateStarTextureUpdates star effect texture by incrementing star level (1-6) every 14 frames and loading corresponding star%02d.bmp
0x00B123B063CSkillEffect_100__ReleaseParticlesReleases all particles in a skill effect's particle pool by iterating through the particle list and calling CParticlePool::Release on each.
0x00B123F0142CSkillEffect_100__InitParticles_4x65Initializes a 4x65 grid of particles for skill effect, allocating and configuring each particle's position and properties.
0x00B1265068CSkillEffect_100__UpdateParticlePositionsUpdates particle positions from skill effect source, increments animation frame counter for each particle in effect list.
0x00B126A0853CEffect__UpdateParticle_StarBmpAnimUpdates particle animation frame by cycling through star bitmap textures (star01-star06) and managing particle lifetime/alpha.
0x00B12A2083CSkillEffect_100__UpdateParticles_SimpleIterates through particle list and renders billboard particles for skill effect, checking validity before rendering.
0x00B12DA0116CSkillEffect_7888__ConstructorInitializes CSkillEffect_7888 instance with vftable pointer and zeroes three consecutive member fields at offsets 0x33-0x35.
0x00B12E2095CSkillEffect_7888__DestructorDestructor for CSkillEffect_7888 class; cleans up vector buffer and base effect resources before object destruction.
0x00B12E80116CEffectIce__scalar_dtorScalar deleting destructor for CEffectIce; destroys base resources, frees STL vector buffer, optionally deallocates object memory.
0x00B12F0063CEffectIce__ReleaseAllParticlesReleases all particles in CEffectIce by iterating vector [+0xCC, +0xD0) and calling CParticlePool::Release on each.
0x00B12F40147CEffectIce__CreateIceParticlesAllocates and initializes 2 ice effect particles from pool with ice.tga texture and alpha 0xFA if config 0xe5 disabled.
0x00B13130336CEffectIce__InitParticleInitializes ice particle effect by loading texture and setting particle count to 250 (0xfa).
0x00B13290615CEffectIce__UpdateAllParticlesUpdates ice effect particles by transforming local coordinates to world space via matrix multiplication and adjusting alpha transparency over time.
0x00B13500539CEffectIce__UpdateSingleParticleUpdates a single ice particle's position using matrix transformation with velocity and acceleration calculations.
0x00B1372083CEffectIce__RenderAllParticlesIterates through ice effect particle list and renders non-null billboard particles with full opacity and scale.
0x00B1378059CEffectIce__RenderSingleParticleRenders a single ice particle as a billboard with full opacity and scale if particle index is valid.
0x00B137C085CEffectIce__UpdateParticleAlphaUpdates ice effect particle alpha value by calculating decay based on elapsed time, clamping result to [0, 254] range.
0x00B13820173CEffectStorm__ctorInitializes CEffectStorm object with vtable setup and zeroes three vec3 groups plus additional float fields for storm effect state.
0x00B138D0110CEffectStorm__dtorDestructor for CEffectStorm class; deallocates STL vector buffers and destroys base effect resources with stack guard validation.
0x00B13940131CEffectStorm__scalar_dtorDestructor for CEffectStorm class that cleans up vector buffers, base effect resources, and optionally deallocates the object.
0x00B139D0120CEffectStorm__CreateStormParticlesAllocates 10 storm particles with storm2.tga texture, initializing height offset to 40.0f and alpha to 0.
0x00B13BA0188CEffectStorm__CreateCloudParticlesAllocates and initializes 84 cloud particles (4 layers × 21 particles) for storm weather effects using cloud11.tga texture.
0x00B13DB0842CEffectStorm__UpdateCloudVerticesUpdates cloud particle vertices for storm effect with wind animation and noise sampling from lookup tables.
0x00B14100110CEffectStorm__ReleaseAllParticlesReleases all particles from two particle arrays in CEffectStorm by calling CParticlePool__Release on each element.
0x00B14170170CEffectStorm__InitByEffectTypeInitializes storm effect particles and update frequency based on effect type ID (water/storm/cloud variants).
0x00B14310276CEffectStorm__SetColorByTypeSets particle RGB color for storm effects based on weather type ID (0x1B3-0x4C7), with conditional red tinting for type 0x1D0.
0x00B14450922CEffectStorm__UpdateAllParticlesUpdates storm effect particle positions, rotations, and animation frames based on effect type and elapsed time.
0x00B148B0111CEffectStorm__UpdateActorRotationUpdates actor rotation angle based on effect type (0x1b3, 0x1cb, 0x4c7) with frame count constraints and global offset application.
0x00B14920276CEffectStorm__UpdateStormAlphaUpdates storm effect alpha transparency based on distance threshold (0xe8), clamping value between 0 and stored alpha at offset 0x44.
0x00B14A40609CEffectStorm__UpdateCloudParticleUpdates cloud particle position/rotation based on animation frame, applying sine/cosine transforms for storm effect visual rendering.
0x00B14CB0426CEffectStorm__RenderAllParticlesRenders storm effect particles by processing effect lists, applying blend modes based on packet type (0x1cb-0x1d1), and rendering billboard particles with opacity calculations.
0x00B14E70234CEffectStorm__RenderStormParticleRenders storm effect particles by setting blend mode based on effect ID and conditionally scaling particle size for ID 0x1D0.
0x00B14F70122CEffectStorm__RenderCloudParticleRenders billboard particles for storm cloud effects with alpha fade based on particle count and a global divisor.
0x00B14FF0206CEffectOrbit__ctorInitializes CEffectOrbit object with vtable, sets particleCount=1 and blendMode=4, zeros other fields.
0x00B150C095CEffectOrbit__dtorDestructor for CEffectOrbit class; deallocates vector buffer and base effect resources with stack protection.
0x00B15120116CEffectOrbit__scalar_dtorDestructor for CEffectOrbit class that cleans up STL vector buffer and base effect resources, optionally deallocates instance.
0x00B151A063CEffectOrbit__ReleaseAllParticlesIterates through particle pool pointers and releases each one, then resets the end pointer to match the start pointer.
0x00B151E044CEffectOrbit__CalcAngleOffsetCalculates angle offset for orbit effect; returns scaled angle based on effect ID 0x3d5 and divisor from object state.
0x00B152101440CEffectOrbit__InitByEffectTypeInitializes CEffectOrbit particles by effect type ID, allocating and configuring orb instances with textures and trajectories.
0x00B157E0175CEffectOrbit__InitGreenOrbInitializes green orbital particle effect with trajectory, RGB color (135,255,135), and position/rotation parameters.
0x00B15890163CEffectOrbit__InitWhiteOrbInitializes white orbital particle effect with 300ms duration, white RGB, and trajectory calculations for positioning.
0x00B1594098CEffectOrbit__InitElementalOrbInitializes elemental orb effect parameters including rotation speed, scale, alpha, and position offset from parent.
0x00B159B0292CEffectOrbit__InitColoredOrbInitializes an orbiting particle effect with element-based coloring (red/orange/green/white/blue) and trajectory calculation.
0x00B15AE0158CEffectOrbit__InitCoinOrbInitializes a coin/orb particle effect with position, size, color (white), and texture parameters.
0x00B15B80202CEffectOrbit__InitSpiritOrbInitializes spirit orb particle effect with magenta color, texture loading, and position offset calculation from global coordinate.
0x00B15C50155CEffectOrbit__InitGoldCoinOrbInitializes a gold coin orbital effect with texture, RGB color (255,200,0), and orbital parameters from source entity position.
0x00B15CF0146CEffectOrbit__InitGenericOrbInitializes a generic orb particle effect with magenta color, scale, and position parameters from source effect object.
0x00B15E101287CEffect__InitByEffectIDInitializes visual effect particles by effect ID with textures, colors, scale, RGB values, and orbital trajectories for Ragnarok Online.
0x00B163501081CEffectOrbit__UpdateAllParticlesUpdates orbiting particle positions using sin/cos trajectories, handles alpha fade-out, and builds billboard transform matrices for effect rendering.
0x00B16790943CEffectOrbit__UpdateSingleParticleUpdates orbital particle position/rotation based on elapsed time and particle type flags; applies rotation decay and position interpolation.
0x00B16B4083CEffectOrbit__RenderParticleListIterates through particle list [0xf8..0xfc) and renders non-null billboard particles with default opacity/scale.
0x00B16BA059CEffectOrbit__RenderSingleParticleRenders a single billboard particle for orbit effects when param is non-zero; passes unit scale and opacity values.
0x00B16BE0254CEffectOrbit__CalcTrajectoryCalculates orbit trajectory by computing angle via atan2, distance via sqrt, and determining orbit step count based on speed.
0x00B16CE087CEffectOrbit__UpdateActorRotationUpdates actor rotation for effect orbit when actor is in specific state (0x3d5) with zero velocity/acceleration components.
0x00B16D4086CEffectOrbit__SetParticleCountSets particle count for orbit effects based on effect ID; handles special case 0x3DD by reading from position data
0x00B16DA0151CEffectProjectile__ctorInitializes CEffectProjectile object by setting vtable, zeroing two vec3 groups (6 floats) and three additional float fields.
0x00B16E4095CEffectProjectile__dtorDestructor for CEffectProjectile that cleans up STL vector buffer and parent class resources before object destruction.
0x00B16EA0116CEffectProjectile__scalar_dtorDestructor for CEffectProjectile that cleans up vector buffers, base resources, and optionally deallocates object memory.
0x00B171C0351CEffectProjectile__UpdateCloudQuadUpdates billboard quad vertices for cloud-type projectile effect using sin/cos rotation tables and trail position history.
0x00B1736063CSkillEffect_E4__ReleaseParticles_dReleases all particles in CSkillEffect's particle pool by iterating from start to end pointer and resetting end marker.
0x00B17410319CSkillEffect__SetParametersBySkillIdInitializes skill effect parameters (scale, duration, particle color) based on skill ID for visual rendering.
0x00B17570211CSkillEffect__SelectRingTextureBySkillIdMaps skill IDs to ring texture assets (white/blue/red/yellow/purple/brown/green) for spell casting effect visualization.
0x00B176A0785CEffect__UpdateOrbitParticlesUpdates orbiting particle effects with scaling, rotation, and alpha fading based on effect ID and frame count.
0x00B179D0673CEffect__UpdateParticle_SkillVariantUpdates particle effect rotation/orientation matrices based on skill ID variant, applying time-based animation with skill-specific rotation rates.
0x00B17C90174CSkillEffect_E4__UpdateParticles_FrameUV_AdditiveUpdates particle billboard UV frames with additive blending for skill effect E4, iterating through particle list and rendering with frame interpolation.
0x00B17EA0103CSkillEffect__SetEffectNameStringAssigns an effect name string to a CSkillEffect object's name field at offset 0x134
0x00B184A01181CSTRParticle__ParseCommandParses STR particle effect Lua commands (destroy, position/rotation/scale/offset/color/UV/animation/blend).
0x00B19640117CSkillEffectList__ConstructorInitializes CSkillEffectList object with vtable, zeroes fields, allocates effect memory slots, sets success flag.
0x00B19D90115CSkillEffectList__DestructorDestructs CSkillEffectList by calling virtual destructors on each effect element and freeing the vector buffer.
0x00B1A1B033CSkillEffect__ScalarDeletingDestructor_00b1a1b0Scalar deleting destructor for CSkillEffect; sets vftable, conditionally deallocates object if param_2 bit 0 set
0x00B1A1E0233CEffectPool__AllocateOrPopAllocates or retrieves a CEffectEmitter from a pool, decrementing available count and advancing circular buffer position.
0x00B1A2D0233CEffectFactory__CreateTypeAFactory method that allocates and initializes a CEffectBillboardTypeA object, or retrieves pre-allocated effect from an object pool.
0x00B1A3C0233CEffectFactory__AllocateBillboardFromPoolAllocates billboard effect from object pool, initializes defaults, and manages pool reference counting.
0x00B1A4B0233CEffectFactory__CreateBillboardFromPoolAllocates and initializes a CEffectBillboard object from a pre-allocated pool, managing pool count and circular buffer indexing.
0x00B1A5A021CSkillEffectList__CallVFunc4ByIndexInvokes virtual function at offset 4 from a vtable stored in a skill effect list object's member at offset 8.
0x00B1A5C0781CEffectMemoryMgr__AllocateEffectSlotsAllocates 4 CSkillEffect objects into a deque container, each with unique vtable pointers for effect slot management.
0x00B1A8D0215CEffectMemoryMgr__GetOrCreateInstanceSingleton pattern getter that allocates and initializes CEffectMemoryMgr instance with effect slots.
0x00B1A9B039CSkillEffectList__DestroyAllElementsDestroys all skill effect objects in a vector by calling virtual destructors on each non-null element.
0x00B1A9E027CSkillEffectList__DestroySingletonDestroys the global CSkillEffectList singleton instance by invoking its virtual destructor and nullifying the pointer.
0x00B1AA00132CEffectPool__PushPushes an effect pointer onto a deque-based pool, allocating new blocks as needed when capacity is exceeded.
0x00B1B3B060CSkillEffectList__CreateEffectType2Allocates and initializes a skill effect object (type 2) with position, ID, and effect parameters from input data.
0x00B1B3F060CSkillEffectList__CreateEffectType3Allocates and initializes a skill effect object (type 3) with source/target positions and parameters via vtable call.
0x00B1B43060CParticlePool__AllocateAllocates particle from pool, initializes position (float3), render group, and particle type parameter.
0x00B1B47060CSkillEffectList__CreateEffectType1Creates and initializes a Type 1 skill effect object with parameters, storing effect ID, coordinates, and timing data.
0x00B1B4B039CParticlePool__ReleaseDestroys particle object via virtual destructor, returns it to pool using deque callback at stored pool index.
0x00B1B950140CMotionRecorder__CopyFrameArrayCopies frame array elements from source to destination by iterating and memcpy-ing 0x42-sized chunks per frame.
0x00B1C20012CSkillEffectData__ResetZeroes a 12-byte CSkillEffectData structure (1 short + 2 int32 fields) for initialization/cleanup.
0x00B1C7E059CMotionRecorder__GetFrameByIndexReturns pointer to motion frame data at given index, or null if index exceeds frame count in CMotionRecorder buffer.
0x00B1CA50169CMotionRecorder__GetPlaybackSpeedByDirectionMaps character movement direction to animation playback speed multiplier for motion playback synchronization.
0x00B1CB00169CMotionRecorder__GetDirectionIndexMaps a float direction angle to an integer index (0-7) representing one of 8 cardinal/diagonal directions in game world space.
0x00B1CBB0168CMotionRecorder__ResetFrameResets CMotionRecorder frame data while preserving configuration fields (offsets 0xb0-0xcc) and magic signature 0x52414705.
0x00B1CE10396CMotionRecorder__ReadBoneDataReads and XOR-decrypts bone animation data for a specified bone index from file into memory buffer.
0x00B1CFA0147CMotionRecorder__ExportBoneDataToBufferExports bone animation data from motion recorder to buffer, returns exported data size
0x00B1D040192CMotionRecorder__ResetAndGetCurrentDirectoryResets CMotionRecorder frame buffer and retrieves current working directory into internal string storage
0x00B1D9A0179CMotionRecorder__IsSkillEffectAllowedChecks if a skill effect (by skill ID) should be displayed, filtering restricted skills and state-based visibility flags.
0x00B1DA6038CMotionRecorder__ResetAndCacheBonePositionResets motion recorder cache counter and caches the bone position of bone index 1 for playback.
0x00B1EF6046CMotionRecorder__SetupInitialBoneFrameInitializes motion recorder's bone frame state by resetting frame counter and copying initial bone data offset.
0x00B1EF9025CMotionRecorder__SetRecordTargetSets the target entity for motion recording, storing param_2 at offset 0x10 if non-null, returns success status.
0x00B1EFB020CMotionRecorder__UpdateTimeOffsetUpdates motion recorder's elapsed time offset by subtracting base timestamp from current time via timeGetTime().
0x00B1EFD083CMotionRecorder__SetFilePathSets motion recorder file path if enabled; copies input string to internal buffer at offset 0x14 with max 260 bytes.
0x00B1F5B062CMotionRecorder__SetCurrentFrameSets current frame index in motion recorder, clamping value between 0 and max frame count minus 1.
0x00B1F5F0170CMotionRecorder__RecordBoneFrameRecords a bone frame by storing rotation matrices, position data, and frame parameters into CMotionRecorder instance structure.
0x00B1F6A0122CMotionRecorder__AdjustSpeedByDirection_aAdjusts character motion speed multiplier based on direction state; maps direction enums to speed values (0.5x, 1.0x, 1.5x, 2.0x).
0x00B1F720122CMotionRecorder__AdjustSpeedByDirection_bAdjusts character motion speed multiplier based on direction state, mapping direction enums to speed values (0.25x to 2.0x).
0x00B1F7A036CMotionRecorder__ResetPlaybackResets motion playback state by restoring initial frame index and synchronizing playback timer if not in states 3 or 8.
0x00B1F7D0112CMotionRecorder__SetPlaybackStateSets playback state in motion recorder with special handling for states 4-5 and global flag updates for states 6-8.
0x00B1F84043CMotionRecorder__SetBoneDataClears then copies bone animation data of specified size into motion recorder's buffer at offset 0xb0
0x00B1F89057CMotionRecorder__InitFrameArrayCMotionRecorder: InitFrameArray
0x00B20B8055CSkillEdge__AddNodeAdds a node to a dynamic edge collection, expanding capacity via reallocation when the buffer is full.
0x00B20BC058CSkillEdge__AddEdgeAdds a skill edge node to a vector container; returns 0 if param_2 is null, else 1 after insertion.
0x00B20CB037CSkillEdge__GetNodeAtReturns pointer to node at index in array; validates index is within bounds and array is initialized.
0x00B20CE056CSkillEdge__FindNodeByNameIterates through skill edge nodes to find and return one matching the given name string parameter.
0x00B20D9057CSkillEdge__FindEdgeByNameIterates through skill edge container to find and return first edge matching the given name string.
0x00B20DD021CSkillEdge__GetPositionRetrieves X and Y coordinates from CSkillEdge object at offsets 0x1c and 0x20, stores in output parameter.
0x00B20E004CSkillEffect__GetField0x18Getter that returns the 4-byte value at offset 0x18 in a CSkillEffect object instance.
0x00B21E2037CSkillEdge__SetTargetSets target entity ID and X/Y coordinates for a skill edge effect object, validates target existence.
0x00B2545018CSkillEdgeNode__MatchByIdCompares skill edge node's ID (offset +4) with provided ID pointer for equality matching.
0x00B2547033CSkillEdgeNode__MatchByCoordCompares skill edge node coordinates at offset 0x44/0x48 with provided x,y params; returns 1 if match else 0
0x00B257A018CSkillEdgeNode__MatchById_bCompares skill edge node ID (offset +4) with provided ID pointer for equality matching.
0x00B257C033CSkillEdgeNode__MatchByCoord_bCompares skill edge node coordinates (x,y) at offsets 0x44/0x48; returns 1 if match, else 0
0x00B25DB0147CSkillEdge__ScalarDeletingDestructorScalar deleting destructor for CSkillEdge; cleans up vector pair, calls base destructor, conditionally deallocates object memory.
0x00B25E8058CSkillEdge__AddNodeToVec48Adds a node pointer to a vector stored at offset 0x48, growing capacity if needed; returns success status.
0x00B25F8053CSkillEdge__AddPairToVec50Adds a pair element to vector at offset 0x50, growing capacity if needed via STL reallocation.
0x00B2600018CSkillEdge__GetField8CRetrieves the value at offset 0x8c from a CSkillEdge object and stores it in the output parameter.
0x00B2602015CSkillEdge__GetField4CGetter that retrieves a 4-byte value from offset 0x4C in CSkillEdge object into output parameter.
0x00B2603015CSkillEdge__GetField4C_bGetter that retrieves a 4-byte value from offset 0x4C in CSkillEdge object into output parameter
0x00B2604073CSkillEffect__FindParticlePairByCoordSearches particle pair list for entry matching coordinate pair (param_2, param_3); returns matching particle pair or 0.
0x00B2609074CSkillEdge__FindPairByCoordIterates through skill edge pairs to find and return the pair matching given X,Y coordinates.
0x00B261E0137CSkillEdge__ReleaseAllVectorsIterates through three vectors of pointers, calls virtual destructor on each non-null element, and resets end pointers to begin.
0x00B2637015CSkillEdge__GetField50Getter that retrieves a 4-byte field at offset 0x50 from CSkillEdge instance into output parameter.
0x00B26CD021CSkillEdge__GetField44_PairRetrieves a pair of values from offsets 0x44 and 0x48 of CSkillEdge object into output parameter.
0x00B28A5039CSkillEdge__SortVec50Sorts vector at offset 0x50 in CSkillEdge object by calling STL quicksort on element array.
0x00B28A8039CSkillEdge__SortVec44Sorts a vector of elements at offset 0x44 in CSkillEdge object using STL quicksort algorithm
0x00B2C920227CEffectEmitter__InitializeNodeInfoInitializes effect emitter node structure and extracts string data from parameter object via virtual function calls.
0x00B2D030214CEffectEmitter__ExtractNodeInfoFromPacketExtracts node information from a packet structure, initializing output array and parsing string data from packet callbacks.
0x00B2DFE0235CEffectEmitter__GetNodeTextureNameStringRetrieves texture name string from a skill tree node via virtual method call and assigns it to output string.
