// Wanna look yourself? 00259FE8 GScr_Earthquake
void doEarthquake(float scale, float duration, float*source/*Incase you're stupid, this is a vector3. Don't know what that is? Leave this thread.*/, float radius)
{
int eq = G_Temp(source, 0x69);//G_Temp = 0x00279740
data().WriteFloat(eq + 0x54, scale);
data().WriteFloat(eq + 0x58, radius);
data().WriteFloat(eq + 0x5C, duration);
}
void doEffect(int effectIndex, float*source)
{
int fx = G_Temp(source, 0x56);
data().WriteInt32(fx + 0xD4, effectIndex);
data().WriteInt64(fx + 0x40, 0x00);
data().WriteFloat(eq + 0x3C, 270f);
}
// Wanna look yourself? 00259FE8 GScr_Earthquake
void doEarthquake(float scale, float duration, float*source/*Incase you're stupid, this is a vector3. Don't know what that is? Leave this thread.*/, float radius)
{
int eq = G_Temp(source, 0x69);//G_Temp = 0x00279740
data().WriteFloat(eq + 0x54, scale);
data().WriteFloat(eq + 0x58, radius);
data().WriteFloat(eq + 0x5C, duration);
}
void doEffect(int effectIndex, float*source)
{
int fx = G_Temp(source, 0x56);
data().WriteInt32(fx + 0xD4, effectIndex);
data().WriteInt64(fx + 0x40, 0x00);
data().WriteFloat(eq + 0x3C, 270f);
}
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