コード例 #1
0
    public static void SetDefaultShader(BTL_DATA btl)
    {
        BBGINFO bbgInfoPtr             = battlebg.nf_GetBbgInfoPtr();
        FF9StateBattleSystem ff9Battle = FF9StateSystem.Battle.FF9Battle;

        if ((ff9Battle.btl_load_status & 4) == 0 || (ff9Battle.btl_load_status & 32) == 0 || FF9StateSystem.Battle.isFade)
        {
            return;
        }
        btl_util.GeoSetABR(btl.gameObject, "PSX/BattleMap_StatusEffect");
        btl_util.GeoSetColor2DrawPacket(btl.gameObject, bbgInfoPtr.chr_r, bbgInfoPtr.chr_g, bbgInfoPtr.chr_b, Byte.MaxValue);
    }
コード例 #2
0
 public static void SetFadeRate(BTL_DATA btl, Int32 rate)
 {
     if (rate >= 0 && rate < 32)
     {
         BBGINFO bbginfo = battlebg.nf_GetBbgInfoPtr();
         btl_util.GeoSetABR(btl.gameObject, "GEO_POLYFLAGS_TRANS_100_PLUS_25");
         btl_util.GeoSetColor2Source(btl.gameObject, (Byte)((Int32)bbginfo.chr_r * rate >> 5), (Byte)((Int32)bbginfo.chr_g * rate >> 5), (Byte)((Int32)bbginfo.chr_b * rate >> 5));
         if (btl.weapon_geo)
         {
             btl_util.GeoSetABR(btl.weapon_geo, "GEO_POLYFLAGS_TRANS_100_PLUS_25");
             btl_util.GeoSetColor2Source(btl.weapon_geo, (Byte)((Int32)bbginfo.chr_r * rate >> 5), (Byte)((Int32)bbginfo.chr_g * rate >> 5), (Byte)((Int32)bbginfo.chr_b * rate >> 5));
         }
     }
 }
コード例 #3
0
        public static void SetEnemyFadeToPacket(BTL_DATA btl, Int32 rate)
        {
            BBGINFO bbginfo = battlebg.nf_GetBbgInfoPtr();

            btl_util.GeoSetABR(btl.gameObject, "GEO_POLYFLAGS_TRANS_100_PLUS_25");
            btl_util.GeoSetColor2DrawPacket(btl.gameObject, (Byte)((Int32)bbginfo.chr_r * rate >> 5), (Byte)((Int32)bbginfo.chr_g * rate >> 5), (Byte)((Int32)bbginfo.chr_b * rate >> 5), Byte.MaxValue);
            if (btl.bi.shadow != 0)
            {
                btl_util.GeoSetABR(btl.getShadow(), "GEO_POLYFLAGS_TRANS_100_PLUS_25");
                btl_util.GeoSetColor2DrawPacket(btl.getShadow(), (Byte)((Int32)bbginfo.chr_r * rate >> 5), (Byte)((Int32)bbginfo.chr_g * rate >> 5), (Byte)((Int32)bbginfo.chr_b * rate >> 5), Byte.MaxValue);
            }
            if (rate == 0)
            {
                btl.SetDisappear(1);
            }
        }
コード例 #4
0
ファイル: battlebg.cs プロジェクト: ArtReeX/memoria
 public static void nf_InitBattleBG(BBGINFO bbginfoPtr, GEOTEXHEADER tab)
 {
     battlebg.btlModel              = FF9StateSystem.Battle.FF9Battle.map.btlBGPtr;
     battlebg.nf_BbgInfoPtr         = bbginfoPtr;
     battlebg.nf_BbgNumber          = (Int32)battlebg.nf_BbgInfoPtr.bbgnumber;
     battlebg.nf_SkyFixPositionFlag = 0;
     if (battlebg.nf_BbgInfoPtr.fog != 0)
     {
         battlebg.nf_SkyFixPositionFlag++;
     }
     battlebg.nf_BbgSkyRotation   = (Int32)battlebg.nf_BbgInfoPtr.skyrotation;
     battlebg.nf_BbgTexAnm        = (Int32)battlebg.nf_BbgInfoPtr.texanim;
     battlebg.nf_BbgTabAddress    = tab;
     battlebg.nf_BbgUVChangeCount = (Int32)battlebg.nf_BbgInfoPtr.uvcount;
     battlebg.nf_SetBbgDispAttribute(15);
     battlebg.nf_BbgSkyAngle_Y = 0;
     battlebg.SetDefaultShader(battlebg.btlModel);
     battlebg.objAnimModel = FF9StateSystem.Battle.FF9Battle.map.btlBGObjAnim;
     battlebg.objAnimModel = new GameObject[(Int32)battlebg.nf_BbgInfoPtr.objanim];
     for (Int32 i = 0; i < (Int32)battlebg.nf_BbgInfoPtr.objanim; i++)
     {
         String text = String.Concat(new Object[]
         {
             "BBG_B",
             battlebg.nf_BbgNumber.ToString("D3"),
             "_OBJ",
             i + 1
         });
         battlebg.objAnimModel[i] = ModelFactory.CreateModel("BattleMap/BattleModel/battleMap_all/" + text + "/" + text, false);
         battlebg.SetDefaultShader(battlebg.objAnimModel[i]);
         if (battlebg.nf_BbgNumber == 171 && i == 1)
         {
             battlebg.SetMaterailShader(battlebg.objAnimModel[i], "PSX/BattleMap_Cystal");
         }
     }
     FF9StateSystem.Battle.FF9Battle.map.btlBGObjAnim = battlebg.objAnimModel;
     battlebg.nf_BbgTabAddress.InitTextureAnim();
     if (battlebg.nf_BbgTexAnm != 0)
     {
         for (Int32 j = 0; j < battlebg.nf_BbgTexAnm; j++)
         {
             battlebg.geoBGTexAnimPlay(battlebg.nf_BbgTabAddress, j);
         }
     }
 }
コード例 #5
0
    private static void SetStatusPolyColor(BTL_DATA btl)
    {
        BBGINFO bbgInfoPtr = battlebg.nf_GetBbgInfoPtr();