0x00B2E490495CEffectEmitter__SwapTracksByNameSwaps effect emitter tracks by name, copying matching track data and reallocating vectors as needed.
0x00B2F570308CEffectEmitter__VerifyResourceNameValidates effect resource names by comparing against stored paths and resource manager constraints in CEffectEmitter.
0x00B30370303CEffect__ComputeScreenPositionConverts world coordinates to screen position for UI rendering, applies scaling and offset transformations using navigation system.
0x00B364E0307CSkillEffectContainer__AllocateSlotsAllocates and initializes effect slots by creating vector<int> containers for each skill effect in the pool at offset 0x10f0.
0x00B3A010141CSkillEffectMap__DestructorDestructor that clears RB-tree of skill effects (0x738 bytes each), resets vtable, optionally deletes self (0x3c bytes)
0x00B3A44027CSkillEdge__DestroyGlobalInstanceDestroys global CSkillEdge instance by invoking virtual destructor and nullifying pointer.
0x00B3A51027CSkillEdge__SetSrcRectCopies a 5-element rectangle structure (x, y, width, height, and extended data) into CSkillEdge object's source rectangle field.
0x00B3A53027CSkillEdge__SetDstRectSets destination rectangle coordinates (x, y, width, height, and additional parameters) for CSkillEdge visual rendering.
0x00B3C56036CSkillEdge__OnWMNotifyHandles WM_SETTINGCHANGE (param_2=6) to trigger UI window manager event processing (0xd3).
0x00B3F500488UIWnd__OnPaint_SkillEffectListRenders skill effect list UI window with title bar, background, border, and iterates through effect items from DAT_015c43e4.
0x00B3FE4056CSkillEdge__WriteBackRectWrites back rectangle coordinates (x, y, width, height) from CSkillEdge instance to external buffer if pointer exists.
0x00B4099043CSkillEdge__IsTimeExpiredCompares two timestamps and returns true if elapsed time is less than 1 second, false otherwise.
0x00B409C0491CSkillEffect__UpdateTimerDisplayUpdates skill effect timer display, showing remaining duration in hours:minutes or full date/time format with cooldown warnings.
0x00B40CD0263CSkillEffect__SetTimerWithRandomDelayInitializes skill effect timer with optional random delay (0-1000ms range) and copies 8-byte position data from parameter.
0x00B40FC0212CTimedEvent__InitFromTimestampInitializes CTimedEvent from timestamp, calculates seconds until next 6 AM deadline using time32 arithmetic.
0x00B41290189CTimedEventMgr__DestructorDestructor for CTimedEventMgr that iterates linked list to delete all timed event entries and frees associated memory.
0x00B46570195CEffectActor__destructorDestructor for CEffectActor; notifies target via vtable callback (opcode 0x19), frees buffer, destroys 4 STL vectors, calls base dtor.
0x00B46640216CEffectActor__scalar_destructorScalar deleting destructor for CEffectActor; cleans up vectors, frees associated memory, optionally deallocates 0xFA18 bytes if param_2 bit 0 set.
0x00B46720116CEffectActor__AdvanceFrameAdvances effect animation frame, handling frame boundaries, looping logic, and end-of-animation detection with hold-last-frame support.
0x00B467E073CEffectActor__GetColorOverridesExtracts R/G/B color override values from effect actor data, only updating output params if values aren't -1 (disabled).
0x00B46830143CEffectActor__CalcDirectionAngleConverts 2D direction vector to angle in degrees using cosine lookup table, handles all quadrants via symmetry.
0x00B468C0129CEffectActor__CalcOffsetPositionCalculates 3D offset position with height/scale/rotation applied, adds base position to compute final world coordinates.
0x00B46950152CEffectActor__InitFromEffectDataInitializes CEffectActor from effect data: sets effect reference, initial action, applies position offsets, copies base position to world and local coords, clears state counter.
0x00B469F0338CEffectActor__CopyFrameStateCopies per-frame rendering state (position, transform matrix, color) from CEffectActor to keyframe buffer
0x00B46B5022647CEffect__UpdateByTypePer-frame update function for visual effects, dispatched by effect type ID. Contains a large switch statement handling the frame-by-frame animation, movement, and lifecycle logic for each registered effect type. For each effect: updates particle positions using velocity and gravity, advances animation frame counters, applies fade-in/fade-out alpha transitions, handles effect expiration (removes effect when duration expires or animation completes), updates attached sound positions, processes sub-effect spawning (e.g., trail particles, impact effects), handles special behaviors like homing projectiles, ground-following, screen shake, and camera effects. Called every frame for each active CEffect instance. The effect type determines which update path executes - some are simple timer-based fades while others involve complex physics simulation, bezier curve interpolation, or multi-stage state machines.
0x00B4CBA01095CEffectActor__UpdatePerFrameUpdates CEffectActor per frame: buff timer display, animation keyframe interpolation, world position from parent, rotation/scale/position deltas, color clamping, returns 0 when done.
0x00B4D040411CEffect__UpdatePolarMotionUpdates CEffect position using polar coordinates (sin/cos), manages frame timing with looping, calls UpdateScaleAndColor.
0x00B4D2802941CEffect__UpdateOscillatingParticlesUpdates oscillating particle effects with swing/pendulum motion (expanding, damped, linear types) using sine table displacement.
0x00B4E0B0329CEffect__UpdateRadialParticlesUpdates radial particle emission across 4 channels with angular step increments, radius-sine scaling, and lifespan-based opacity transitions.
0x00B4E200765CEffect__UpdateExpandingParticlesUpdates expanding particle effect with multi-channel growth animation, scaling particles based on elapsed time with early acceleration and late deceleration curves.
0x00B4E740497CEffect__UpdateFadingParticlesUpdates fading particle effect channels with decay curves, intensity scaling, and animation frame progression over time.
0x00B4E940608CEffect__UpdateMatrixMotionWithTrailUpdates CEffect position via matrix rotation transform of accumulated height, stores trail history for motion trails.
0x00B4EBA0781CEffect__UpdatePositionWithHeightMotionUpdates effect position by accumulating velocity, applying rotation transforms, and negating height via XOR sign-flip obfuscation.
0x00B4EEB0705CEffect__UpdateNegatedHeightMotion2Updates CEffect position/rotation with accumulated velocity, applies matrix transforms, clamps height motion within bounds.
0x00B4F2B01040CEffect__UpdateVelocityWithTrailUpdates CEffect position via velocity accumulation, applies transformation matrix, handles trail history and ground collision checks.
0x00B4F930614CEffect__UpdateGravityBounceUpdates gravity bounce effect: applies acceleration, checks ground collision via CGroundMesh, dampens velocity on bounce, updates scale/color/frame.
0x00B4FC20943CEffect__UpdateVelocityNoParentUpdates CEffect position/velocity without parent entity tracking; accumulates velocity, applies matrix transformation, updates trail history.
0x00B50240703CEffect__UpdateParticleWithTrailUpdates trail/ribbon particle position from parent entity, accumulates angular velocity, applies rotation matrix, and stores trail history data.
0x00B50500706CEffect__UpdateParticleOrbitUpdates particle position/rotation in orbital motion using dual matrix transforms and applies velocity/acceleration physics for trail effects.
0x00B50990492CEffect__UpdateParticleGravityUpdates particle position/velocity with gravity physics, interpolates scale/color, handles lifetime and physics flags.
0x00B50DC0513CEffect__UpdateCylinderParticleUpdates cylinder particle effect geometry by computing 4 corner vertices using rotation angle and radius, then updates scale/color and trail history.
0x00B50FD02489CEffect__UpdateParticlePhysicsUpdates particle position from emitter, accumulates velocity, applies matrix transforms, clamps RGBA, advances animation frames, and manages particle lifetime.
0x00B519902443CEffect__UpdateParticlePhysicsAltUpdates particle physics with cached base position; applies velocity, gravity, and lifetime to particle state without recalculating parent transform.
0x00B5232099CEffect__UpdateSimpleChannelTickUpdates 4 effect channels: copies parent position to effect, increments frame counter for active channels, returns randomized value.
0x00B525501141CEffect__UpdateGroundTargetParticleUpdates ground-targeted skill effect particles with 4 sub-particles, growing segments to target values then fading based on lifetime.
0x00B529D0387CEffect__UpdateDirectionalChannelsUpdates 4 directional effect channels with radius growth/decay, angle wrapping, and camera-relative rotation using sine/cosine lookup tables.
0x00B52B60290CEffect__UpdateRotatingChannelsUpdates 4 rotating effect channels with angle increments and directional sine/cosine offsets from camera orientation.
0x00B52D90256CEffect__UpdateCameraAlignedChannelsUpdates 4 camera-aligned effect channels: computes camera angles, copies position data, increments frame counters and alpha values capped at 255.
0x00B52F40871CEffect__UpdateTrailingCascadeUpdates trailing cascade effect by cascading position/angle/alpha data through 4 channels every 6 frames with decreasing alpha decay.
0x00B532B0318CEffect__UpdatePulsingChannelsUpdates 4 pulsing visual effect channels with alpha growth/decay and rotating angle animation for RO skill effects.
0x00B533F0168CEffect__UpdateSnapToTargetUpdates CEffect position by snapping to parent/target, increments frame counter, applies scale/color, stores trail history, advances animation frame.
0x00B534A0746CEffect__UpdateExplosionParticleMaintains 4-frame particle trail history for explosion effects with screen rotation and alpha fade decay per frame.
0x00B537901119CEffect__UpdateCircleRingParticleUpdates circle/ring particle effects with angle interpolation, screen rotation, and dual animation modes (fast/slow angular stepping).
0x00B53D50353CEffect__UpdateFadeInOutChannelsUpdates 4 effect channels with fade-in/out animation and camera-aligned rotation from UIWindowMgr
0x00B53EC0243CEffect__UpdateAcceleratingChannelsUpdates 4 visual effect channels with frame-based alpha/angle acceleration, decay after frame 20, and angle wrapping logic.
0x00B53FC0329CEffect__UpdateFastFadeInOutChannelsUpdates alpha fade animations across 4 effect channels: fade in (+18/frame for 10 frames), fade out (-15/frame after frame 20).
0x00B54110170CEffect__UpdateFixedPositionWithTrailUpdates effect at fixed position, syncs trail offset on channel 0, adjusts for UI camera offset, updates scale/color/trail/frame.
0x00B54280379CEffect__UpdateDecayingSpiralChannelsUpdates 4 decaying spiral effect channels by incrementing angle, applying radius decay factor, and triggering alpha fade when radius threshold crossed.
0x00B544001272CEffect__UpdateWeatherParticleUpdates weather particle effects (rain/snow/leaves) with position, rotation, alpha blending, and wind sway per particle lifetime.
0x00B54C90215CEffect__UpdateAlphaRampChannelsUpdates alpha and angle values for 4 effect channels; ramps alpha +25/tick for 10 frames, -5/tick after 40 frames, clamps to 0-255.
0x00B54D70305CEffect__UpdateBouncingChannelsUpdates 4 bouncing effect channels with velocity accumulation, alpha decay on threshold, and bounce counter (max 3) management.
0x00B54EB0237CEffect__UpdateSingleFadeChannelUpdates effect alpha with fade-in (+10/tick for 31 frames to max 255) then fade-out (-3/tick), syncing Y-offset from camera position.
0x00B54FA0745CEffect__UpdateSkillAuraParticleUpdates skill aura particle effects with alpha fade/grow cycles and screen-space positioning based on camera rotation and viewport bounds.
0x00B55290269CEffect__UpdateAnimatedSpriteChannelUpdates animated sprite channel: advances frame index every 6/8 ticks, clamps alpha, syncs parent position, applies camera alignment.
0x00B553A0470CEffect__UpdateTrailShiftChannelsUpdates trail effect animation state: increments frame counter, decays alpha after frame 20, grows vertical offset, rotates angle values, shifts trail buffer data.
0x00B555B0345CEffect__UpdateGrowingTrailChannelsUpdates visual trail effects by accumulating vertical position, decaying alpha when threshold exceeded, and shifting buffer data on first frame.
0x00B55710238CEffect__UpdateFrameAnimChannelUpdates frame animation state: advances frame counter every 4 ticks, wraps frames, ramps alpha (0-255) with fade-in/fade-out, camera-aligned rotation.
0x00B55800219CEffect__UpdateRotatingFadeChannelUpdates rotating fade channel effect with angle/alpha animation, parent position tracking, and camera alignment.
0x00B558E0378CEffect__UpdateWavyParticlesUpdates wavy particle effects with sine-based radius modulation, alpha fade-in/out, and radial distribution using precomputed sine table.
0x00B55BB0629CEffect__UpdateLightColumnParticleUpdates light column particle effect with 4 sub-particles, growing segments for 20 ticks then fading over 100 total ticks with scale decay.
0x00B55E30382CEffect__UpdatePulsingShrinkParticlesUpdates pulsing shrink particle effects with radius/scale decay, alpha fade, and radial distribution with per-channel angular offsets.
0x00B55FB0465CEffect__UpdateSpeedVariantParticlesUpdates speed-variant particle effects with angular/scale decay and alpha curves based on sub-type; handles radial distribution and velocity-dependent parameters.
0x00B562D0322CEffect__UpdateDecayingRadialParticlesUpdates decaying radial particle effects with angular distribution, scaling alpha and resetting when depleted.
0x00B56420319CEffect__UpdateSineWaveParticlesUpdates sine wave particle effects with angle-based scaling and radial distribution across 4 channels.
0x00B56560356CEffect__UpdateGrowingRadialParticlesUpdates radial particle effects with alpha fading/growing based on scale threshold, 4-channel distribution with decay on threshold breach.
0x00B566D0716CEffect__UpdateOrbitingEffectUpdates orbiting effect animation with circular motion via sine/cosine lookup, scale growth, orbital decay, and sprite frame selection.
0x00B569D0317CEffect__UpdateSinkingParticlesUpdates sinking particle effects with rotation (+4°/tick), alpha fade-in (+8/tick, capped at 160), and radial distribution across 4 channels with gravity offset.
0x00B56E70363CEffect__UpdateRisingParticleGroupsUpdates rising particle groups with upward movement, alpha decay, and camera-aligned rotation from parent entity.
0x00B57100260CEffect__UpdateCameraFacingChannelsUpdates 4 animation channels with camera-facing angles; increments frame counters, applies sine/cos transforms, caps alpha at 120 over 50 frames.
0x00B57210776CEffect__UpdateMultiTypeParticlesUpdates multi-type particle effects with 4 channels, modulating angular steps and radial decay based on subtype (0-3) configurations.
0x00B575B0253CEffect__UpdatePositionTrailBufferUpdates position trail buffers for multiple CEffect instances, shifting history backwards and storing current parent position at buffer head.
0x00B576B0181CEffect__UpdateShiftingTrailBufferUpdates 4 shifting trail effects by incrementing timers, decaying alpha after 35 frames, and shifting 20-element position buffers backwards.
0x00B57770300CEffect__UpdateTypedFadeChannelsUpdates 4 fade effect channels with animation parameters: rotation, alpha decay, and scale based on frame counter and effect subtype.
0x00B578A0498CEffect__UpdateOscillatingOrbitEffectUpdates oscillating orbital effect position using sine/cosine tables, decays scale, applies gravity, manages angle pair oscillation.
0x00B57BF0379CEffect__UpdatePulseRingChannelUpdates pulse ring visual effect with two-phase alpha animation and camera-aligned 3D ring positioning using sine lookup tables.
0x00B57E20443CEffect__UpdateTargetedBeamEffectUpdates targeted beam visual effect by tracking target entity position, managing alpha fade based on effect subtype, and updating beam endpoint coordinates.
0x00B57FE0188CEffect__UpdateBurstFadeChannelsUpdates 4 alpha fade channels with +10/+5 ramp (8 frames) then -30 decay until deactivation.
0x00B58150971CEffect__UpdateComplexOrbitChannelsUpdates complex orbital effect channels with decaying rotation angles and oscillating angle pairs, computing camera-aligned directional offsets.
0x00B58550285CEffect__UpdateTimedScaleParticlesUpdates 4 channels of timed-scale particles: advances frame counter, applies scale from lookup table (frames 200-291), decays alpha after 250 frames and scale after 800 frames.
0x00B58670578CEffect__Update3DOrbitChannelsUpdates 3D orbital particle effects with sine/cosine rotations on 3 axes, radius decay after 25 frames, and color channel decay.
0x00B58A30312CEffect__UpdateSpiralRiseChannelsUpdates 4 spiral rise effect channels with camera-aligned horizontal orbit, sine-based vertical rise, and frame-dependent alpha fade.
0x00B58B70473CEffect__UpdateOscillateFallChannelsUpdates visual effects with oscillating Y-position, alpha fade (5/frame for 29f, -2 after), 2-pair angle animation, sine horizontal offset when Y<0, 4 channels, camera-aligned.
0x00B58D70232CEffect__UpdateSubtypeFadeChannelsUpdates 4 fade channels for CEffect subtypes with camera-relative angle wrapping and decay logic based on frame counter thresholds.
0x00B58E60607CEffect__UpdateFireflyChannelsUpdates firefly-like effect channels with position cycling, blinking pattern, rotation, and two-phase decay animation over 2000 frames.
0x00B59170642CSkillEffect__UpdateMultiChannelParticlePhaseUpdates 3-channel particle effect phases with alpha fading, amplitude modulation, and lifecycle management based on mode and frame thresholds.
0x00B594001007CSkillEffect__UpdateProjectileTrailUpdates projectile trail particle effects by cascading 4 trail slots and adjusting direction based on camera angles.
0x00B59870725CEffect__UpdateTypeVariantBUpdates animation frame counters and alpha blending for two effect variant types with position-based visibility culling.
0x00B59C90391CEffectActor__UpdateParticleSystemUpdates particle alpha/intensity values across 4 particle slots with angle rotation, fade-in/fade-out, and clamping logic.
0x00B59E20162CEffect__UpdateDirectionalMoveChannelsUpdates 4 directional movement effect channels by calculating angle from source to target and applying sine/cosine-based offsets.
0x00B59ED01058CSkillEffect__UpdateHomingProjectileUpdates homing projectile trajectory with 3 phases: targeting, turning to caster, returning; manages angle/alpha decay.
0x00B5A300774CEffectActor__UpdateHomingProjectileUpdates homing projectile trajectory by tracking target actor position, adjusting direction/angle incrementally, and managing projectile lifetime counter.
0x00B5A670450CEffectActor__AnimateProjectileAnimates projectile effects over 10+ phases: calculates direction, grows alpha 0-60, accelerates velocity, then shrinks alpha and decelerates until completion.
0x00B5A840449CEffect__UpdateDirectionAngleUpdates CEffect rotation angle and position via directional animation, interpolating movement vectors over frames with decay.
0x00B5AB30537CEffect__UpdateTrailAndScaleUpdates effect trail history, modulates scale/color based on animation frames, handles fade-in/fade-out timing with clamping.
0x00B5ADE0754CEffect__UpdateTypeVariantAUpdates effect visual state by querying active UI mode and propagating animation frame data through effect structure cascade.
0x00B5B0E01117CSkillEffect__UpdateSpiralProjectileUpdates spiral projectile visual effect with position tracking, alpha fade-in, direction rotation, and cascading trail particle generation based on frame counter and mode flags.
0x00B5B790394CEffect__UpdateDirectionRandomUpdates 4 effect particles with random direction changes, incrementing counter and adjusting angle/speed over time.
0x00B5B920376CEffect__UpdateTypeWithUICheckUpdates effect particle animations with UI-aware positioning, manages rotation/scale over time with frame-based interpolation.
0x00B5BAA0775CEffectActor__UpdateParticleMotionUpdates particle motion for effect actors, handling particle lifecycle, color/alpha transitions, and position animations over time.
0x00B5BFF0812CEffectActor__UpdateFadeAndLifetimeUpdates CEffectActor fade-in/out and lifetime counters, managing alpha transparency based on effect type flags and frame count thresholds.
0x00B5C320977CSkillEffect__UpdateLinearProjectileWithSparkUpdates linear projectile position with periodic spark particle spawning; cascades trail state every frame with direction-based movement.
0x00B5C700135CEffect__UpdateSkillSpecificFadeUpdates alpha fade for 4 effect channels: increments counter, accumulates alpha delta, then applies +15/+8 growth (frames 10-19) or -5 decay based on skill ID 0xe5.
0x00B5C790396CEffect__UpdateDirectionWithRandomUpdates effect particle directions with random variation, applies direction angle calculations, and manages particle animation timing across 4 effect slots.
0x00B5C970317CEffect__UpdateRotatingSegmentsUpdates 4 rotating effect segments with angle increment, frame counter, alpha fade, and radial scale using sin/cos lookup tables.
0x00B5CAB0948CSkillEffect__UpdateArcProjectileUpdates arc projectile animation frame, cascades trail particles on odd frames, rotates direction by 45°/10°, applies parabolic height arc with alpha fade.
0x00B5CF70504CEffect__UpdateTypeWithRandomUpdates effect animation state with time-based interpolation, clamping values within bounds and applying random offset modulation.
0x00B5D1F0833CSkillEffect__UpdateOscillatingParticlesUpdates 4 particle instances with 8 oscillator channels each, interpolating toward random targets using cosine lookup table for XZ displacement.
0x00B5D7C0314CEffect__UpdateTypeSimpleUpdates 4 simple effect instances by incrementing timers, adjusting angles/values, and modulating alpha based on effect type and elapsed frames.
0x00B5D9001341CSkillEffect__UpdateSwarmParticlesUpdates 4 swarm particle instances with directional oscillators and decay; respawns when lifetime < 2.
0x00B5E180729CEffect__UpdateScaleAndColorUpdates particle effect scale via keyframe interpolation and applies color clamping constraints based on animation state.
0x00B5E460825CEffect__RenderType04_RingRenders a flat ring effect on ground plane by generating vertices for concentric circles using sin/cos lookup tables with UV coordinates.
0x00B5E7A0421CEffect__BuildGroundQuadVerticesBuilds a ground-projected quad (4 vertices) with rotated corners using angle trigonometry and submits to render queue.
0x00B5E950972CEffect__RenderType02_CrossBillboardRenders a cross-billboard effect by computing two perpendicular quads rotated by sin/cos of angle, using scale and size parameters.
0x00B5ED201210CEffect__RenderType00_BillboardRenders camera-facing billboard quads for effects with rotation/scale, handles emotion bubble rendering for type 'b'.
0x00B5F1E01815CEffect__RenderType1A_ColoredStripsRenders colored quad strips for effects (types 0x1A/0x1C/0x27/0x43/0x58/0xA1) with per-type coloring using sin/cos angular spacing.
0x00B5F9006258CEffect__RenderParticleQuadsRenders particle effect quads for the CEffect system. Iterates over 4 particle slots (indices 0-3) in the effect's particle array (stride 0xB4). For each active particle: (1) scales a base quad by the particle's size factor using precalculated sin/cos values from global lookup tables, (2) rotates the quad vertices by camera angles via rotate_quad_by_camera_angles, (3) translates vertices to the particle's world position (x,y,z offsets at +0x484/+0x488/+0x48C). Then renders up to 3 sub-quads per particle using velocity offsets (+0x46C/+0x474, +0x490/+0x498, +0x478/+0x480). Each sub-quad is rendered via CEffect__BuildTriangleStrip with alpha and color determined by the particle type (field +0x450): type 0 = white, type 1 = blue tint (0x50,0x50,0xFF), type 3 = orange (0x37,0xFF,0xFF), type 7 = custom color from field +0x455, type 0x0B = gray (0x9B), type 0x0E/0x10 = white with distance fade, type 0x0F = fade by age. Alpha is calculated based on Y-position using distance-based falloff formulas with multiple threshold zones.
0x00B61180965CSkillEffect__RenderTrailStripRenders trail strip effect by building colored triangle strips with sin/cos lookup tables for 4 angular channels with offset angles.
0x00B61550744CSkillEffect__RenderSpiralStripRenders spiral strip geometry for skill effects using cos/sin lookup tables and triangle strip primitives.
0x00B61840786CSkillEffect__RenderTwistedStripRenders a twisted ribbon triangle strip with 4 particle slots and 10 segments using rotation and optional axis transformation.
0x00B61B602175CEffect__RenderProjectedParticleBRenders projected particles with depth-based positioning and animation frame interpolation using directional vectors and texture coordinates.
0x00B623E02649CEffect__RenderType10_CylinderRenders a cylinder/tube visual effect by generating vertex pairs, applying rotation transforms, and projecting to screen coordinates.
0x00B62E402107CEffect__RenderProjectedParticleCRenders projected particle effects with rotation/scaling using sine/cosine lookup tables and XOR-based color transformation.
0x00B63680423CEffect__RenderRotatedWithTrigRenders a rotated effect by computing sin/cos of angle differences, building vertex data, and queuing for rendering.
0x00B63830420CEffect__RenderProjectedFogQuadProjects fog quad vertices and enqueues 5 vertices for rendering via CEffectManager with fog projection transformation.
0x00B639E0904CSkillEffect__RenderSpriteParticlesRenders sprite-based particles for skill effects by projecting 3D positions to screen space and applying depth fog/alpha blending.
0x00B63D702248CEffect__RenderProjectedParticleRenders projected particles by initializing vertex/matrix buffers and preparing particle geometry data for screen-space projection rendering.
0x00B646701640CEffect__RenderTransformedQuadStripsRenders quad strip primitives with matrix transformations for effect rendering in Ragnarok Online client
0x00B64CE0994CEffect__RenderProjectedQuadsRenders effect particles as projected quads with fog, transforming 3D vertices to 2D screen space per iteration.
0x00B650D03076CEffect__RenderType0E_SphereRenders a tessellated sphere effect by generating quads via latitude/longitude iteration with rotation matrices and screen projection.
0x00B65CE01961CEffect__RenderProjectedParticleDRenders projected particles with 3D transformation matrix calculations, applying position/rotation offsets to particle coordinates.
0x00B66490574CEffect__RenderProjectedScaledProjects 3D effect vertex to 2D screen space, scales by aspect ratio, and populates 4 vertex structures for quad rendering.
0x00B666D05678CEffect__RenderByTypeMain effect rendering dispatcher. Switches on effect type (this+0x1d0) to call type-specific render functions. Handles ~170 effect types (0x00-0xAD). For simple types (3, 0x13, 0x14, 0x16) renders inline quads. Checks visibility via FUN_00d9d020 and FUN_00b7f8d0 before rendering.
0x00B67F80625CEffect__RenderTriStripWithSecurityRenders effect particles as triangle strips with transformation matrices and security cookie validation for visual effects.
0x00B682002038CEffect__RenderRotatedQuadsGRenders rotated quad geometry for visual effects, computing position/rotation matrices using trigonometric lookup tables for animated sprite frames.
0x00B68A00925CEffect__RenderColoredStripsRenders 3D effect using colored triangle strips with animation frame interpolation and scaling calculations.
0x00B68DA0668CEffect__RenderColoredStripsVariantRenders effect with colored triangle strips by iterating segments and building strip geometry with position/color interpolation.
0x00B690401547CEffect__RenderSpreadTriStripsByColorRenders triangle strips for particle effects with color-based rendering and spread calculations using pre-computed lookup tables.
0x00B696502513CEffect__RenderRotatedQuadsCRenders effect quads rotated to face camera by building triangle strips with rotation transformations applied
0x00B6A030652CEffect__RenderTriStripSimpleBRenders effect triangle strips with color variants based on blend mode flags; iterates 4 effect entries calling BuildTriangleStrip.
0x00B6A2C02925CEffect__RenderRotatedQuadsARenders rotated quad effects by computing camera-relative rotations and building triangle strips for visual display.
0x00B6AE30568CEffect__RenderColoredStripsVariantCRenders colored triangle strips for particle effects with position/rotation calculations using sine/cosine lookup tables.
0x00B6B070706CEffect__RenderTriStripSimpleRenders effect particles as triangle strips by iterating through 4 effect instances and building geometry from cached directional vectors.
0x00B6B3401852CEffect__RenderStripTypeDRenders strip-type D effects with directional vectors, color variations, and angle-based texture coordinate calculations for Ragnarok particles.
0x00B6BA80915CEffect__RenderRotatedStripsRenders rotated triangle strips for effects by applying camera angle rotation and building geometry with scaling/color parameters.
0x00B6BE20576CEffect__RenderTriStripSimpleDRenders effect particles as triangle strips by iterating through 4 effect instances and building connected triangle geometry with animation frames.
0x00B6C0601480CEffect__RenderColorMixedTriStripsRenders triangle strips with per-vertex color mixing, applying rotation and scaling transformations to effect geometry.
0x00B6C7A32294CEffectBillboard__render_colored_quadWARNING (jumptable): Unable to track spacebase fully for stack
0x00B6D1101417CEffect__RenderDirectionalBeamStripsRenders directional beam effects with strip geometry, computing oriented quad vertices using direction-based sine/cosine lookup tables.
0x00B6D6B0840CEffect__RenderOrientedQuadStripsRenders oriented quad strips for particle effects by building triangle strips with computed directional vectors and texture coordinates.
0x00B6DA003543CEffect__RenderCameraAlignedQuadsRenders camera-aligned quad particles with color/alpha variations based on particle state and index.
0x00B6E7E03129CEffect__RenderFadingQuadsRenders fading quadrilateral particles by computing rotated corner positions and applying alpha blending based on animation frames.
0x00B6F4801401CEffect__RenderSegmentedRadialStripsRenders 4 segmented radial strip effects by calculating angular positions and vector magnitudes for directional rendering.
0x00B6FBE01598CEffect__RenderCurvedSegmentTriStripsRenders curved segment triangle strips for particle effects using interpolated vertex positions and texture coordinates.
0x00B703501381CEffect__RenderRotatedTriangleStripRenders rotating triangle strip effects with camera-relative rotation using sin/cos lookup tables for spiral animation.
0x00B708C0633CEffect__RenderTriStripSimpleCRenders particle effects as triangle strips with color variation (red/green alternating) based on animation frame data.
0x00B70B40779CEffect__RenderRotatedStripsVariantRenders camera-rotated triangle strips for particle effects by applying rotation matrices to quad vertices.
0x00B70E501522CEffect__RenderQuadParticlesRenders quad particles by computing rotated vertices and building triangle strips for each face of a billboard quad
0x00B714501031CEffect__RenderMagicTargetGridRenders a grid overlay for magic/skill AoE target area, calculating cell coordinates and texture mapping for visual feedback.
0x00B718702578CEffect__RenderStripTypeCRenders a strip-type C effect by computing vertex positions using trigonometric lookup tables and applying color/alpha blending.
0x00B722903186CEffect__RenderOrbitQuadsRenders orbit effect quads with camera angle rotation, scaling, and alpha blending for Ragnarok Online effects.
0x00B72F10679CEffect__RenderSpiralStripRenders spiral strip visual effects by building triangle strips from rotated vertex data across multiple frames.
0x00B731C01591CEffect__RenderPyramidTriStripsRenders pyramid-shaped visual effects using triangle strips with computed vertex positions and color data.
0x00B738001821CEffect__RenderMultiSegmentTriStripsRenders multi-segment triangle strips for visual effects with position/rotation calculations and directional angle mapping.
0x00B73F201928CEffect__RenderStripWithDistanceRenders particle strip effect with distance-based attenuation using polynomial coefficient calculations for fade/scaling
0x00B746B01927CEffect__RenderRotatedQuadsHRenders rotated quad primitives for visual effects, applying 3D rotation matrices and perspective transforms.
0x00B74E401369CEffect__RenderRotatedQuadWithMatrixRenders a textured quad with rotation applied via camera angle matrix transformation and position offset.
0x00B753A0662CEffect__RenderConeParticlesRenders cone-shaped particles by building triangle strips for 4 particle effects with color/alpha blending.
0x00B756401543CEffect__RenderLinearPathTriStripsRenders a linear path effect using triangle strips with directional orientation and width scaling based on animation frames.
0x00B75C50573CEffect__RenderColoredStripsVariantBRenders colored triangle strips for particle effects by computing vertex positions and colors from rotation/scale data.
0x00B75E902204CEffect__RenderRotatedQuadsERenders rotated quadrilateral effect primitives with camera angle transformation and alpha blending based on depth.
0x00B76730692CEffect__RenderRotatedStripsVariantCRenders 4 camera-rotated effect quad strips by transforming vertices and building triangle geometry with color/alpha blending.
0x00B769F0731CEffect__RenderRotatedStripsVariantBRenders effect particle strips with camera-relative rotation, processing 4 active particles with optional color tinting based on type flags.
0x00B76CD0590CEffect__RenderRotatedStripsVariantDRenders 4 camera-rotated triangle strip effect quads with color variants, iterating through 2D grid offsets.
0x00B76F201093CEffect__RenderMultiLayerQuadStripsRenders quad strips with multi-layer effects, applying camera rotation and color/opacity transformations per layer.
0x00B77370922CEffect__RenderRainbowRadialStripsRenders radial rainbow-colored triangle strips effect with angular rotation and radial distance calculations.
0x00B777103019CEffect__RenderStripTypeARenders strip-type effect geometry by building multiple triangle strips with vertex data and color/alpha parameters.
0x00B782E01647CEffect__RenderProjectedVertexStripsRenders projected vertex strips for effects by computing rotated vertices and building triangle strips with blend modes.
0x00B78950782CEffect__RenderSpiralBeamStripsRenders spiral beam visual effects by building triangle strips with rotating geometry and color interpolation for RO spell animations.
0x00B78C60425CEffectActor__UpdateMultiPhaseEffectUpdates multi-phase effect creation cycle via C3dActor, managing 0x228/0x22C/0x22E effects with position from offset 0x46C.
0x00B78E10740CEffect__RenderQuadStripsWithRotationRenders quad strips with rotation using sine/cosine lookup tables for angular transformations on active effects.
0x00B79100800CEffect__RenderFlatQuadByColorRenders a flat quadrilateral with color mapping based on angle/direction lookup tables and color type flags.
0x00B794201318CEffect__RenderSpiralTriStripsRenders spiral-shaped triangle strips for visual effects using rotational transformations and trigonometric lookup tables.
0x00B79950414CEffectActor__RenderColoredQuadRenders a colored quad effect by extracting RGBA from offset 0x1C0, rotating vertices by camera angles, and submitting to renderer.
0x00B79AF0608CEffect__RenderTripleDirectionStripsRenders directional particle effects by building 3 triangle strips per active effect with rotation and scaling based on angle lookup tables.
0x00B79D50740CEffect__RenderOffsetQuadByColorRenders a quadrilateral with color and rotation offset, using sine/cosine lookup tables for angle-based positioning.
0x00B7A0401047CEffect__RenderQuadWithSubEffectRenders quad geometry with sub-effects by rotating vertices via camera angles and spawning visual effects at specific positions.
0x00B7A4602422CEffect__RenderRibbonStrips_3DirRenders 3-directional ribbon strip effects with camera angle rotation, color interpolation, and vertex positioning for RO visual effects.
0x00B7ADE0657CEffect__RenderSpiralStripsRenders spiral strip effects by iterating through 4 effect structs, computing rotated positions using sin/cos tables, and building colored triangle strips.
0x00B7B0801772CEffect__RenderColoredQuadStripsRenders colored quad strips for visual effects with rotation, scaling, and blend mode handling based on effect parameters.
0x00B7B7A0354CEffect__RenderRotatedQuadStripRenders a rotated quad strip effect by rotating vertices via camera angles then building triangle strip geometry.
0x00B7B910341CEffect__RenderRotatedQuadStrip2Renders a rotated quad strip effect by rotating vertices via camera angles then building triangle strip geometry.
0x00B7BA70938CEffect__RenderAngledRibbonStripRenders angled ribbon strip effects by building triangle strips with orientation/rotation and color parameters from effect data structures.
0x00B7C4E02628CEffect__BuildTriangleStripBuilds textured triangle strips for effects with position projection, color override, and UV animation support.
0x00B7CF302235CEffect__BuildColoredTriStripBuilds a colored triangle strip effect with palette-based color selection and vertex count validation for Ragnarok particle effects.
0x00B7D9101378CEffect__BuildColoredTriStripRGBBuilds a colored triangle strip with RGB colors for particle/effect rendering, applying fog and vertex projection.
0x00B7DE801293CEffect__RenderConcentricRingsRenders concentric ring visual effects with configurable radius, rotation, and color based on effect type flags.
0x00B7E3901235CEffect__RenderRotatingBladeStripsRenders rotating blade strip effects with rotation animation, scaling, and vertex manipulation for visual blade weapon effects.
0x00B7E870571CEffect__RenderCurvedSpiralStripsRenders curved spiral strip visual effect by computing rotated vertices and building colored triangle strips for RO client animations.
0x00B7EAB02007CEffect__RenderRibbonStrips_4DirRenders 4-directional ribbon strip effects with camera-relative rotation and color-based orientation handling.
0x00B7F29029CEffect__OnEntityRemovedClears parent entity reference when receiving destruction packet (0x18) with param 0 to prevent dangling pointer.
0x00B7F2B0652CEffect__StoreTrailHistoryShifts trail effect history buffer and stores current frame position/rotation/scale/color with computed alpha fade.
0x00B7F540171CEffect__RotateQuadPointsRotates Y-coordinates of 4 quad points using precomputed sin/cos lookup tables indexed by angle parameter.
0x00B7F84085CEffect__ProjectPositionInitializes a vertex structure with default values and projects 3D world position to screen coordinates using fog-aware projection.
0x00B7F8A044CEffect__CheckAndTriggerType5Validates effect type 5 prerequisites (valid actor pointer chain at +0x140/+0x138) then applies fade/scale effect.
0x00B7F8D017CEffect__CheckVisibilityDetermines if a CEffect should render by validating parent entity, checking config/filter flags, and verifying target visibility for effect type 0xE8.
0x00B7F8F0185CEffect__UpdateDualChannelAnglesUpdates rotation angles for dual-channel effect animation, incrementing frame counters and managing opacity decay based on duration threshold.
0x00B7F9B0315CEffect__UpdateParticleWaveUpdates particle wave animation state by advancing frame counters, modulating alpha values, and computing wave position offsets using sinusoidal interpolation across multiple particle instances.
0x00B7FAF0330CEffect__UpdateParticleFountainUpdates particle fountain effect by modifying particle velocities, lifetimes, and applying physics-based transformations using lookup tables.
0x00B7FC40348CEffect__UpdateParticleWave2Updates particle wave effect positions/scales by interpolating sine wave data across multiple particle instances with time-based animation.
0x00B7FDA0354CEffect__UpdateParticleFountain2Updates particle fountain effect by incrementing particle counters, adjusting velocity/alpha, and computing transformed particle positions using sine wave modulation.
0x00B7FF101349CEffect__UpdatePhysicsAndPositionUpdates effect object physics by applying velocity to position across multiple animation layers using lookup tables for directional components.
0x00B806C0650CEffect__UpdateBeamParticleUpdates beam particle effect with 4 sub-particles, growing segments over 20 ticks, scale decay over 50 ticks, screen position clipping.
0x00B80950235CEffect__UpdateRotationAndTimingUpdates animation frame counters and rotation angles for 4 active CEffect instances, handling frame wrapping and timing deltas.
0x00B80A4086CEffect__UpdateSimpleFrameCountersUpdates effect frame counters by copying timing data and incrementing active animation frame counts across 4 effect slots.
0x00B80AA0296CEffect__UpdateCameraAlignedSingleUpdates camera-aligned effect positioning and animation state based on UI window mode and frame counters.
0x00B80BD0851CEffect__UpdateMagicCircleParticleUpdates magic circle particle effect with alpha fade-in, angle interpolation across 3 slots, and frame-skip angular velocity.
0x00B80FB0633CEffect__UpdateColorPulseUpdates color pulse effect animation by interpolating RGB values toward target colors with acceleration/deceleration based on elapsed frames.
0x00B81390166CEffect__UpdateFadeInOutAlphaUpdates fade-in/out alpha values for 4 effect layers based on active UI window mode and elapsed time counters.
0x00B81440313CEffect__UpdateAnimFrameCountersUpdates animation frame counters and elapsed time accumulators for up to 4 concurrent effects, resetting when duration threshold reached.
0x00B81580480CEffect__UpdateAnimAndDecayUpdates effect animation frames and decay timers for 4 parallel animation channels, advancing frame counters and cycling frame indices.
0x00B81760202CEffect__UpdateDualDecayAnimUpdates animation decay for dual effects with alpha blending, position wrapping, and frame advancement across 4 effect instances.
0x00B8183085CEffect__UpdateSimpleFrameCounters2Updates effect frame counters by copying parent animation state and incrementing 4 conditional frame timers.
0x00B81890200CEffect__UpdateFrameAdvanceUpdates effect frame animation state, handles frame advancement with timing checks, manages sprite index progression with decay effects.
0x00B81960311CEffect__UpdateCameraAlignedFadeInUpdates camera-aligned effect fade-in animation with position clamping, opacity blending, and rotation/scale synchronization.
0x00B81AA0461CEffect__UpdateParticleFountain3Updates particle fountain effect with time-based scaling, gravity simulation, and cyclic animation frame interpolation for Ragnarok visual effects.
0x00B81C70224CEffect__UpdateSpiralFadeInOutUpdates 4 spiral effect instances with fade in/out animation, position offsetting, and alpha blending based on frame counter.
0x00B81D70562CEffect__UpdateRadiusScaleWaveUpdates radius and scale wave animations for CEffect objects using lookup tables and frame-based interpolation.
0x00B81FB0434CEffect__UpdateTrailHistoryUpdates trail effect history by tracking position, rotation, alpha fade, and vertex buffer for particle trail rendering.
0x00B82170598CEffect__UpdateOrbitingParticleUpdates orbiting particle effects with rotation, fade-in/out, and distance-based state transitions for visual game effects.
0x00B823D0275CEffect__UpdateFadeAndRotationUpdates fade and rotation for 4 active effects, adjusting alpha/rotation based on elapsed time and UI mode state.
0x00B824F0236CEffect__UpdateExpandingRingUpdates 4 expanding ring effects by incrementing animation frame, decaying alpha/scale, and computing per-vertex alpha based on animation progress curve.
0x00B825E0477CEffect__UpdateAnimAndScrollUpdates animation frame counters and scroll offsets for 4 parallel effect animation tracks with frame limiting and wrapping.
0x00B827C01091CEffect__UpdateDualAxisOrbitUpdates dual-axis orbital animation parameters with angle/rotation constraints and boundary wrapping for visual effects.
0x00B82C601087CEffect__UpdateDualAxisOrbit2Updates dual-axis orbital motion for CEffect objects, adjusting angle/rotation values with velocity constraints and wraparound normalization.
0x00B830F0497CEffect__UpdateCircularMotionUpdates circular motion effects for up to 4 active instances, managing position increments, rotation angles, and decay over time frames.
0x00B832F029CEffect__SyncPositionFromActorCopies actor position (offset 0x10-0x18) to effect, then advances animation frame
0x00B83310668CEffect__UpdateRotatingOrbitFullUpdates rotating orbital effect animation state, manages rotation angles and position deltas using sine/cosine lookup tables.
0x00B83600175CEffect__UpdateScaleFadeEffectUpdates scale and fade effects for 4 active effect actors, incrementing frames and clamping scale values within bounds.
0x00B836B0225CEffect__UpdatePositionSnapUpdates effect screen position snap and animates 4 particle effects with alpha fade and opacity clamping.
0x00B837A0906CEffect__UpdateMultiAxisDecayUpdates multi-axis decay animation values with lerp/clamp logic and applies lookup table transformations to effect parameters.
0x00B83F1061CEffect__IncrementActiveCountersIncrements four active effect counters when their corresponding condition flags (at offsets +1000, +49C, +550, +604) are positive.
0x00B83F501232CEffect__RenderSpiralWithColorRenders a spiral effect with color gradients by building colored triangle strips with rotational transformations and texture coordinates.
0x00B84420634CEffect__RenderSpiralWithHeightRenders spiral visual effects with height variation by building colored triangle strips from cached rotation/scale data.
0x00B846A0634CEffect__RenderColoredSpiralStripRenders multiple colored spiral strip effects by iterating through effect data and building colored triangle strips with rotation and scaling.
0x00B84920771CEffect__RenderColoredSpiralStripVariantRenders a colored spiral strip effect by iterating through vertices, applying rotation transforms, and building triangle strips with color modulation.
0x00B84C301360CEffect__RenderSpriteFrameEffectRenders sprite frame effects by projecting 3D actor sprite positions and calculating scaled screen coordinates for rendering.
0x00B85180655CEffect__RenderTriStripVariantBRenders triangle strips for particle effects by sampling animated texture coordinates and building geometry with calculated scaling factors.
0x00B85410837CEffect__RenderRotatingQuadsRenders rotating quad particles by computing scaled vertex positions from lookup tables and building triangle strips with color/alpha blending.
0x00B85760313CEffectActor__ProcessAlphaClampAndRandTerminateIterates 4 effect slots, clamps alpha to [0, threshold], then calls rand() causing unexpected termination.
0x00B86BD01660CEffect__RenderRotatedQuadDualRenders a dual rotated quad effect with camera angle rotation, position offset, and alpha blending based on effect parameters.
0x00B872501847CEffect__RenderRotatedQuadsIRenders rotated quad particles by applying camera angle rotation and building triangle strips for visual effects.
0x00B879901722CEffect__RenderDualCrossTriStripsRenders dual cross-shaped triangle strips for visual effects with color variation based on effect type flags.
0x00B88050654CEffect__RenderDiamondParticleRenders diamond-shaped particles by building triangle strips from parametric curve data indexed by rotation/lifecycle state.
0x00B882E0855CEffect__RenderTriStripVariantARenders a triangle strip effect variant by computing transformed vertices using trigonometric lookups and building strip geometry.
0x00B886403744CEffect__RenderTrailStripByTypeRenders a trail strip effect with distance-based LOD, interpolating between animation frames using lookup tables.
0x00B894E0484CEffectActor__BuildTriangleStripEffectBuilds triangle strip geometry for 4 active effect slots using sin/cos lookup tables for angular positioning and alpha blending.
0x00B896D02717CEffect__RenderRotatedQuadsBRenders rotated quad primitives for effects by computing rotation-adjusted vertex positions using sine/cosine lookup tables and directional angles.
0x00B8A1D01176CEffect__RenderRotatingQuadTriStripsRenders rotating quad triangle strips for effects by applying camera angle rotations and positioning vertices.
0x00B8A6701060CEffect__RenderRotatingQuadBySlotRenders a rotating quad effect at a slot position with camera angle rotation and sin/cos lookup table interpolation.
0x00B8AAA0744CEffect__RenderColoredRadialStripBRenders colored radial strip effects by building triangle strips with rotation and scaling applied across multiple segments.
0x00B8AD902251CEffect__RenderDirectionalStripRenders directional particle strips with position/rotation calculations and alpha blending for RO effects.
0x00B8B7A01789CEffect__RenderQuadWithColorVariantsRenders a textured quad with color variants by building triangle strips with computed UV/position offsets based on angle/rotation parameters.
0x00B8BEA01339CEffect__RenderHexagonalQuadStripsRenders hexagonal quad strips for visual effects by rotating vertices relative to camera angles and building triangle strips.
0x00B8C3E01304CEffect__RenderColoredRadialStripsRenders animated radial strip effects with color interpolation using lookup tables and triangle strip geometry.
0x00B8C9002595CEffect__RenderStripTypeBRenders a strip-type B effect by building triangle strips from effect data with position/rotation transformations and vertex attributes.
0x00B8D3302177CEffect__RenderRotatedQuadsFRenders rotated quad visual effects by applying camera angle transformations to effect vertex positions.
0x00B8DBC01167CEffect__SpawnSubEffectOnTargetSpawns visual sub-effects on target actor, applying camera rotation and position offset calculations to quad vertices.
0x00B8E0501008CEffect__RenderGroundSpriteEffectRenders a ground-level sprite effect by projecting 3D coordinates to screen space and applying fade/scale transformations.
0x00B8E4402393CEffect__RenderSpriteActorEffectRenders sprite-based actor effects by projecting vertices and culling sprites against screen bounds.
0x00B8EDA01280CEffect__RenderSpriteFrameEffectBRenders sprite frame effect with projection, scaling, and dimension culling for game actor sprites.
0x00B8F2A0924CEffect__RenderExpandedQuadStripsRenders expanded quad strips for particle effects by rotating and positioning vertices relative to camera angles.
0x00B8F6401513CEffect__RenderCrossShapedTriStripsRenders cross-shaped particle effects using triangle strips with rotation and scaling based on animation frame data.
0x00B8FC302308CEffect__RenderRotatedQuadsDRenders rotated quad effects by applying camera angle rotation and accumulating vertex positions for display.
0x00B90540276CEffect__keyframe_vector_insertInserts keyframe element into effect's keyframe vector, reallocating with 1.5x growth when capacity exceeded.
0x00B90780577CEffect__ConstructorInitializes CEffect object with vtable, zeroed fields, linked-list node, 512 vertex buffer entries, and disabled color overrides.
0x00B90D90254CEffect__DestructorDestructs CEffect: cleans child effects chain (0x1A4), notifies parent entity (0x138), deregisters sound (0x1FB), frees linked lists.
0x00B90FD0353CEffect__HashSetInsertInserts effect texture name into unordered_set cache using FNV-1a hash; rehashes on load factor threshold exceeded.
0x00B9114072762CEffect__InitByTypeCEffect: master initialization dispatch, creates effect objects by type ID (72KB, hundreds of effect types)
0x00BA2D80259CSkillEffect__DestructorDestructor for CSkillEffect that cleans up child effects list, notifies parent, and releases resource handles.
0x00BA2EE0146CSkillEffect__UpdateOffertoriumUpdates Offertorium skill visual effect: plays 3D sound on frame 0, updates animation string data.
0x00BA2F80146CSkillEffect__UpdateFullThrottleUpdates Full Throttle skill effect: plays 3D sound on frame 0, triggers STR stat animation update.
0x00BA3020146CSkillEffect__UpdateAngelusUpdates Angelus skill visual effect: plays 3D sound on frame 0, updates STR animation data.
0x00BA3200337CSkillEffect__UpdateAspersioUpdates Aspersio skill effect: plays sound at frame 70, spawns particles every 5 frames (60-140), returns when duration reached.
0x00BA34C0146CSkillEffect__UpdateAutoCounterUpdates Auto Counter skill effect: plays 3D sound on frame 0, updates STR animation data, returns animation completion status.
0x00BA3560351CSkillEffect__InitBuffEffectInitializes buff effect particle (type-5 actor) with scale parameters, Y-offset -10, duration 125ms for skill visual effects.
0x00BA36C0230CSkillEffect__InitTexturedParticleInitializes a textured particle effect actor with scale 13.5, Y offset -10, angle 2.0, height 100, and loads texture resource.
0x00BA37B0632CSkillEffect__InitBashEffectInitializes Bash skill visual effect with 3D sound, particle actor with alpha fade texture, and sub-effect.
0x00BA3C10146CSkillEffect__InitBeginSpellBlueRingInitializes blue ring spell effect: copies parent actor position, plays EF_BeginSpell.wav sound, spawns rotating ring_blue.tga particle on phase 0.
0x00BA3CB0146CSkillEffect__InitBeginSpellYellowRingInitializes yellow ring spell effect: copies parent position, plays sound, creates rotating particle on phase 0.
0x00BA3D50146CSkillEffect__InitBeginSpellGreenMagicInitializes green magic spell effect: copies actor position, plays 3D sound, creates rotating particle effect.
0x00BA3DF0146CSkillEffect__InitBeginSpellYellowRing0Initializes yellow ring spell effect by copying position, playing sound, and creating rotating particle effect.
0x00BA3E90164CSkillEffect__InitDoubleWhiteRingSpellInitializes double white ring spell effect with sound playback and particle creation at two different scales.
0x00BA3F40146CSkillEffect__InitRotatingWithSound_AInitializes rotating skill effect with 3D sound; copies position from linked object, plays spell sound and violet particle effect
0x00BA3FE0146CSkillEffect__InitRotatingWithSound_BInitializes rotating skill effect with yellow ring particle and spell begin sound at caster position relative to camera.
0x00BA4080164CSkillEffect__InitRingWithSound_AInitializes a ring skill effect with position from offset 0x138, plays "EF_BeginSpell.wav" sound, and creates yellow ring effect actors if not already initialized.
0x00BA4130164CSkillEffect__InitRingWithSound_BInitializes ring skill effect with 3D sound playback and creates yellow ring effect actors at caster position.
0x00BA41E0179CSkillEffect__InitRotatingWithConfigInitializes rotating skill effect with position from config, plays begin spell sound, and spawns particle effect ring based on graphics quality setting.
0x00BA42A0146CSkillEffect__InitBenedictioWithSoundInitializes priest Benedictio skill effect, plays 3D sound if not already initialized, updates skill data.
0x00BA4350146CSkillEffect__InitHunterBlastMineInitializes Hunter Blast Mine skill effect, plays 3D sound if skill ID is 0x14, updates skill data.
0x00BA43F0836CSkillEffect__SetupEffectType_ba43f0Sets up visual effect parameters for a skill (Blessing), creating effect actors with textures, sounds, and animation properties based on effect type.
0x00BA4960485CSkillEffect__SetupEffectType_ba4960Sets up skill effect audio/positioning for Blitzbeat skill variants and initializes effect actors based on skill type ID.
0x00BA5160874CSkillEffect__SetupEffectType_ba5160Creates and configures a skill effect actor with calculated trajectory, rotation, speed, and initial positioning based on 2D distance.
0x00BA54D01065CSkillEffect__InitMagicGreenPairInitializes a paired green magic effect skill by creating and positioning two effect actors with rotation and texture mapping.
0x00BA59001167CSkillEffect__CreateMagicVioletAuraCreates a rotating purple magic circle particle effect using magic_violet.tga texture with 40x50 particles positioned along rotation matrix axes.
0x00BA5D90903CSkillEffect__SetupEffectType_ba5d90Sets up visual effect actors (rings/halos) for skill effects with rotation/scaling based on skill level.
0x00BA6120873CSkillEffect__SetupEffectType_ba6120Sets up visual effect actors for Magnum Break skill (IDs 7/20), creating ring and particle effects with audio.
0x00BA6590146CSkillEffect__InitClaymoreTrapInitializes Claymore Trap skill effect: plays 3D sound on phase 0, updates string data with downward offset.
0x00BA6630134CSkillEffect__InitAssassinCloakingInitializes Assassin Cloaking skill effect: plays 3D sound, applies color fade, resets state flag.
0x00BA66C0198CSkillEffect__UpdateExplosionEffectUpdates explosion effect animation phase; spawns CEffectActor type 6 at phase 0x14; returns true while phase < 100.
0x00BA6A80351CSkillEffect__InitWithProjectionInitializes skill effect with vertex projection, creates effect actor (type 0 or 2), projects position via renderer fog.
0x00BA7060146CSkillEffect__InitConcentrationInitializes Archer Concentration skill effect: plays 3D sound and updates STR stat display with downward offset.
0x00BA7100513CSkillEffect__SetupEffectType_ba7100Sets up skill effect actor properties (rotation, scale, position) for skill ID 130, loads 3D resources
0x00BA7310186CSkillEffect__InitStrWithSound_CInitializes skill effect with sound; plays Fire Pillar audio at calculated position offset and updates skill data.
0x00BA73D0146CSkillEffect__InitAcolyteCureInitializes Acolyte Cure skill effect: plays 3D audio and updates downward offset in STR data structure.
0x00BA7470260CSkillEffect__SetupEffectType_ba7470Initializes a curse effect actor with texture loading, scale properties, and memory allocation for skill visual effect.
0x00BA7580249CSkillEffect__SetupEffectType_ba7580Initializes a skill effect actor with specific visual properties (scale, flags, resources) when not already set up.
0x00BA7680721CSkillEffect__SetupEffectType_ba7680Initializes visual effect setup for Decrease Agility (EF_DecAgility) skill with sound and texture rendering
0x00BA7BB01133CSkillEffect__CreateGroundAoECreates ground AoE skill effect with sound, texture, and color based on skill type; initializes effect actor with scaling and animation parameters.
0x00BA8020447CSkillEffect__Detoxication_OnTickHandles Detoxication skill effect ticks; plays 3D sound every 5/15 ticks and creates sub-effect actors based on config.
0x00BA8540394CSkillEffect__InitEffectAtCasterInitializes skill effect at caster position by copying caster coords and creating effect actor on first tick.
0x00BA86D037CSkillEffect__UpdateStrDataBasicUpdates skill effect string data with downward vertical offset (-80.0), returns whether effect remains active.
0x00BA8700382CSkillEffect__EarthSpike_InitInitializes Earth Spike skill effect by playing 3D sound, loading stone texture, creating effect actor with specific properties.
0x00BA8DF0232CSkillEffect__SetupEffectType_ba8df0Initializes Ice Wall skill effect: plays sound, creates effect actor, sets duration to 9999ms, enables rendering flag.
0x00BA9170235CSkillEffect__SetupEffectType_ba9170Sets up poison enchant skill effect with 3D sound and creates visual actor if skill type divisible by 3
0x00BA94B0388CSkillEffect__EnchantPoison_OnTickHandles Enchant Poison skill effect ticks: plays audio, creates poison effect actors at intervals (every 5 ticks).
0x00BA9B00781CSkillEffect__SetupEffectType_ba9b00Initializes skill effect actor for Endure skill with visual positioning, sound playback, and animation parameters.
0x00BAA040862CSkillEffect__InitRadialActorBurstInitializes radial burst effect actors by creating skill effect entities with calculated velocities and rotations in a circular pattern.
0x00BAA3A0829CSkillEffect__SetupEffectType_baa3a0Initializes skill effect visual actors with textures (ring_yellow, alpha_down) and configures rotation/scaling parameters.
0x00BAAA30807CSkillEffect__SetupEffectType_baaa30Initializes skill effect actors with ring geometry, textures, and animation parameters for visual spell effects.
0x00BAAD60514CSkillEffect__SetupHomunEffectCreates homunculus skill effect copies at intervals, calculating directional displacement vectors for visual trail animation.
0x00BAAF70522CSkillEffect__SetupEffectType_baaf70Initializes skill effect actor with heal animation, loads alpha texture, plays 3D sound, handles effect frame cycling
0x00BAB350663CSkillEffect__SetupEffectType_bab350Sets up skill effect actor based on effect type ID, creating visual effect actors with specific properties and textures.
0x00BABC201930CSkillEffect__CreateSkillEffectWithSoundCreates visual skill effect actor with sound, configuring 3D position, rotation, scale and animation based on skill level (0-9)
0x00BAC3B0690CSkillEffect__SetupEffectType_bac3b0Sets up FireBall skill effect (0x14/0x18/0x1c/0x20) with 3D actor, sound, rotation, and animation parameters
0x00BAC670134CSkillEffect__CreateRandomEffectActorsCreates a random effect actor for skill effects, initializes flags (0x4, 0x80), and sets duration to 0x8c milliseconds.
0x00BACAC0187CSkillEffect__InitStrWithRandomSoundInitializes skill effect with random 3D sound playback if not already initialized, then updates skill data.
0x00BACD40146CSkillEffect__InitFirePillarWithSoundInitializes Fire Pillar skill effect, plays 3D sound if skill ID is 0x4B, updates skill data.
0x00BACDE0146CSkillEffect__InitStrWithSound_FInitializes fire pillar skill effect with 3D sound; plays wizard fire pillar audio if not already initialized.
0x00BACE80407CSkillEffect__MultiActorSpiral_InitInitializes 4 spiral effect actors with red/white ring textures, varying scales, and angular offsets for skill visualization.
0x00BAD24037CSkillEffect__UpdateStrDataDefaultWrapper that initializes skill effect string data with default parameters (skill ID 0, float value -1048576.0).
0x00BAD270984CSkillEffect__InitFlasherEffectInitializes Hunter Flasher skill visual effect with sound, projected vertex positioning, and keyframe animation setup.
0x00BAD8B0146CSkillEffect__InitFreesingTrapWithSoundInitializes freezing trap skill effect, plays 3D sound if not already initialized, updates skill data.
0x00BAD950230CSkillEffect__SetupFrostDiver2EffectInitializes Frost Diver 2 skill effect with 3D sound and effect actor, sets flags and parameters.
0x00BADCE0734CSkillEffect__SetupEffectType_badce0Sets up skill effect positioning/rotation by updating actor coordinates and creating effect actors based on skill type parameter.
0x00BAE2E0465CSkillEffect__RegisterInMapRegisters a skill effect into an unordered_map hash table with automatic rehashing when load factor threshold exceeded.
0x00BAE4C01283CSkillEffect__SetupEffectType_bae4c0Sets up Glass Wall skill effect by creating ring actors, configuring rotation/scale/position, and loading blue ring texture.
0x00BAE9D0146CSkillEffect__InitStrWithSound_GInitializes Gloria skill effect with 3D sound, plays priest_gloria.wav if not already initialized.
0x00BAEA70146CSkillEffect__InitIllusionDopingEffectInitializes illusion doping skill effect by playing 3D sound and updating skill data based on camera position.
0x00BAEB10753CSkillEffect__SetupEffectType_baeb10Initializes Frost Diver skill effect with 3D sound, rotation matrix, and projectile actor spawning logic.
0x00BAF0C0723CSkillEffect__SetupEffectType_baf0c0Creates and positions 3 circular effect actors around a central point with rotation matrices applied
0x00BAF3A0442CSkillEffect__AdrenalineRush_InitInitializes Adrenaline Rush skill effect: sets 300ms duration, plays audio cues, projects vertex position, creates sub-effect actor.
0x00BAF8901224CSkillEffect__InitHealEffect_RingInitializes a healing effect ring visualization by creating two concentric particle effect actors with alpha texture and animation parameters.
0x00BAFF30268CSkillEffect__SetupEffectType_baff30Initializes Earth Spike skill effect by copying position data, playing 3D sound, and spawning effect actor with visual rendering.
0x00BB0330604CSkillEffect__SetupEffectType_bb0330Creates and configures a blue ring effect actor with rotation, scaling, and texture (effect\ring_blue.tga) for skill visualization.
0x00BB086F58CSkillEffect__create_type6_effect_actorCreates a type-6 skill effect actor. Initializes the actor with effect parameters for a specific skill visual effect category.
0x00BB0C30327CSkillEffect__SetupEarthquakeSubEffectInitializes earthquake skill sub-effects by projecting vertices with fog, playing 3D hit sound, and creating effect actors.
0x00BB10701179CSkillEffect__InitHitEffect3Initializes a hit effect (type 3) by creating effect actors with rotation, texture loading, and 3D sound playback.
0x00BB1820811CSkillEffect__SetupEffectType_bb1820Initializes skill effect actor with hit animation, sound, rotation, and timing parameters for visual display.
0x00BB1E60233CSkillEffect__RenderAndPlayHitEffectProjects skill effect vertex with fog, stores screen coords, plays 3D hit sound effect if not already triggered.
0x00BB1F63186CSkillEffect__create_rotating_effect_actorCreates a rotating skill effect actor by setting up rotation parameters and initializing the 3D actor with the specified rotation speed and axis for spinning visual effects.
0x00BB214019CSkillEffect__create_rotating_effect_stepPerforms a single rotation step for a rotating skill effect actor. Updates the rotation angle based on the elapsed time and rotation speed.
0x00BB2160233CSkillEffect__SetupEffectType_bb2160Projects skill effect vertex with fog, stores screen coords, plays hit sound effect if not already initialized.
0x00BB2263186CSkillEffect__create_rotating_effect_actor_00bb2263Creates a rotating skill effect actor (variant). Sets up rotation parameters and initializes the 3D actor with rotation configuration at a different call site.
0x00BB244019CSkillEffect__create_rotating_effect_step_00bb2440Performs a single rotation step for a rotating skill effect actor (variant). Updates the rotation angle at a different call site.
0x00BB2460587CSkillEffect__SetupEffectType_bb2460Initializes a blue ring skill effect actor with rotation, scaling, and texture loading for visual display.
0x00BB29BE58CSkillEffect__create_type6_effect_actor_00bb29beCreates a type-6 skill effect actor (variant). Initializes the actor with effect parameters at a different call site.
0x00BB2DB0571CSkillEffect__SetupEffectType_bb2db0Initializes skill effect visual properties including position, actor creation, texture loading, and animation parameters for effect rendering.
0x00BB3330232CSkillEffect__SetupEffectType_bb3330Initializes Ice Wall skill effect by playing sound, creating effect actor, and setting visual properties.
0x00BB36B0146CSkillEffect__InitImpostioDivosInitializes Imposito Divos skill effect; plays 3D sound if skill ID is 0x3c, updates skill data.
0x00BB3750699CSkillEffect__SetupIncAgiDexEffectInitializes visual/audio effect for Increase Agility/Dexterity buff skill, creates effect actor with texture and 3D sound positioning.
0x00BB3C60699CSkillEffect__SetupEffectType_bb3c60Initializes visual effect for Increase Agility skill, projects vertex, plays sound, and creates effect actor with texture.
0x00BB41704474CSkillEffect__LoadEffectResourcesLoads and maps skill effect resources by skill ID, setting up effect parameters and registering effect files in a lookup table.
0x00BB5B1087CSkillEffect__CheckStrDataConditionInitializes skill effect string data condition by resetting counters and clearing an array based on skill count.
0x00BB5B70146CSkillEffect__InitThiefVenomWithSoundInitializes thief venom skill effect, plays 3D sound at caster position relative to active camera view.
0x00BB5C10252CSkillEffect__UpdateKyrieEleisonUpdates Kyrie Eleison skill effect by playing audio cues at frames 0 and 15, then updates skill visual data.
0x00BB5D10311CSkillEffect__CreateEffectActorAllocates C3dActor for skill effect, initializes from effect data, and adds to effect actor linked list.
0x00BB5E50146CSkillEffect__UpdateLexAeternaUpdates Lex Aeterna skill effect by playing audio at frame 15 and updating skill data state.
0x00BB5EF0567CSkillEffect__UpdateLexDivinaPlays Lex Divina skill sound effect at frames 0, 20, 35, 60, 70; updates skill data via CSkillEffect__UpdateStrData.
0x00BB6130517CSkillEffect__InitKingsGraceInitializes King's Grace skill effect by creating 4 effect actors at 90-degree intervals with lg_kings_grace.tga texture.
0x00BB634037CSkillEffect__UpdateSimpleStrEffectWrapper that updates simple string effect data by calling UpdateStrData with default parameters (offset 0, magic 0xc2a00000).
0x00BB637084CSkillEffect__LoadStrResourceLoads STR animation resource for skill effect, sets frame count and animation data pointer via ResourceManager
0x00BB63D01025CSkillEffect__InitLockOnEffectInitializes lock-on targeting effect by creating two particle effect actors with LockOn128.tga texture and fade parameters.
0x00BB67E0371CSkillEffect__UpdateMeteorStormUpdates Meteor Storm skill effect by playing audio cues at frame intervals and triggering screen shake every 50 frames.
0x00BB6A30146CSkillEffect__UpdateMagnificatUpdates Magnificat skill effect by playing audio at frame 0 and applying STR stat data modification.
0x00BB6AD01111CSkillEffect__InitMagnumBreakInitializes Magnum Break skill effect with sound, creates expanding yellow ring visual actors with animation parameters.
0x00BB6F30146CSkillEffect__UpdateMagnusExorcismusUpdates Magnus Exorcismus skill effect: plays priest_magnus.wav audio on first frame, then updates strength-related data.
0x00BB6FD0734CSkillEffect__SpawnPCAfterimageCreates a visual afterimage/clone of a PC actor for skill effects with color tinting and frame-based spawning logic.
0x00BB72D0545CSkillEffect__SpawnHomunAfterimageCreates a homunculus afterimage actor with color tinting, copying the source homunculus and adding to effect list.
0x00BB7500520CSkillEffect__SpawnMobAfterimageCreates and queues a cloned C3dActorMob actor with blended color tint for skill afterimage effects, spawning every 5 frames.
0x00BB7710725CSkillEffect__SpawnNPCAfterimageCreates NPC/Homunculus afterimage actor copy with color tint blending, allocating 0x450/0x510 bytes based on job validity.
0x00BB79F0462CSkillEffect__UpdateMaximizePowerUpdates Maximize Power skill effect by playing positional audio cues at frames 0/40/47/65 and updates STR stat data.
0x00BB7BC0185CSkillEffect__UpdateMeteorSingleUpdates single meteor skill effect: plays impact sound at frame 0, triggers screen shake at frame 40, updates STR data.
0x00BB7C80146CSkillEffect__UpdateMvpEffectPlays MVP victory sound effect and updates skill effect STR data when frame counter reaches 0.
0x00BB7D20403CSkillEffect__UpdateNapalmBeatUpdates Napalm Beat skill effect: projects vertex, plays sound at frame 0, spawns particle actors for frames <15.
0x00BB80E03912CSkillEffect__DispatchEffectByType300Dispatches skill effects for types 300+ (Apocalypse, teleport rings, slash effects, etc.) based on effect type switch.
0x00BBB060112CSkillEffect__intimidate_play_sound_and_particlesPlays the Intimidate skill sound effect and spawns particle effects. Triggers audio playback and creates visual particle emitters for the skill's impact animation.
0x00BC7932289CSkillEffect__create_textured_actor_stepCreates a textured 3D actor for a skill effect and applies texture/material setup. Configures the actor's rendering step with texture mapping parameters.
0x00BC7AF2296CSkillEffect__create_rotated_3d_actor_stepCreates a rotated 3D actor for a skill effect and configures its rotation step. Sets up the actor with 3D rotation and orientation parameters for directional visual effects.
0x00BCCEB0644CSkillEffect__BlackOverthrustInitializes Black Overthrust skill visual effect: plays audio, projects entity position, creates particle actor with alpha_center texture.
0x00BCD140379CSkillEffect__PartyBuffCreates and configures a blue particle effect (party.tga) at entity's ground position with RGB(50,50,253) for party buff visualization.
0x00BCD2C0146CSkillEffect__WeaponPerfectionPlays weapon perfection sound effect on frame 0, then updates skill animation data via CSkillEffect__UpdateStrData.
0x00BCD360683CSkillEffect__RingYellowSpiralSpawns yellow ring spiral particle effects every 20 frames with rotation and texture, type 0xD actor with ring_yellow.tga.
0x00BCD91A59CSkillEffect__create_type6_effect_4stepsCreates a type-6 skill effect with 4 sequential steps. Initializes the effect actor through 4 creation steps for a multi-stage visual effect sequence.
0x00BCDD00186CSkillEffect__SpriteWithFlagsInitializes a skill effect actor with particle type 5, sets scale 1.5x, blend mode 2, loads sprite/action resources and copies frame state.
0x00BCDDC0146CSkillEffect__PoisonReactPlays poison react sound effect and delegates animation update to CSkillEffect__UpdateStrData on frame 0.
0x00BCDE601047CSkillEffect__BlueRingDoubleInitializes dual blue ring particle effects (type 0xD) with different scales, loading ring_blue.tga texture for skill visualization.
0x00BCE280318CSkillEffect__CreateRingParticleCreates a ring particle effect actor with alpha_down.tga texture, configuring rotation speed, scale, and fade timing for buff/concentration skills.
0x00BCE3C0152CSkillEffect__ConcentrationUpdates skill effect position from entity, plays concentration sound at frame 30, creates ring particle effect.
0x00BCE460358CSkillEffect__TrueConcentrationAttackAnimates True Concentration skill effect with palette changes, ring particles every 4 frames (13-109), screen flash at frame 18, cleanup at 150+.
0x00BCE850411CSkillEffect__TrueConcentrationBuffApplies True Concentration buff effect with palette (0x7F RGB 250,0,120), plays sound at frame 18, creates ring particles, clears palette at frame 150.
0x00BCEC70152CSkillEffect__ConcentrationStrongInitializes concentration skill effect with audio cue and expanding ring particle, updates entity position tracking.
0x00BCED101263CSkillEffect__UpdateStrDataUpdates STR animation keyframe data with interpolation, projects screen position, manages layer visibility and animation state progression.
0x00BCF220253CSkillEffect__ProvokePlays swordman_provoke.wav sound effect at animation frames 5 and 30, then updates strength stat display data.
0x00BCF320171CSkillEffect__InitializeRandomParticlesInitializes random particles on skill effect frame 0, then updates animation state data via CSkillEffect__UpdateStrData.
0x00BCF5D0146CSkillEffect__PriestRecoveryPlays priest_recovery.wav sound effect on frame 0, then updates skill string data for Priest Recovery skill.
0x00BCF670146CSkillEffect__RefineFailedPlays refine failure sound effect at frame 5, then updates skill effect string data and returns status.
0x00BCF710146CSkillEffect__RefineSuccessPlays refine success sound effect at frame 15 and updates skill effect string data with hardcoded parameters.
0x00BCF7B0246CSkillEffect__RemoveTrapInitializes Hunter Remove Trap skill effect: plays audio, creates particle actor with scale 0.2, spawns random particles.
0x00BCFA60170CSkillEffect__RenderStrLayersRenders visible STR animation layers for a skill effect by iterating through enabled layers and calling RenderStrQuad for each.
0x00BCFB101423CSkillEffect__RenderStrQuadRenders a single STR skill effect quad by projecting 3D position to screen, building 4 vertices with UV coordinates, applying rotation/color/alpha, and queueing for rendering.
0x00BD00A0253CSkillEffect__WeaponRepairPlays weapon repair sound effect at frames 20 and 55, updates skill animation data via CSkillEffect__UpdateStrData.
0x00BD01A0146CSkillEffect__ResurrectionPlays priest resurrection sound effect on frame 0, then updates skill effect string data for resurrection animation.
0x00BD0240539CSkillEffect__YellowRingGrowPeriodicCreates periodic yellow ring particle effects every 25 frames with varying lifetime and wobble parameters based on spawn sequence.
0x00BD0460146CSkillEffect__LuxAnimaPlays rk_luxanima.wav sound effect on frame 0, then updates skill string data for Rune Knight Lux Anima skill.
0x00BD0780146CSkillEffect__SanctuaryPlays priest_sanctuary.wav sound effect on first frame, then delegates to CSkillEffect__UpdateStrData for animation.
0x00BD0820235CSkillEffect__SpawnParticlesEvenFramesProjects skill effect position to screen space, spawns particle actors on even frames until frame 60, sets flag 8.
0x00BD0AD086CSkillEffect__DispatchBySubtypeDispatches skill effect processing by subtype (14-143) via indexed jump table in Ragnarok skill system.
0x00BD11B0713CSkillEffect__InitShadowSpriteEffectInitializes shadow sprite effect with dual circular-motion actors using Shadow.spr/Shadow.act resources on even frames.
0x00BD1480956CSkillEffect__InitSightRasherInitializes Sight Rasher skill effect: plays sound, projects vertex, spawns expanding particle actors with yellow ring texture.
0x00BD1C10766CSkillEffect__UpdateSignumCrucisUpdates Signum Crucis skill visual effect: projects vertex, plays audio at frame 30, creates alpha_down particle effect actor.
0x00BD20B0146CSkillEffect__UpdateSkidTrapUpdates Skid Trap skill effect: plays 3D sound at frame 0, updates STR status data.
0x00BD2150829CSkillEffect__UpdatePoisonAttackUpdates poison attack skill effect: plays sound at frame 0, spawns particle effect actors every 5 frames with randomization.
0x00BD2490469CSkillEffect__InitRandomParticleOnTargetCopies target actor position to skill effect object and initializes random particle if frame counter is zero.
0x00BD2670205CSkillEffect__UpdatePlayerTrailEffectUpdates player trail effect by spawning effect actors at camera position every 160+ ticks with 0x140 alpha value.
0x00BD2990146CSkillEffect__UpdateElementalShieldUpdates elemental shield skill effect: plays audio at frame 0, updates STR attribute data for sorcerer skill.
0x00BD2C50172CSkillEffect__UpdateSonicBlowPlays Sonic Blow skill audio effect and triggers particle spawning on frame 0 of animation.
0x00BD30301075CSkillEffect__InitSoulStrikeInitializes Soul Strike skill visual effect with multi-hit projectile actors based on skill level (1-7 hits) and angle spacing.
0x00BD3480674CSkillEffect__InitFireBallEffectInitializes Fire Ball skill effect actor with directional sprite, sound playback at frame intervals, and height-based positioning calculations.
0x00BD3730703CSkillEffect__InitSpriteTrailEffectCreates and configures effect actor for sprite trail with rotation, position, and keyframe animation parameters every 10 frames.
0x00BD39F0146CSkillEffect__UpdateVenomSplasherUpdates Venom Splasher skill effect: plays sound at frame 10, then updates strength data via STR packet.
0x00BD3A901618CSkillEffect__InitWaterBallEffectInitializes Water Ball skill effect with pond_water particles at 45° intervals and alpha_down particles every 10 frames.
0x00BD40F0146CSkillEffect__UpdateSpringTrapUpdates Spring Trap skill effect: plays 3D sound at frame 0, then updates strength modifier data.
0x00BD4190146CSkillEffect__UpdateFlashComboUpdates Flash Combo skill effect by playing audio cue and applying STR stat modifications to the skill effect object.
0x00BD4230765CSkillEffect__InitItemDisplayGridInitializes grid layout of item display sprites with positioning, texture assignment, and bounds checking for inventory UI rendering.
0x00BD4530203CSkillEffect__UpdateStealEffectUpdates Steal skill effect by playing EF_Steal.wav audio and creating randomized effect actor at frame 0.
0x00BD499037CSkillEffect__UpdateStrDataOnlyWrapper that updates skill effect string data with default parameters (offset 0, float value -1073741824.0).
0x00BD49C0241CSkillEffect__UpdateStormGust_PlaySoundAndParticlesPlays Storm Gust sound effect at frame 0, spawns random ice particles every 29 frames (frames 31-150), updates skill effect data.
0x00BD4D40146CSkillEffect__UpdateSuffragiumUpdates Suffragium skill effect by playing audio at frame 0 and updating associated STR status data.
0x00BD4DE0104CSkillEffect__UpdateEarthquakeShakeUpdates earthquake skill effect by triggering camera shake at frames 0,3,7,9 and processing string data updates.
0x00BD4E50139CSkillEffect__UpdateStrAtSwappedPosTemporarily swaps target actor position with effect position, updates STR effect data, then restores original actor position.
0x00BD4EE0275CSkillEffect__InitTurnUndeadInitializes Turn Undead skill effect by projecting vertex coordinates, creating particle actor at frame 0, triggering secondary effect at frame 35.
0x00BD5370505CSkillEffect__UpdateGroundParticleUpdates ground particle effects every 5 frames, creates effect actor, adjusts Y position to ground mesh height.
0x00BD5570605CSkillEffect__InitMagicCircleEffectInitializes magic circle ground effect actor with frame-based size transitions at 300/500/1000/1500/2000ms thresholds.
0x00BD5940146CSkillEffect__UpdateThunderstormUpdates thunderstorm skill effect: plays 3D sound at frame 0, then updates STR stat data.
0x00BD59E0465CSkillEffect__InitLockOnGroundCircleCreates persistent ground circle effect for lock-on skills using LockOn128.tga texture with skill-level-based color gradient.
0x00BD5BC0274CSkillEffect__InitSpriteActorOnTargetInitializes sprite-based skill effect actor on target with scale/animation parameters and loads 3D resources.
0x00BD5CE01163CSkillEffect__InitBashRingEffectInitializes Bash skill ring effect with expanding alpha_down.tga texture and sound at frame 50, creating expanding ring particle.
0x00BD6410156CSkillEffect__UpdateTwoHandQuickenInitializes Two-Hand Quicken skill effect with 9999-frame duration, plays sound, updates STR stat data.
0x00BD64B0448CSkillEffect__UpdateRandomParticleEvery5Spawns random particle effect actors every 5 frames with 10-frame lifetime; returns frame counter divided by 5.
0x00BD6670146CSkillEffect__UpdatePoisonReactUpdates poison react skill effect: plays sound at frame 0, then updates STR stat data for the skill.
0x00BD6710500CSkillEffect__InitYellowRingWithParticleInitializes expanding yellow ring effect with particles; creates ring actor every 20 frames, particles every 2 frames
0x00BD6B60967CSkillEffect__InitBlueRingAlphaDownInitializes blue ring alpha_down skill effect with persistent ring and periodic particle spawns every 28 frames
0x00BD7190862CSkillEffect__InitWaterBallProjectileInitializes Water Ball projectile actor with sprite, sound effect, distance calculation, velocity, and rotation toward target.
0x00BD74F01067CSkillEffect__InitFrostNovaEffectInitializes Frost Nova skill effect by creating two ring and particle actors with textures, sound, and animation parameters.
0x00BD7920558CSkillEffect__InitWaterOutEffectInitializes water splash effect actor with 3-frame animation (water_out_a/b/c.bmp) and plays wizard waterball sound.
0x00BD7B5037CSkillEffect__UpdateStrDataNoOffsetWrapper that updates skill effect string data with zero Y-offset by calling CSkillEffect__UpdateStrData(0,0,0).
0x00BD7B801563CSkillEffect__InitShockwaveTrapEffectInitializes shockwave trap visual effect with sound, billboard sprites, and animated thunder ball textures for hunter skill.
0x00BD81A01072CSkillEffect__InitThunderPlasmaBlastInitializes thunder plasma blast skill effect with spark particles every 20 frames and animated billboard at frame 10.
0x00BD8BC0334CSkillEffect__InitTexturedBillboardInitializes a textured billboard effect actor (type 0x62) with texture, position, and orbit parameters for skill visual effects.
0x00BD8DF0474CSkillEffect__InitMultiSegmentOrbitInitializes a 4-segment orbiting effect actor with 45-degree spacing, staggered start angles at frames 0/4, and loads texture for skill visual.
0x00BD8FD0413CSkillEffect__InitMultiOrbitBillboardInitializes multi-orbit billboard effect actor with 4 segments at 45° intervals, loads texture, sets scale/rotation parameters
0x00BD917068CSkillEffect__InitWhiteYellowRingsInitializes white and yellow ring effect actors at frame 0, copying position data and creating ring texture effects.
0x00BD91C0437CSkillEffect__InitSingleOrbitParticleCreates and configures a single orbiting particle effect actor with texture, setting orbit type and angle offset based on parameters.
0x00BD93E03392CSkillEffect__CreateEffectActorSetInitializes a skill effect actor with texture, rendering parameters, and zeroes out effect particle/animation data arrays for skill visual display.
0x00BDA120464CSkillEffect__InitFullBillboardEffectCreates a full-screen billboard effect actor with fullb.tga texture, configuring height based on param_2 parameter for overlay effects.
0x00BDA2F01435CSkillEffect__InitMultiChannelParticleInitializes multi-channel particle effect actor with texture and configures 4 particle channels with timing/size based on effect variant type.
0x00BDA890741CSkillEffect__InitDelayedTexturedEffectInitializes a delayed textured effect actor (type 0x44) with texture loading, frame delay, and orbit segment clearing.
0x00BDABD01443CSkillEffect__InitSoulLinkEffectInitializes Soul Link skill visual effect by loading phase-specific textures and configuring 4-texture animation actor with channel parameters.
0x00BDB1801887CSkillEffect__InitAsuraStrikeInitializes Asura Strike skill visual effect with ring animations and textured particle actors based on variant type.
0x00BDB8E01792CSkillEffect__InitFireWallInitializes Fire Wall skill visual effect with 3D sound, multi-layer rotating particle actor, and texture setup.
0x00BDBFE01710CSkillEffect__InitRotatingParticleEffectInitializes rotating particle effect with concentric layers at angular velocities 0xB4/0x13B/0x168°, duration ≥0x46 frames
0x00BDC690559CSkillEffect__InitSingleTextureParticleCreates and initializes a single-texture particle effect actor (type 0x83) with 1 active channel, scale 24.0, and clears 4 particle data channels.
0x00BDC8C0164CSkillEffect__InitBeginSpellBlueRingsInitializes blue ring spell effect by copying position, playing EF_BeginSpell.wav, and creating two ring_blue.tga particle actors.
0x00BDC9701062CSkillEffect__InitWaterfallEffectInitializes waterfall particle effect with cascading 3-texture animation, loading variant textures (waterfall11-13, waterfall31-33, or alpha_down)
0x00BDCDA0304CSkillEffect__InitOrbitBillboard72Initializes orbit billboard effect actor (type 0x72) with texture, scale 5.0, and orbit radius 1.6 for skill visualization.
0x00BDCF50603CSkillEffect__InitScaledGroundEffectCreates and configures a scaled ground effect actor (type 0x27) with variant-dependent scale/rotation based on param_3 value.
0x00BDD210344CSkillEffect__InitRotatingTexture32Initializes a rotating textured effect actor (type 0x32) with specified texture and rotation speed parameter.
0x00BDD500299CSkillEffect__InitRandomParticleEffectInitializes a random particle effect actor with additive blending, texture loading, and scale 1.0 for skill visual effects.
0x00BDD8E0516CSkillEffect__InitVariantSizeParticleInitializes a variant-size particle effect actor (type 0x2F) with size determined by param_3, texture, and Y-offset positioning.
0x00BDDD30301CSkillEffect__InitTexturedOrbitEffect31Initializes a textured orbit skill effect actor (type 0x31) with texture loading and memory allocation at frame 0.
0x00BDDFE0374CSkillEffect__InitFrameStateEffectInitializes a frame-state effect actor (type 0x33) with position, scale 1.5, loads resources, and copies frame state data.
0x00BDE160416CSkillEffect__InitMultiChannelRandomParticleInitializes a 4-channel particle effect actor with variant-based channel activation and texture loading for skill effects.
0x00BDE5B0363CSkillEffect__InitSpinningParticleInitializes a spinning particle effect actor (type 0xA9) with texture, scale 15.0, and random rotation angle based on variant parameter.
0x00BDEE20356CSkillEffect__InitSpinningGroundEffectInitializes a spinning ground effect actor (type 0x24) with texture, scale 15.0, and random rotation for skill visualization.
0x00BDF0D0408CSkillEffect__InitHeightBasedParticleInitializes height-based particle effect actor (type 0x7F) with actor height, texture, scale 1.0, and random angle for skill visualization.
0x00BDF310372CSkillEffect__InitDelayedSpinEffectInitializes a delayed spinning effect actor (type 0x4A) when skill phase reaches 100, with single texture, scale 8.0, and Y-offset positioning.
0x00BDF490585CSkillEffect__InitSlashEffectInitializes directional slash visual effect (type 0x37) with 4 channels, loads slash01.tga texture, calculates direction angle toward target based on param_2 offset.
0x00BDF6E0376CSkillEffect__InitLineEffectInitializes a directional line effect actor (type 0x38) with texture (line3.tga or line3y.tga) and scale 100.0, controlled by variant index mod 10.
0x00BDFB60337CSkillEffect__InitShockwaveEffectInitializes a 4-channel shockwave effect actor with 90° rotation intervals, texture loading, and Y-offset positioning.
0x00BDFCC0818CSkillEffect__InitDirectionalMeleeEffectInitializes directional melee skill effect (type 0x2E) with animation frames based on variant, loads resources, plays 3D sound.
0x00BE0000224CSkillEffect__InitConditionalParticle20Initializes conditional particle effect actor (type 0x20) on frame 0 if parameter value is in range (0, 5].
0x00BE0570355CSkillEffect__InitAgilityUpEffectInitializes Increase Agility buff visual effect with 3D sound, screen projection, and 50-frame actor.
0x00BE09E0575CSkillEffect__InitOrbitingParticlesInitializes 3-channel orbiting particle effect (type 0x81) with 25-degree angular separation, setting origin/target positions and texture loading.
0x00BE0C20640CSkillEffect__InitPersistentParticleInitializes persistent particle effect actor (type 0x84) with billboard flags, texture, and duration based on phase state.
0x00BE1050893CSkillEffect__InitStarEffectInitializes a star particle effect actor with 3-6 textures based on skill type parameter, allocates texture array.
0x00BE1BB0440CSkillEffect__InitSnowEffectInitializes snow particle effect (type 0x86) by loading 4 snow textures and configuring particle actor with random initialization.
0x00BE1F70402CSkillEffect__InitWeddingEffectInitializes wedding ceremony skill effect (0x4E), plays 3D wedding.wav sound, creates single-texture actor with particle system.
0x00BE22F0166CSkillEffect__InitSpellCastRingsInitializes spell cast ring effect by playing 3D sound and creating two expanding ring actors at caster position.
0x00BE23A01646CSkillEffect__InitMultiRingEffectInitializes a multi-ring visual effect actor by allocating memory, loading texture, and zeroing ring particle data arrays.
0x00BE2A10180CSkillEffect__InitDarkSpellRingsInitializes dark spell ring effect with sound and creates two expanding black rings at skill caster position.
0x00BE2AD0374CSkillEffect__InitFrameStateEffect2Initializes a frame-state effect actor (type 0x33) with scaled positioning and loads 3D/sprite resources for skill animation.
0x00BE2C50523CSkillEffect__InitSuperNoviceEffectInitializes Super Novice skill effect actor with 5 textures (super1-5.bmp), scale 2.0, and activates particle channels if param_2 > 0
0x00BE30E01779CSkillEffect__InitCircleByTypeInitializes a circular skill effect actor with type-specific parameters (radius, height, rotation) based on param_3 type flag.
0x00BE38503056CSkillEffect__CreateEffectWithTexturesInitializes skill effect actor with texture array (dust or other effect frames) based on param_2 type flag.
0x00BE44806098CSkillEffect__CreateSkillVisualEffectCreates the visual effect actor for a skill effect based on the skill visual type (param_2, 0x00-0x69). Copies the source position, creates a CEffectActor via CSkillEffect__CreateEffectActor, sets up render flags and animation mode, then loads the appropriate .act/.spr sprite resources via C3dActor__LoadActionResource/LoadSpriteResource. Handles ~60+ visual types including: type 0-6 = basic hit effects (blood lust, fire hit, etc. with 3D sound), type 7 = fire hit with glow, type 8/0x1C = directional projectiles (arrow/bolt) with angle calculation from source to target via CEffectActor__CalcDirectionAngle + camera angle offset, selecting 1 of 4 direction frames (0/90/180/270 degrees), types 0x10-0x19 = elevated/overlay effects with various height offsets (-1.0 to -6.0), types 0x20-0x24 = item hit effects with "itempokjuk.wav" sound, types 0x32-0x36 = additional overlay effects, types 0x3C-0x41 = complex effects with custom colors/scale/glow, types 0x46-0x51 = status effect sprites (various), types 0x52-0x55 = special animations, types 0x56-0x58 = additional effect types, types 0x5B/0x5E-0x69 = elevated/positioned effects with height offset -4.0 or render mode 0xD.
0x00BE6140508CSkillEffect__InitElectricEffectInitializes lightning effect actor (type 0x66) with elec1.tga texture, sets scale 0.1, calculates direction angle to target, seeds random state
0x00BE6480421CSkillEffect__InitElectricEffectPhase0Initializes electric effect actor (type 0x65) for skill phases 0-3, loads elec1.tga texture with 0.1 scale and angle parameter.
0x00BE6840437CSkillEffect__InitElectricEffectPhase11Initializes electric effect actor (type 0x65) for skill phases 11-14, loads elec1.tga texture with 0.1 scale
0x00BE6BF0437CSkillEffect__InitElectricEffectPhase20Initializes electric effect actor (type 0x65) with elec1.tga texture, scale 0.1, for skill phases 20-23
0x00BE6FA0806CSkillEffect__InitProjectileParticleInitializes projectile particle effect actor with velocity, duration, gravity, and 3D trajectory matrix transformation from source to target.
0x00BE73A0209CSkillEffect__InitFallingParticleInitializes downward-falling particle effect actor with -10.0 Y velocity and 60-frame duration during skill phase < 5.
0x00BE7800393CSkillEffect__InitPortalEffectInitializes warp portal visual effect with blue ring texture, 3D sound, and rotation animation parameters.
0x00BE7F701888CSkillEffect__CreateEffect300CInitializes teleportation skill effect actor with texture, animation parameters, and plays 3D sound at caster position.
0x00BE86D01138CSkillEffect__InitTorchRedEffectInitializes a torch red effect actor by loading 11 sequential animation frame textures and configuring effect parameters.
0x00BE8B80475CSkillEffect__InitHealEffectInitializes heal skill visual effect with pikapika2 sparkle texture, 3D sound, and particle actor at caster position.
0x00BE8E101246CSkillEffect__InitQuadRingByStyleInitializes a quad ring skill effect actor with texture, positioning 4 quads at cardinal directions with style-specific angles/offsets.
0x00BE92F0414CSkillEffect__InitDirectionalBillboardCreates and initializes a directional billboard effect actor (type 0x43) with texture, scale, and rotation parameters based on skill effect data.
0x00BE9490864CSkillEffect__InitMovingProjectileInitializes a moving projectile skill effect actor with texture, animation frames, and timing based on skill type parameter.
0x00BE97F0324CSkillEffect__InitRotatingTextureEffectInitializes rotating texture effect actor (type 0x71) with 4.0 scale, 315° rotation range, random angle for ground skills
0x00BE9A0D258CSkillEffect__init_multi_billboard_slotsInitializes multiple billboard rendering slots for a skill effect. Sets up the billboard array with typed parameters for rendering multiple particle/billboard instances simultaneously.
0x00BE9AD0451CSkillEffect__InitExpandingRingEffectInitializes expanding ring visual effect (type 0x25) with yellow/black texture, 2 perpendicular channels, scale 24.0, expansion rate 3.2
0x00BE9CA01054CSkillEffect__InitGrandCrossEffectInitializes Grand Cross skill effect actor with positioning, sound, textures, and animation parameters based on caster state.
0x00BEA0C0288CSkillEffect__InitMagicTargetEffectInitializes magic target ground effect (0x70) by creating effect actor, allocating texture buffer, loading magic_target.tga, and configuring display flags.
0x00BEA1E0575CSkillEffect__SetupEffectType_bea1e0Initializes a skill effect actor with position/rotation data, configures visual parameters based on effect type, and loads appropriate 3D resources.
0x00BEA420469CSkillEffect__InitGlassWallEffectInitializes Glass Wall skill effect actor with 3D sound, texture loading, rotation (360°), scale (10.0), and size (34.0).
0x00BEAA701281CSkillEffect__InitGlassWallEffectBInitializes Glass Wall skill effect actor with texture, sound, and animation parameters based on effect stage.
0x00BEC170172CSkillEffect__InitScreenFlashEffectInitializes screen flash effect (0x75) by notifying active UI mode and creating effect actor with flash flag enabled.
0x00BEC4C0539CSkillEffect__SetupEffectType_bec4c0Initializes skill effect actor with texture, configures display parameters based on effect type, allocates texture array
0x00BEC710542CSkillEffect__SetupEffectType_bec710Sets up visual effect for Black Maximize Power Sword skill - loads textures, creates effect actor, configures rendering properties and plays 3D sound.
0x00BEC930625CSkillEffect__SetupEffectType_bec930Initializes Kyrie shield effect actor with textures, sound, and parameters based on shield level
0x00BECBB0522CSkillEffect__SetupEffectType_becbb0Initializes a skill effect actor with 5 sprite frames (super1-5.bmp) and configures rendering flags and parameters.
0x00BED040373CSkillEffect__InitDirectionalRotatingEffectInitializes a directional rotating billboard effect actor with single texture, 8.0 scale, 180° rotation range.
0x00BED1C02845CSkillEffect__CreateEffect300BInitializes skill effect actor 300B with texture, animation parameters, and zeroed effect data arrays for RO client rendering.
0x00BEE690899CSkillEffect__SetupEffectType_bee690Initializes skill effect actor with texture loading, sets scale based on param_3, handles effect type variants (0x3c/0x3b) with modulo-based branching logic.
0x00BEF1701026CSkillEffect__InitExplosionEffectCreates and initializes an explosion effect actor with textures, position, and randomized rotation parameters.
0x00BEF580295CSkillEffect__InitSpinningTextureEffectInitializes spinning texture effect actor (type 0x6E) with 10.0 scale, 360° rotation, random angle for ground-level skill visuals.
0x00BEF9F0347CSkillEffect__InitWhiteParticleVariantInitializes white particle effect variant (type 100) with white02.bmp texture; allocates particle array based on variant phase parameter.
0x00BF0000345CSkillEffect__InitWhiteParticlePhase6Initializes white particle effect (type 100) for skill phases 6-9 using white02.bmp texture with channel activation.
0x00BF0400416CSkillEffect__SetupEffectType_bf0400Creates and initializes a visual effect actor with white texture for skill effect type bf0400, configuring position and rendering parameters.
0x00BF0900351CSkillEffect__InitWhiteBillboardParticleInitializes additive white billboard particle effect (type 0x46) with white02.bmp texture for skill animations.
0x00BF0CD0347CSkillEffect__InitWhiteTargetedParticleInitializes white targeted particle effect (type 0x2B), loads texture (white01.bmp or white03.bmp), stores target position, applies Y offset.
0x00BF1030430CSkillEffect__SetupEffectType_bf1030Initializes skill effect visual setup by copying source data, creating green magic effect actor with 6 rotating particle instances when type is 5.
0x00BF11E0384CSkillEffect__SetupEffectType_bf11e0Initializes a blue magic effect actor with 5 particle instances, loading magic_blue.tga texture and configuring animation parameters.
0x00BF1360202CSkillEffect__InitPhasedRandomEffectInitializes phased random effect actor (type 0x7C) with position/rotation from parent, triggers randomization for phases 12-15.
0x00BF16B0530CSkillEffect__SetupEffectType_bf16b0Initializes a skill effect actor with texture, position, and target actor references for visual rendering.
0x00BF18D0530CSkillEffect__SetupEffectType_bf18d0Initializes a skill effect actor with texture, position, scale, and target actor references for rendering.
0x00BF1AF0558CSkillEffect__SetupEffectType_bf1af0Initializes a cloud effect actor (skill effect type) with texture, positioning, and target actor binding based on skill parameter.
0x00BF1D201403CSkillEffect__InitTripleRingEffectInitializes a triple ring skill effect actor with texture, animation parameters, and vertex data arrays for rendering.
0x00BF22A0525CSkillEffect__SetupEffectType_bf22a0Initializes skill effect actor with texture, animation parameters, and configurable scaling based on effect type parameter.
0x00BF24B0772CSkillEffect__SetupEffectType_bf24b0Initializes visual skill effect actor with texture, flags, and animation parameters based on effect type.
0x00BF27F542CSkillEffect__set_rotation_angle_randomSets the rotation angle of a skill effect to a random value. Generates a random angle for visual variety in effect rendering.
0x00BF3040346CSkillEffect__InitTexturedEffectActorInitializes textured effect actor (type 0x51) with texture, particle channel, alpha 0x28, scale 10.0, amplitude 1.0
0x00BF32D0815CSkillEffect__SetupEffectType_bf32d0Initializes skill effect actor with texture, animation frames, and rotation parameters based on effect type variant.
0x00BF3600132CSkillEffect__PlayMagicRodSoundPlays 3D "sage_magic rod.wav" sound at skill effect position when phase equals 0, relative to active camera.
0x00BF3690843CSkillEffect__SetupEffectType_bf3690Initializes skill effect actor with textures, animations, and 3D sound based on skill type (Magnum Break/Permeter Attack).
0x00BF39E0276CSkillEffect__SpawnAfterimageSmallCreates a cloned C3dActorPC afterimage with blue tint (155,155,255), spawned every 20 frames or at frame 9998.
0x00BF3B00276CSkillEffect__SpawnAfterimageLSpawns large afterimage clone of player actor every 10 frames with bright white-blue tint (225,225,255) at 225x225 size.
0x00BF3C201403CSkillEffect__InitTripleRingEffectBInitializes a triple ring effect actor by copying position, creating effect actor, loading texture, and zeroing particle/animation data arrays.
0x00BF41A0595CSkillEffect__SetupEffectType_bf41a0Initializes skill effect actor with texture, position data, and type-specific parameters (scale, rotation, duration based on param_3 effect type)
0x00BF4400330CSkillEffect__SetupEffectType_bf4400Initializes skill effect actor with texture, copying position data and configuring rendering properties like scale and alpha.
0x00BF47A0430CSkillEffect__SetupEffectType_bf47a0Initializes skill effect actor with texture, rendering flags, and default animation/scale parameters from skill data.
0x00BF4950172CSkillEffect__InitEvenFrameParticleInitializes even-phase particle effect (type 0x28), resets persistent mode at phase 99999998, applies random seed.
0x00BF4BF0520CSkillEffect__SetupEffectType_bf4bf0Initializes skill effect actor with position/rotation data, conditionally loads 3D/sprite resources based on effect type parameter.
0x00BF4E00279CSkillEffect__SetupEffectType_bf4e00Sets up thunder center effect actor with texture, initializes position/scale from skill effect data at offset 0x138.
0x00BF50E0430CSkillEffect__PoisonCloud_InitInitializes poison cloud ground effect actor with texture, duration, and visual parameters; handles re-initialization via tick counter.
0x00BF5290432CSkillEffect__SetupEffectType_bf5290Initializes skill effect actor with texture, positioning, and scale parameters based on effect type flag.
0x00BF5560400CSkillEffect__ThunderBall_InitInitializes Thunder Ball or Meteor Comet skill effect actor with textures based on effect type parameter.
0x00BF58C0282CSkillEffect__SetupEffectType_bf58c0Initializes skill effect properties and conditionally creates a special effect actor (ID 0x73) with texture binding for skill ID 0x1e
0x00BF5C10414CSkillEffect__SetupEffectType_bf5c10Sets up a skill effect actor with textures (pok1.tga, pok3.tga) based on effect type and duration parameters.
0x00BF5F90265CSkillEffect__SetupEffectType_bf5f90Sets up a skill effect actor with texture and rendering properties based on effect type parameter.
0x00BF6290506CSkillEffect__SetupEffectType_bf6290Initializes skill effect actor for type 0x23, sets up texture, position, and rendering parameters from parent skill effect.
0x00BF6490358CSkillEffect__SetupEffectType_bf6490Initializes skill effect actor with texture and effect type configuration based on param_3 type selector.
0x00BF6990359CSkillEffect__SetupEffectType_bf6990Initializes skill effect actor with pokémon-themed textures (pok1/2/3.tga) and configures visual parameters from UI window mode.
0x00BF6CF0100CSkillEffect__PlayDelayedSoundTriggers 3D sound effect at phase 300 of skill animation, resets phase counter when exceeding 2300 to prevent overflow.
0x00BF6D603500CSkillEffect__CreateEffect300Creates a ring effect (red/blue) around a target actor; initializes particle/animation parameters for skill effect ID 300
0x00BF7F902040CSkillEffect__CreateEffectActorSetBCreates and initializes a particle effect actor for skill effect set B with cloud texture and animation parameters.
0x00BF8C30587CSkillEffect__SetupEffectType_bf8c30Initializes skill effect actor with cloud texture, configures animation parameters based on effect type variant.
0x00BF9020710CSkillEffect__SetupEffectType_bf9020Initializes skill effect actor with texture, animation frames, and particle properties for visual rendering during gameplay.
0x00BF92F0300CSkillEffect__InitTargetedTextureParticleInitializes a targeted texture particle effect (type 0x2B) with target position and loads texture resource.
0x00BF9580310CSkillEffect__SetupEffectType_bf9580Initializes skill effect actor with texture, position, and scale data when effect type not yet setup
0x00BF97D0450CSkillEffect__SetupEffectType_bf97d0Initializes effect actor with texture, sets up positioning from UI mode, configures rendering parameters and animation state.
0x00BF99A01549CSkillEffect__InitPortalRingEffectInitializes a blue portal ring visual effect actor with texture, scaling, and animation parameters on skill effect completion.
0x00BF9FB01373CSkillEffect__SetupEffectType_bf9fb0Initializes a ring effect actor with white texture, animations, and particle properties for skill visualization.
0x00BFA510514CSkillEffect__RenderCharacterEffectUpdates character effect animation frame, calculates movement direction, and creates effect list window UI with proper rotation angle.
0x00BFA720389CSkillEffect__SetupEffectType_bfa720Initializes skill effect actor with blue magic texture, sets up 5 particle instances with animation frame offsets based on skill ID.
0x00BFA8B01746CSkillEffect__CreateRingEffectActorsCreates a ring-shaped effect actor with size determined by param_4, loads texture, and initializes render parameters.
0x00BFAF90438CSkillEffect__SetupEffectType_bfaf90Initializes a skill effect actor with texture, duration, and rendering flags for visual effect display.
0x00BFB1501107CSkillEffect__SetupEffectType_bfb150Initializes a skill effect actor with texture, position, rotation, scale, and animation parameters from parent effect data.
0x00BFB5B0301CSkillEffect__SetupEffectType_bfb5b0Initializes skill effect actor with position/rotation data, copies properties from source effect, and sets up visual effect parameters.
0x00BFB760842CSkillEffect__SetupEffectType_bfb760Initializes a blue ring visual effect actor with 3 particle instances, loading "ring_blue.tga" texture and configuring particle properties.
0x00BFBAB0727CSkillEffect__SetupEffectType_bfbab0Initializes skill effect actor with texture, position, and type-specific properties (scale/rotation based on param_3)
0x00BFBD90351CSkillEffect__SetupEffectType_bfbd90Initializes skill effect actor with texture, position, and rendering parameters for visual effect playback
0x00BFC030508CSkillEffect__SetupEffectType_bfc030Initializes a skill effect actor with directional positioning based on effect type index and configures texture/rendering properties.
0x00BFC2E0415CSkillEffect__SetupEffectType_bfc2e0Initializes skill effect actor with texture, positioning, and animation parameters from parent skill effect object.
0x00BFC520527CSkillEffect__SetupEffectType_bfc520Initializes skill effect actor with texture, animation parameters, and default rendering properties (scale, rotation, timing).
0x00BFC730175CSkillEffect__InitEvenFrameParticle300Initializes even-frame particle effect (type 0x28) active until phase 300, resets to persistent mode at phase 99999998.
0x00BFC9F016CSkillEffect__SetParam458Stores a 32-bit parameter value at offset 0x458 in CSkillEffect instance for skill visual effect configuration.
0x00BFCA00513CSkillEffect__SetupEffectType_bfca00Initializes a boomerang shield effect actor with texture, position, rotation, and plays 3D sound if applicable.
0x00BFCD20801CSkillEffect__SetupEffectType_bfcd20Initializes a boomerang/shield projectile effect actor with position, texture, distance, speed, and rotation parameters for skill animation.
0x00BFD05037CSkillEffect__UpdateStrDataSimpleWrapper that updates skill effect string data with default parameters (0,0,0), returns success status.
0x00BFD080252CSkillEffect__SetupEffectType_bfd080Initializes skill effect actor with purple slash texture and animation parameters for visual effect rendering.
0x00BFD290590CSkillEffect__SetupEffectType_bfd290Initializes skill effect actor with textures (sonic_wave or purpleslash) and configures animation/position parameters.
0x00BFD570423CSkillEffect__SetupEffectType_bfd570Initializes skill effect actor with texture, flags, and default properties when effect type not yet set
0x00BFD820330CSkillEffect__SetupEffectType_bfd820Initializes skill effect actor with texture, animation parameters, and rendering state from skill data template.
0x00BFDCD0313CSkillEffect__SetupEffectType_bfdcd0Initializes skill effect visual properties by copying source data and creating a textured effect actor with animation parameters.
0x00BFDF40346CSkillEffect__SetupEffectType_bfdf40Initializes skill effect actor with texture, sets scale based on param_4 flag, allocates effect data array, and seeds RNG.
0x00BFE1B0358CSkillEffect__SetupEffectType_bfe1b0Initializes skill effect visual by copying source data, creating effect actor with texture, and configuring particle/animation parameters.
0x00BFE4001490CSkillEffect__InitActorEffectByTypeInitializes a skill effect actor with position/rotation from parent, loads 3D resources based on effect type parameter.
0x00BFE9E0715CSkillEffect__SetupEffectType_bfe9e0Initializes a skill effect actor with Blue Ivy visual (texture, position, scale, rotation) and trajectory calculations.
0x00BFECB0839CSkillEffect__SetupEffectType_bfecb0Initializes a Blue Ivy skill effect actor with position, texture, distance calculation, and animation parameters.
0x00BFF000265CSkillEffect__InitGroundParticleInitializes ground-level particle effect actor (type 0x2C) with single texture, lowered Y offset, for ground-targeted skill visuals.
0x00BFF1F0327CSkillEffect__SetupEffectType_bff1f0Initializes thunder_center effect actor with position/rotation data and texture loading for skill effect rendering
0x00BFF4D0265CSkillEffect__SetupEffectType_bff4d0Initializes skill effect actor with texture loading, position copying, and memory allocation for effect rendering data.
0x00BFF6C01210CSkillEffect__InitTeleportRingEffectInitializes teleport ring visual effect by creating effect actor, loading texture, configuring animation timing and positioning based on skill level parameter.
0x00BFFB80375CSkillEffect__SetupEffectType_bffb80Sets up a skill effect actor with alpha-blended sprite, copies position/rotation data, allocates texture buffer, loads center sprite texture.
0x00BFFF50375CSkillEffect__SetupEffectType_bfff50Sets up skill effect actor with texture, positioning, and initializes visual parameters for effect rendering in game world.
0x00C00350652CSkillEffect__CreateMultiHitEffectCreates multi-hit effect actor with cloud11.tga texture, plays 3D impact sounds (EF_hit2.wav, EF_hit4.wav) at frame intervals relative to camera.
0x00C0084043CEffect__SendEffectCommandSends packet 0xA5 to server if effect state is inactive; wrapper around global command dispatch vtable.
0x00C008701017CEffect__InitProjectileEffectInitializes projectile visual effect actor with trajectory, texture, and speed based on source/destination positions and projectile type.
0x00C00C70341CEffect__InitRandomParticleEffectInitializes a random particle effect actor (type 0x7B) with camera position and texture, allocating particle data buffer.
0x00C010A0713CEffect__InitMultiRingEffectInitializes a multi-ring rotating effect with 4 concentric rings, 90° angle offsets, texture loading, and per-ring segment configuration for skill visualization.
0x00C01370740CEffect__InitMultiRingEffectBInitializes multi-ring effect variant B (0x1F) with configurable radius/scale based on type parameter for skill visual effects.
0x00C01660493CEffect__InitValentineEffectInitializes Valentine's Day effect (type 5) with 3D sound, loads sprite/action resources based on variant, configures effect actor flags and properties.
0x00C018501752CSkillEffect__CreateHealEffectCreates heal skill visual effect with 5 concentric particle rings, loads cloud11.tga texture, plays _heal_effect.wav sound.
0x00C01F303875CEffect__InitAlphaDownEffectInitializes alpha fade-down particle effect with 4 layers, loads texture, configures rotation/scale, and creates effect actor
0x00C03130917CEffect__InitWaterfallEffectInitializes waterfall particle effect with 3 texture layers and animated frame offsets based on waterfall type parameter.
0x00C034D0201CEffect__InitSimpleRandomEffectInitializes particle effect actor (type 0x50) with source entity position and allocates texture slot buffer when effect state is uninitialized.
0x00C03C90458CEffect__InitWhiteLightEffectInitializes a white light visual effect (type 0x82) with texture loading, duration config, and randomized positioning based on variant parameter.
0x00C043F0338CEffect__InitTimedBurstEffectInitializes timed burst effect actor (type 0xAA), spawning new burst every 10 ticks for 30 ticks max, loading texture and randomizing parameters.
0x00C048C0624CEffect__InitCylinderEffectInitializes a cylinder-type effect actor (0x93) with texture, configurable size variant, and particle layer setup.
0x00C04B301238CEffect__InitWaterBubbleEffectInitializes water bubble particle effect with 27 textures across 5 layers, configurable height offset and duration (min 100 frames).
0x00C050101484CEffect__InitWaterBubbleTopEffectInitializes water bubble/top effect actor with 27-29 textures, 5 particle layers, minimum 100-frame duration based on param_4 type.
0x00C055E01325CEffect__InitSpellBeginBubbleEffectInitializes spell begin bubble effect with 27-frame animation or 4-frame YBfire texture based on param_4, plays sound, allocates particle layers
0x00C05B101213CEffect__InitSevereRainstormEffectInitializes Severe Rainstorm skill effect (actor 0xAD) with 9 cylinder textures, 5 particle layers, sound, and 120+ frame duration.
0x00C05FD068CEffect__InitDualWaterBubbleEffectInitializes dual water bubble effects (types 0x2D and 0x19) using shared texture data when effect state is 0.
0x00C06020146CEffect__InitSpellBeginEffectInitializes spell cast begin effect: copies caster position, plays "EF_BeginSpell.wav" 3D sound, loads fire particle texture if state==0
0x00C060C0824CEffect__InitAnimatedParticleEffectInitializes animated particle effect actor with texture animation frames (torch, water column, or dust based on param_3).
0x00C06440434CEffect__InitDualTextureEffectInitializes dual-texture effect actor (type 0x94) with two textures, entity scale/rotation, allocates texture pointer array, sets duration to 200 ticks.
0x00C06640421CEffect__InitTrailEffectInitializes a trail effect actor (type 0x9C) with texture, duration 120 ticks, speed 6.0, anchored at source position with Y offset.
0x00C06840376CEffect__InitLineEffectInitializes a line-type skill effect actor, loads texture (line3.tga or line3y.tga), sets parameters based on direction variant.
0x00C06B80360CEffect__InitLineEffectBInitializes a line effect actor (type 0x38) with custom texture param_3, height 100.0, direction based on param_2 % 10.
0x00C06EE0360CEffect__InitYellowLineEffectCreates yellow line effect actor (type 0x38) with hardcoded "effect\line3y.tga" texture and direction based on param_2 modulo 10.
0x00C07200444CEffect__InitDirectionalEffectCreates and initializes a directional effect actor (type 0x9A) with texture, positioning from source to destination, and directional angle calculation.
0x00C073C0830CEffect__InitConditionalEffect8AInitializes effect 0x8A by copying position data and conditionally creating skill effect actor with random positioning when state is 0 and parameter >= 5.
0x00C07700203CEffect__InitConditionalEffect91Initializes conditional effect 0x91 when state==0 and threshold>0, creates effect actor with random positioning.
0x00C07A801346CEffect__InitMultiLayerRotatingEffectInitializes a 4-layer concentric rotating ring effect (type 0x8B) with configurable radius and staggered layer angles.
0x00C07FD0608CEffect__InitDualPhaseEffectInitializes dual-phase effect actor (type 0x84) with flags 0x5, triggered at state 0 or 10, loading texture and setting scale 1.0
0x00C083E0134CEffect__InitCloakingEffectInitializes Assassin Cloaking effect: plays sound, applies invisibility by setting alpha to 0 and color to black.
0x00C08470449CEffect__InitSpinningRingEffectInitializes spinning ring visual effect with 4 concentric layers, angle offset by state*120°, height 50.0, full opacity, Y offset -5.0.
0x00C08640466CEffect__InitSpinningRingEffectBInitializes a spinning ring effect (type 0xA4) with 4 layers, radius 15.0, height 100.0, alpha 255, only during first 3 ticks.
0x00C08820468CEffect__InitSpinningRingEffectCInitializes spinning ring effect (type 0xA5) with 4 concentric rings, radius 15.0, rotating based on animation state for first 3 ticks.
0x00C08A00420CEffect__InitSpinningRingEffectDInitializes a spinning ring skill effect (type 0xA2) with 4 concentric rings at height 100.0, rotating angle based on animation state.
0x00C08BB0235CEffect__InitScreenSpaceEffectInitializes screen-space effect by projecting 3D entity position to 2D screen coords and creating effect actor with 50-tick duration.
0x00C08F501232CEffect__InitTetraVortexEffectInitializes Tetra Vortex effect (actor 0x8C), plays meteor/vortex sounds, spawns child effects every 25 frames, loads tv-*.bmp textures when param_2==4
0x00C094D0580CEffect__InitGroundProjectileEffectInitializes a ground projectile effect actor (type 0xA0) with texture, scaling based on param_3 type, and Y-offset positioning.
0x00C09750576CEffect__InitRadialSpriteEffectInitializes radial sprite effect with 5 particle layers at evenly-spaced angles using sin/cos lookup tables
0x00C09990755CEffect__InitFireBallDirectionalEffectInitializes fireball directional effect actor with trajectory, rotation, and directional sprite animation based on source-to-target angle.
0x00C09C901978CEffect__InitFireBallMultiPhaseEffectInitializes multi-phase fireball effect with 3 wave groups, creates sprite actors with rotation/velocity calculations per frame phase.
0x00C0A4501978CEffect__InitFireBallColorPhaseEffectInitializes multi-phase fireball effect with color transitions (RGB variants per wave); plays sound at frame 5.
0x00C0AC10853CEffect__InitGreenDirectionalSpriteEffectCreates directional sprite effect actor with green tint (0x69FF69), rotates based on camera angle, loads sprite/act resources
0x00C0AF7037CSkillEffect__IsGroundEffectValidValidates ground effect display by checking skill effect string data with Y offset -80.0.
0x00C0AFA0246CEffect__CanTargetEntityValidates if an entity can be targeted based on key state, sprite validity, account ownership, party/guild status, and visibility.
0x00C0B0A0299CEffect__InitPillarEffectInitializes a pillar effect actor with texture, height 16.0, radius 74.0, and random parameters when state is 0.
0x00C0B630164CEffect__InitWhiteRingSpellEffectInitializes white ring spell effect with sound and creates two expanding ring visual effects at caster position.
0x00C0B6E0636CEffect__InitHealEffectInitializes heal effect with sound playback, loads textures (pok1/pok3), creates particle emitters every 4 frames for 20 frames
0x00C0BBD0682CEffect__InitBubbleTrailEffectInitializes bubble trail particle effect with 13 textures, 5 directional layers from source to target with decreasing size/speed per layer.
0x00C0BE80235CEffect__InitScreenSpaceEffectBInitializes screen-space effect variant B (type 0x10); projects 3D position to screen, creates effect actor with 50-tick duration on even state frames.
0x00C0C240506CEffect__InitElectricEffectInitializes electric effect actor with texture "elec1.tga", scale 0.1, alpha 250, angle from entity facing, height 20.0, clears ring layers.
0x00C0C650102CEffect__InitSimpleVtableEffectInitializes a simple effect by calling vtable method with type 0xA4, then creates and attaches secondary effect at offset 0x53C.
0x00C0C6C0540CEffect__InitDualRingEffectInitializes dual rotating ring particle effect (actor 0xA1) with configurable height offset and texture loading for skill visualization.
0x00C0C8E0266CEffect__InitSimpleParticleEffectInitializes a simple particle effect actor (type 0x9F) with single texture, allocating buffers and loading texture resource.
0x00C0CB40635CEffect__InitSingleRingParticleEffectInitializes a single ring particle effect actor (0x89) with texture, configures size/angle based on param_3, sets up emission layers.
0x00C0CFCD323CSkillEffect__init_multi_billboard_typedInitializes multiple billboard slots with type-specific parameters. Configures the billboard array for a typed skill effect, setting up rendering properties for each billboard instance.
0x00C0D0D0549CEffect__InitSingleRingParticleEffectBInitializes a ring particle effect actor (0x89) with configurable size based on param_3, loads texture, and sets particle properties.
0x00C0D49D340CSkillEffect__init_directional_billboard_typedInitializes directional billboard slots with type-specific parameters. Configures billboard rendering for directional skill effects that orient toward or away from the target.
0x00C0D5B0329CEffect__InitRandomEmitParticleEffectInitializes particle emitter effect (actor 0x9D) that spawns new actors every 10 frames with randomized emission using provided texture.
0x00C0D8101400CEffect__InitRingWhiteExpandEffectInitializes expanding white ring particle effect (0x3F) with 4 layers, spawning every 100 frames with configurable height scaling.
0x00C0DD901406CEffect__InitRingWhiteExpandEffectBInitializes expanding white ring effect actor (type 0x3F) with ring_white.tga texture, spawning every 100 frames with 4 particle layers.
0x00C0E310958CEffect__InitDualRadialParticleEffectInitializes dual radial particle effect with two concentric rings of 5 particles each at 45° intervals, active for 2 frames.
0x00C0E6D0358CEffect__InitTimedEmitEffectInitializes timed particle emitter effect, spawning effect actors every 10 frames up to 30 frames total with randomized emission.
0x00C0ED50378CEffect__InitSnowParticleEffectInitializes snow particle effect by creating actor 0x3B, loading E9_snow03.tga and E9_snow02.tga textures, setting position from effect origin.
0x00C0F0F0679CEffect__InitDirectionalTrailEffectInitializes directional trail effect with 5 particle layers, direction angle from source to target, texture loading, and staggered timing.
0x00C0F3A0426CEffect__InitGroundCloudEffectInitializes ground cloud effect actor (type 0x97) with alpha blending, loads texture, sets radius 2.5 and Y-offset from parameter.
0x00C0F670374CEffect__InitSpriteActorBindEffectInitializes a bound sprite/actor effect (type 0xA8) that follows a parent entity, with special handling for skill 0x4D8 (Assumptio).
0x00C0F7F0338CEffect__InitSmallRadialEffectInitializes small radial effect by creating effect actor (0x98) with scale 0.3, radius 2.0, up to 10 per frame
0x00C0FA401170CEffect__InitRadialSpawnEffectInitializes radial spawn effect actor (0x99) with variant-specific parameters, duration, and scale based on spawn count and param_2 type.
0x00C105301154CEffect__InitAgilityBuffEffectInitializes agility buff/debuff visual effect with billboard actor, texture loading, and particle emission on even frames.
0x00C10C20615CEffect__InitVerticalLayerEffectInitializes vertical layered particle effect with 4 staggered Y-height layers, each delayed 10 frames, radius 20.0, 215° angle range.
0x00C10E90547CEffect__InitCloudHitEffectInitializes cloud hit effect (actor 0x45) with cloud11.tga texture, plays impact sounds at frames 10 and 20.
0x00C11310547CEffect__InitCloudHitEffectBInitializes cloud hit effect actor with cloud11.tga texture, plays impact sounds EF_hit2.wav and EF_hit4.wav at frames 10 and 20.
0x00C1178060C3dActor__CreateEffectSimpleCreates and attaches a visual effect (ID 0x38f) to a 3D actor with default positioning and no parameters.
0x00C117C0573CSkillEffect__CreateTexturedProjectileInitializes a textured projectile effect actor with animation frames, loading texture and configuring particle properties for skill effects.
0x00C11A00473CSkillEffect__InitSingleTextureEffectInitializes a single-texture skill effect (type 0x88) by creating effect actor, loading texture, setting position from source, randomizing state.
0x00C11C60206CSkillEffect__InitRandomTextureEffectInitializes random texture skill effect (type 0x96) by creating effect actor, copying position, allocating texture slot, and seeding randomization.
0x00C12680718CEffect__InitWaterColumnEffectInitializes water column particle effect (actor 0x8E) by loading 117 textures across 4 animation sequences for water-based skills.
0x00C131E0147CWeatherEffect__CalcDirectionVectorComputes 3D wind direction vector for weather particles using angle lookup table with 90° offset rotation.
0x00C13280450CWeatherEffect__SelectEffectByTypeSelects and instantiates weather effects by type ID with 300-tick cooldown, mapping 12 effect types to 3D actor IDs.
0x00C13450115CWeatherEffect__CreateEffect14DSpawns weather effect 0x14D with 300-tick cooldown, retrieves camera from active UI mode, attaches to actor.
0x00C134E0164CWeatherEffect__CreatePokjukBurstEffectCreates pokjuk weather burst effect by spawning one 0x12D effect followed by 160 instances of 0x129 effect with active camera reference.
0x00C13590115C3dActor__CreateEffectIfActiveModeCreates and attaches a visual effect (0xa3) to actor if UI mode active and effect cooldown expired.
0x00C13610115C3dActor__CreateEffectOnDisconnectCreates a disconnect effect (0xa2) on a 3D actor after cooldown expires, updating actor state.
0x00C136A0381CWeatherEffect__UpdateLightingUpdates weather effect lighting by interpolating RGB values toward targets or flashing, then computes final blended RGB output.
0x00C13830718CWeatherEffect__SelectEffectByMapNameSelects weather effects (snow/sakura/pokjuk) by map name with 300-tick cooldown and key state validation.
0x00C3C490330AnimTimeline__ctorInitializes AnimTimeline object with RB-tree for keyframes, 24 animation channels (32B each), duration/repeat params, and color based on param_8 flag.
0x00C3C5E075AnimTimeline__dtor_inner_aDestructor for AnimTimeline class that deallocates a 0x24-byte object at offset +4 with stack canary protection.
0x00C3C63075AnimTimeline__dtor_inner_bDestructor for AnimTimeline that deallocates a 36-byte (0x24) object stored at offset +4.
0x00C3C68095AnimTimeline__clear_keyframesClears all keyframes from an animation timeline by invoking the internal map clearing routine with SEH exception handling.
0x00C3C6E0767AnimTimeline__evaluateEvaluates animation timeline progress using elapsed time, applies easing phases (0-7), handles looping with timeout extension logic.
0x00C3C9E084AnimTimeline__interpolate_keyframeInterpolates animation keyframe values using tan-based easing with directional add/subtract operations.
0x00C3CA40277AnimTimeline__add_keyframeInserts a keyframe node into animation timeline RB-tree, allocating 0x24-byte node with time/value data, ignoring duplicates.
0x00C3CB60427AnimTimeline__set_progressCalculates normalized animation progress (0-1) from elapsed time, determines animation phase (0-7), and adjusts for loop flag.
0x00C3CF20106AnimTimeline__map_clear_0x24Clears an AnimTimeline map container by destroying tree nodes and reinitializing sentinel pointers to empty state.
0x00C3D110122AnimTimelineMap__free_tree_recursiveRecursively deletes RB-tree nodes (size 0x34C), clearing keyframes before freeing each node.
0x00C3D1F0223AnimTimelineMgr__initInitializes AnimTimelineMgr by zeroing vector pairs, allocating RB-tree sentinel node (0x34C bytes), and clearing tree structure.
0x00C3D2D067AnimTimelineMgr__free_tree_nodeFrees a tree node by deleting its child pointer (offset +4), with stack canary validation for security.
0x00C3D32060AnimTimelineMgr__destroy_treeRecursively destroys animation timeline tree nodes, then deallocates the manager object (0x34c bytes).
0x00C3D380116AnimTimelineMgr__cleanupDestructor that clears animation timeline keyframes and deallocates the timeline object (0x34c bytes).
0x00C3D40078AnimTimelineMgr__free_tree_node_2Deallocates a tree node in the animation timeline manager by freeing its 0x34C-byte payload at offset +4.
0x00C3D46071AnimTimelineMgr__destroy_tree_2Destroys AnimTimelineMap tree structure recursively then deallocates the manager object (0x34c bytes)
0x00C3D4C068AnimTimelineMgr__clear_keyframes_wrapperWrapper that clears animation timeline keyframes with stack cookie validation for security.
0x00C3D510136AnimTimelineMgr__dtorDestructor that recursively frees AnimTimelineMap tree nodes and deallocates the timeline manager structure
0x00C3D630133AnimTimelineMgr__dtor_and_freeDestructor that deallocates AnimTimelineMap tree nodes and frees the AnimTimelineMgr object's internal structures.
0x00C3D700552AnimTimelineMgr__add_or_replaceAdds or replaces an animation timeline entry in an RB-tree; erases existing key if present, creates new AnimTimeline, inserts into tree.
0x00C3D930219CRenderer__get_next_render_cmdAllocates and returns next render command from circular buffer, growing buffer if necessary; manages head/tail pointers.
0x00C3DA107AnimTimelineMgr__swap_pendingCopies pending animation timeline state from offset 0x10 to active state at offset 0x14
0x00C3DA20325AnimTimelineMgr__get_or_create_globalLazily initializes global AnimTimelineMgr singleton with RB-tree, returns success flag.
0x00C3DB7028AnimTimelineMgr__destroy_globalDestroys and deallocates the global AnimTimelineMgr singleton, then nullifies its pointer.
0x00C3DB9057AnimTimelineMgr__release_completedProcesses completed animation timeline objects by classifying them for rendering with flag 0x201, then clears the completion queue.
0x00C3DBD057AnimTimelineMgr__release_pendingProcesses pending animation timeline items by classifying and adding them to render queue with effect type 0x201.
0x00C3E480356AnimTimelineMgr__update_and_renderEvaluates animation timeline channels, writes interpolated values to 24 channel offsets, and submits render command with texture and position data.
0x00C3EDE072CEffectLinkedList__FindEffectBySlotIdSearches effect linked list for an effect matching a given item slot ID, returns effect data pointer or 0 if not found.
0x00C3EEC075CEffectLinkedList__CreateMapNodeInserts a map node into a binary search tree structure, finding correct position by comparing node values.
0x00C3EF10132CEffectLinkedList__ctorInitializes CEffectLinkedList by allocating and setting up a doubly-linked list sentinel node with size 0x20 bytes.
0x00C3EFA064CEffectLinkedList__FreeNodeDeallocates a 32-byte node structure from CEffectLinkedList by calling operator delete on offset +4.
0x00C3EFF057CEffectLinkedList__FreeNodeAndChildrenRecursively destroys a red-black tree node and its children, then deallocates the node structure (0x20 bytes).
0x00C3F050113CEffectLinkedList__dtorDestructor for CEffectLinkedList that deallocates internal STL map and frees 32-byte heap block at offset +4
0x00C3F0D075CEffectLinkedList__FreeNodeLargeDeallocates a large effect node by freeing its 32-byte allocated memory block via operator delete.
0x00C3F12068CEffectLinkedList__FreeNodeAndChildren_BDestroys red-black tree nodes recursively then deallocates the CEffectLinkedList container (0x20 bytes).
0x00C3F18068CEffectLinkedList__DestroyMapTreeDestroys an STL map container within CEffectLinkedList, cleaning up map tree data structure and invoking destructor.
0x00C3F1D089CEffectLinkedList__FreeNodeAndChildren_CDestructor for CEffectLinkedList that recursively destroys red-black tree nodes and deallocates memory.
0x00C3F24092CEffectLinkedList__ClearSingletonDestroys singleton CEffectLinkedList instance by recursively deallocating red-black tree nodes and freeing the tree structure.
0x00C3F2D0253CEffectLinkedList__insert_nested_mapInserts a new map node into a nested effect linked list structure, allocating a new STL map if needed.
0x00C3F400229CEffectLinkedList__get_or_create_singletonInitializes singleton instance of CEffectLinkedList with doubly-linked list node, returns initialization success status.
0x00C3F51080CEffectLinkedList__FindOrCreateEffectSearches effect linked list for slot ID; creates new node if not found, returns matching effect or null.
0x00C3F7A094CEffectLinkedList__RecursiveDeleteNodesRecursively deletes nodes in a linked list by traversing to leaf nodes and deallocating 0x20-byte structures.
0x00C3F840186CEffectListWindow__ctorConstructs CEffectListWindow object, initializes vftable, allocates circular linked list node for effect queue management
0x00C3FF7080C3dActor__DestroyEffectListDestroys a C3dActor's effect linked list by recursively deleting nodes and freeing the effect list structure.
0x00C4014065C3dActor__DestroyEffectList_wrapperWrapper that invokes C3dActor::DestroyEffectList with stack canary verification for SEH security.
0x00C40190222CEffectListWindow__dtorDestructor that iterates through linked list of effects at offset 0x51, calls virtual method at +0x40 on each, then deallocates nodes and list head.
0x00C405F035CEffectListWindow__scalar_deleting_dtor_BScalar deleting destructor for CEffectListWindow; calls dtor then conditionally frees 0x158-byte object if flag set.
0x00C4078033CEffectListItem__scalar_deleting_dtorScalar deleting destructor for CEffectListItem; sets vftable, conditionally deallocates object based on param_2 flag.
0x00C422A077C3dActor__DestroyStatusEffectWindowDestroys and unregisters the status effect UI window stored at offset 0x188 in a 3D actor object.
0x00C42C6018C3dActor__GetEntityEffectResourceNameReturns resource name pointer for entity effect if effect ID exists, else returns 0.
0x00C443C054C3dActor__HasEffectByIDSearches actor's effect linked list (offset 0x144) for matching effect ID (offset 0x168), returns 1 if found.
0x00C4442055C3dActor__HasEffectInstanceSearches actor's effect instance list for matching effect pointer; returns 1 if found, 0 otherwise.
0x00C4488099C3dActor__CreateEffectWithTypeCreates and attaches a visual effect to a 3D actor, then initializes it with the specified effect type ID.
0x00C448F073C3dActor__CreateEffectWithSubIDCreates and attaches a visual effect to an actor, then stores a sub-identifier at offset 0x11c9c for skill differentiation.
0x00C4A72049C3dActor__InvokeSkillEffectCallbackInvokes a virtual callback (vtable[2]) on param_2 with skill effect parameters, passing param_1 as effect ID.
0x00C55F005953C3dActorPC__ApplyStatusEffectsOnInitApplies visual status effects to a player character (PC actor) when entity state flags change. Compares new status flags (param_2/param_3/param_4) against previous values, processing each changed bit to add/remove visual effects. Handles: (1) Hiding/cloaking (bits in option field) - toggles visibility, removes hat effects, plays EF_Sight.wav, manages sprite visibility for self vs others, handles GM invisibility via IsAdminEquipSlot7. (2) Stunned/frozen/stone curse states (bodyState field) - applies color tinting (stone=gray 0x40, frozen=blue 0x80, curse=dark 0x32), plays status sound effects, creates/removes visual effect actors (0x322 for hallucination, 0x14F for poison, 0x14E for blind). (3) Status condition flags (healthState bits) - poison (green tint 0xFF80), curse (dark 0x32+sound), silence (sound), blind (screen effect), confusion (sound). (4) Champion monster effects via ChampionMonsterMgr__ApplyEffects. Resets color overlay when no active status conditions remain. Updates game mode status display for the local player.
0x00C57690106C3dActor__GetEffectSpriteByStateRetrieves and loads effect sprite resources based on actor state and animation frame counters for status effects.
0x00C57940195C3dActor__RenderStatusEffectSpritesRenders status effect sprites on 3D actors by applying color overlays based on status flags and effect intensity levels.
0x00C57C00210C3dActor__GetEffectSpriteByStateBLoads visual effect sprites for C3dActor based on state and age counters; handles animation progression with state-dependent resource loading.
0x00C57E40213C3dActor__RenderGlowEffectSpriteRenders glow effect sprite by computing color values based on animation frame and submitting to renderer twice.
0x00C59D20437C3dActor__UseElementalSkillEffectApplies elemental skill visual effects to actor, storing skill ID and duration, then creates/attaches effect with duration parameter.
0x00C59ED5162C3dActor__UseElementalSkillEffect_innerApplies elemental skill effect to 3D actor based on element type (1-4), creating and attaching corresponding effect object.
0x00C5A470554C3dActor__SetEquipEffectSets equipment visual effects on a 3D actor by effect ID, handling 4 effect types (0-3) with particle slot management.
0x00C621F0363C3dActor__QueueSkillEffectQueues a skill effect for a 3D actor, handling skill-specific animations and timing with ground-targeted skill filtering.
0x00C62410255C3dActor__QueueSkillEffectAltQueues an alternate skill effect for a 3D actor, validating ground-targeted skills and invoking a callback with effect parameters.
0x00C62840147CEffectEventInfo__CopyConstructCopy constructor for CEffectEventInfo; copies effect event data while clearing source object's dynamic pointers
0x00C64FB090CEffectListWindow__scalar_deleting_dtorScalar deleting destructor for CEffectListWindow; destroys object and frees 0x160 bytes if param_2 flag set.
0x00C6D070351CGameMode__CreateSkillEffectCreates a skill effect instance, either attaching to 3D actor or spawning via CEffect manager with optional duration parameter.
0x00C6FCA0634CGameMode__CreateEffectActorWithSpriteCreates effect actor with sprite/animation files, initializes CEffectBodyPart with sprite/act resources and parameters
0x00C752A0230CEffectListWindow__create_and_initAllocates and initializes a CEffectListWindow object, then adds it to an STL list with specified parameters.
0x00C7E5E0210CGameMode__InitSkillEffectsAndCursorInitializes skill effects manager, creates cursor manager instance, and copies rendering parameters to game mode.
0x00C859C074CEffect__GetTooltipOverlayEntrySearches a binary tree for tooltip overlay entry matching param_2 ID, returns pointer to entry data or null.
0x00CC7E20867pkt_handler__actor_random_idle_effectHandles actor random idle effect packet; processes pet/item effects based on job class and hunger level
0x00CF2C30576pkt_handler__actor_level_up_effectHandles level-up effect packets (0x14b-0x298) by creating colored visual effects and updating player resources.
0x00CF8A3027pkt_dispatch__actor_level_up_effectDispatches actor level-up effect packet by extracting 4 uint32 parameters from packet buffer and forwarding to handler.
0x00D0C070240PacketHandler__OnRecvEntityEmoticonDisplays emoticon effect (0x4c9) on entities when received in emoticon packet, resolving entity and validating player job ID.
0x00D0C430634CSession__OnRecvEntitySkillActionProcesses incoming entity skill action packets, resolves actor, selects job-specific skill effect (0x1f8/0x275/0xe4), and creates visual effect at packet offset+6 position.
0x00D0C6B01141CSession__CreateOrUpdateSkillEffectCreates or updates visual skill effects on entities based on job ID, handling casting bars and AoE indicators.
0x00D0CCC01CEffect__init_timing_paramsInitializes effect timing: duration=20000ms, rate=5, stage=0, type=2
0x00D1797B60CEffect__create_effect_0x841_fragmentSEH fragment: Creates effect ID 0x841 via CEffect__CreateEffectByID, then restores FS chain
0x00D1CFB0151CSkillAction__ctorInitializes CSkillAction object with default vtable, scale 1.0f, color 0xffffff00, and flags 0x101.
0x00D1D05095CSkillAction__dtorDestructor for CSkillAction class; destroys string member at offset 0x56 and calls base class destructor.
0x00D1D0B0116CSkillAction__scalar_deleting_dtorScalar deleting destructor for CSkillAction that cleans up string/effect resources and optionally frees the 400-byte object.
0x00D1D13077CSkillAction__GetEffectIdByTypeMaps skill action types (1-5) to effect IDs (0x4a3-0x4a7); returns -1 for invalid types.
0x00D1D1A079CSkillAction__GetEffectIdByTypeAltMaps skill action type IDs (1-5) to effect IDs; returns 0x98a as default fallback effect.
0x00D1D240255CSkillAction__UpdateAnimationUpdates skill animation frame with elapsed time, applies gravity physics to Y position, and clamps to ground mesh height.
0x00D1D34067CSkillAction__RenderWithShadowRenders skill action with shadow effect if enabled flag; applies rotation scaling and sprite frame rendering.
0x00D30A20554CEffect__UpdateTooltipOverlayUpdates tooltip overlay windows for targetable entities; creates/destroys overlay UI via message 0x32 based on entity type and coordinates.
0x00D30C5051CEffect__GetSizeDeltaCalculates width and height deltas from CEffect bounding box by subtracting min from max coordinates.
0x00D30D4053CEffect__RestoreCameraOffsetRestores camera offset from stored values via active UI mode's camera virtual method at offset 0x15c/0x160.
0x00D30DD067CEffect__DestroyUIWindowsUnregisters and nullifies two UI window pointers stored at offsets +0x424 and +0x428 in CEffect object.
0x00D30E7031CEffect__StartAnimationInitializes effect animation state: enables active flag, clears completion flag, records current timestamp for duration tracking.
0x00D30E9041CEffect__StartAnimationLoopInitializes looping animation state by enabling active flag, setting loop mode, and recording animation start time.
0x00D30F6077CEffect__InitRuntimeStateInitializes CEffect runtime state: clears texture/overlay pointers, resets counter, records current time, sets sentinel value 9999.
0x00D31050146CEffect__UpdateSpriteAnimationUpdates sprite animation frame index based elapsed time, returns true if animation cycle incomplete.
0x00D310F099CEffect__UpdateFrameCounterUpdates effect frame counter by speed delta; propagates entity flags (0x10) and sets char to 0x2d if applicable.
0x00D31160152CEffect__UpdateFadeAnimationUpdates fade-out animation by calculating elapsed time and applying alpha decay to effect visual over total duration.
0x00D31200246CEffect__UpdateCameraShakeUpdates camera shake effect with parabolic intensity curve, ramping up then down over duration, applies offset via active UI mode's virtual method.
0x00D31300131CEffect__UpdateFrameCountdownUpdates effect frame counter; triggers packet 0x319 at frame 110, decrements display at frame 105+ intervals.
0x00D31390105CEffect__CheckEntityFlagsAndCountIncrements effect frame counter, checks entity flag 0x10 for visibility, decrements animation frames by speed delta.
0x00D31400131CEffect__UpdateFrameCountdown2Updates effect frame countdown using offset 0x504 counter and 0x4f4 speed; triggers effect 0x319 at frame 110 and decrements periodically.
0x00D31AB0220CEffect__UpdateRiseAndShrinkUpdates rise-and-shrink effect: moves Y position upward, applies fade, optionally shrinks scale over duration.
0x00D31B90588CEffect__Update3DSoundUpdates 3D positional sound for CEffect by calculating distance to camera and playing sound via CSoundManager with computed relative position.
0x00D31DE095CEffect__ApplyJobColorTintApplies job-class-specific color tints to 3D actor model, using config override or stored RGBA values for specific job IDs.
0x00D31F20228CEffect__RenderSubEffectsRenders two sub-effect objects with DPI-scaled positioning and calls nameplate rendering for the effect entity.
0x00D32010105CEffect__UpdatePeriodicEffectUpdates periodic effect creation by checking elapsed time against interval, reattaches effect to actor when timer expires.
0x00D32080114CEffect__ShowNameplateDisplays entity nameplate by converting 3D world coords to screen coords and sending message 0xc to UIWindowMgr, excluding job IDs 0x2d/0x6f/0x8b.
0x00D3210086CEffect__CheckIdleActionFlagsChecks entity flag bits (bit2, bit6, bit1) at offset 0x2c0 to determine idle action eligibility.
0x00D3223065CEffect__ApplyVisualPropertiesApplies scale and height offset to effect rendering if active, invoking shadow and sprite frame rendering.
0x00D7D33064CEffectMgr__ScalarDeletingDestructor_aScalar deleting destructor for CEffectMgr; frees allocated memory at offset +4 with size 0x4c and XOR cookie.
0x00D7D38075CEffectMgr__ScalarDeletingDestructor_bScalar deleting destructor for CEffectMgr; deallocates member at offset +4 with stack cookie validation.
0x00D7D3D075CEffectMgr__ScalarDeletingDestructor_cDestructor for CEffectMgr that deallocates a 0x4c-byte allocated object stored at offset +4 with stack canary protection.
0x00D7D44065CEffectMgr__EH_DestroyStringException handler that destructs a std::string object, likely for cleanup in CEffectMgr error handling paths.
0x00D7FBF0314CEffect__create_lua_effectAllocates effect structure, copies skill effect info from global state, and invokes Lua script callback for effect initialization.
0x00D802A0259CEffect__GetLuaEffectUpdateValueRetrieves effect update value from Lua script, returns param_3 if no exception, otherwise returns cached double value
0x00D813B041C3dActor__GetEffectiveHairStyleReturns effective hair style by checking three priority levels (0x5bd4, 0x5bd8, 0x5bdc), using first non-(-1) value
0x00D848902966CEffect__get_anim_and_sound_for_effect_idMaps effect IDs to animation and sound resource IDs using hardcoded lookup table with Lua fallback.
0x00D873808001CSkillEffect__InitItemDisplayGridDataReturns the TGA texture filename for a skill/status effect icon displayed in the UI grid (buff/debuff bar). Dispatched by param_3 (display context: 0=guild emblem, 1=status icon, 2=buff icon with sub-types, 3=mount/ground icon, 4=special effect icon) and param_2 (effect/status ID). First calls the Lua function "GetEFSTImgFileName" to check for a script-defined override; if the Lua result is non-empty, returns NULL to use the Lua path instead. Otherwise maps ~300+ status effect IDs to their hardcoded TGA paths. Examples: STR/AGI/VIT/DEX/INT/LUK buff icons ("effect\\Str_gogi.tga" etc.), Rune Knight rune icons ("effect\\RK_ENCHANT.tga" etc.), status ailment icons, MVP card effects, 3rd class skill icons (Royal Guard, Shadow Chaser, Ranger, Warlock, etc.), element-dependent icons (fire/water/wind/earth/dark/holy with Doram job class special handling for job IDs 0xFCE-0xFD1, 0x1081-0x1094, 0x10CE-0x10DC), guild clan emblems (Sword/ArcWand/GoldenMace/Crossbow), and miscellaneous buff/debuff textures. Returns NULL if no mapping exists for the given type+ID combination.
0x00D9D0203CEffect__IsRenderEnabled_StubStub function always returning true; likely placeholder or disabled render check for effects system.
0x00DA9F60154CGameMode__EffectActorCtorInitializes CGameMode's effect actor window with default dimensions (360x360) and clears UI state flags.
0x00DAA200382CEffectBodyPart__ctorInitializes CEffectBodyPart object with default values for effect rendering state, scale (1.0), and UI window properties.
0x00DAA55071CGroundEffect__DestructorDestructor for CGroundEffect that sets vtable and invokes CEffectListWindow destructor with stack canary validation.
0x00DAA5A0100CGameMode__EffectActor_dtorDestructor for CGameMode EffectActor; cleans up actor UI and calls virtual destructor on member at offset 0x111.
0x00DAA660124CGameMode__EffectWindowActor_dtorDestructor for CGameMode's EffectWindowActor; deallocates effect window actor resources and calls parent destructor.
0x00DAA83096CGameMode__EffectWindowActor_scalar_dtorDestructor for CGameMode's EffectWindowActor that cleans up CEffectListWindow and optionally deallocates the object.
0x00DAA8A0121CGameMode__EffectActor_scalar_deleting_dtorScalar deleting destructor for CGameMode::EffectActor; destroys UI, cleans up virtual table, optionally deallocates memory.
0x00DAA92090CGameMode__EffectWindowActor_deleting_dtorDeleting destructor for CGameMode's EffectWindowActor that calls CEffectListWindow dtor and conditionally frees memory.
0x00DAA9F0145CGameMode__EffectWindowActor_deleting_dtor2Destructor for CGameMode's EffectWindowActor that releases window resources and optionally deallocates the object.
0x00DAB230167C3dActor__RemoveEffectByIdRemoves an active visual effect from a 3D actor by cleaning up effect tree nodes, callbacks, and associated effect manager references.
0x00DAB340198C3dActor__CreateSkillEffectCreates a skill effect for a 3D actor by retrieving skill effect data, registering it in map, and managing effect duration limits.
0x00DAB640139C3dActor__CleanupEffectsAndWindowsUnregisters actor's UI window, removes skill effects, and clears effect list entries from skill effect manager.
0x00DABEC0198C3dActor__CreateDistanceBasedEffectCreates distance-based visual effect on actor when within threshold range, manages effect cooldown counter.
0x00DAFA20646C3dActor__RenderCircleEffectRenders a circular ground effect grid by calculating rotated coordinates and delegating to CGroundMesh for cell rendering.
0x00DAFCB0828C3dActor__RenderRotatingEffectRenders a rotating circular effect grid by calculating rotated quad vertices and applying texture/color based on effect ID.
0x00DB00A0272CEffect__RenderProjectedFXRenders 2D projected effect by computing screen coordinates and dimensions using viewport scaling and aspect ratio correction.
0x00DB01B01111C3dActor__HandleActionPacketProcesses action packets (param_3) to load resources, update actor position/rotation, and dispatch to event handlers
0x00F6B410123CEffectLog_dtorDestructor for CEffectLog singleton; deletes critical section and cleans up STL map of effects.
0x00F6E80010CEffectTexManager__DestructorWrapperCRT atexit handler that invokes CEffectTexManager destructor during program termination cleanup.