        Int16[] numArray1 = new Int16[3];
        Int16[] numArray2 = new Int16[3] {
            bbgInfoPtr.chr_r, bbgInfoPtr.chr_g, bbgInfoPtr.chr_b
        };
        if (Status.checkCurStat(btl, 64U))
        {
            numArray1[0] = 48;
            numArray1[1] = 72;
            numArray1[2] = 88;
        }
        else if (Status.checkCurStat(btl, 2048U))
        {
            numArray1[0] = -16;
            numArray1[1] = 40;
            numArray1[2] = 40;
        }
        else if (Status.checkCurStat(btl, 16777216U))
        {
            numArray1[0] = -80;
            numArray1[1] = 16;
            numArray1[2] = 72;
        }
        else if (Status.checkCurStat(btl, 33554432U))
        {
            numArray1[0] = 48;
            numArray1[1] = 0;
            numArray1[2] = -96;
        }
        else
        {
            numArray1[0] = numArray1[1] = numArray1[2] = 0;
        }
        for (Int32 index = 0; index < 3; ++index)
        {
            btl.add_col[index] = numArray2[index] - numArray1[index] >= 0 ? numArray2[index] - numArray1[index] <= Byte.MaxValue ? (Byte)((UInt32)numArray2[index] - (UInt32)numArray1[index]) : Byte.MaxValue : (Byte)0;
        }
    }
コード例 #6
0
    public void InitBattleScene()
    {
        FF9StateGlobal FF9 = FF9StateSystem.Common.FF9;

        FF9.charArray.Clear();
        this.btlScene = FF9StateSystem.Battle.FF9Battle.btl_scene = new BTL_SCENE();
        Debug.Log("battleID = " + FF9StateSystem.Battle.battleMapIndex);
        Dictionary <String, Int32> source = FF9BattleDB.SceneData;

        battleSceneName = source.FirstOrDefault(p => p.Value == FF9StateSystem.Battle.battleMapIndex).Key;
        battleSceneName = battleSceneName.Substring(4);
        Debug.Log("battleSceneName = " + battleSceneName);
        this.btlScene.ReadBattleScene(battleSceneName);
        this.StartCoroutine(PersistenSingleton <FF9TextTool> .Instance.UpdateBattleText(FF9BattleDB.SceneData["BSC_" + battleSceneName]));
        WMProfiler.Begin("Start Load Text");
        String battleModelPath = FF9BattleDB.MapModel["BSC_" + battleSceneName];

        FF9StateSystem.Battle.FF9Battle.map.btlBGPtr     = ModelFactory.CreateModel("BattleMap/BattleModel/battleMap_all/" + battleModelPath + "/" + battleModelPath, Vector3.zero, Vector3.zero, true);
        FF9StateSystem.Battle.FF9Battle.btl_scene.PatNum = FF9StateSystem.Battle.isDebug ? FF9StateSystem.Battle.patternIndex : (Byte)this.ChoicePattern();
        this.btlSeq = new btlseq();
        this.btlSeq.ReadBattleSequence(battleSceneName);
        BeginInitialize();
        battle.InitBattle();
        EndInitialize();
        if (!FF9StateSystem.Battle.isDebug)
        {
            String            ebFileName        = "EVT_BATTLE_" + battleSceneName;
            FF9StateBattleMap ff9StateBattleMap = FF9StateSystem.Battle.FF9Battle.map;
            ff9StateBattleMap.evtPtr = EventEngineUtils.loadEventData(ebFileName, "Battle/");
            PersistenSingleton <EventEngine> .Instance.StartEvents(ff9StateBattleMap.evtPtr);

            PersistenSingleton <EventEngine> .Instance.eTb.InitMessage();
        }
        this.CreateBattleData(FF9);
        if (battleSceneName == "EF_E006" || battleSceneName == "EF_E007")
        {
            BTL_DATA btlData1 = FF9StateSystem.Battle.FF9Battle.btl_data[4];
            BTL_DATA btlData2 = FF9StateSystem.Battle.FF9Battle.btl_data[5];
            this.GeoBattleAttach(btlData2.gameObject, btlData1.gameObject, 55);
            btlData2.attachOffset = 100;
        }
        FF9StateBattleSystem stateBattleSystem = FF9StateSystem.Battle.FF9Battle;
        GEOTEXHEADER         geotexheader      = new GEOTEXHEADER();

        geotexheader.ReadBGTextureAnim(battleModelPath);
        stateBattleSystem.map.btlBGTexAnimPtr = geotexheader;
        BBGINFO bbginfo = new BBGINFO();

        bbginfo.ReadBattleInfo(battleModelPath);
        FF9StateSystem.Battle.FF9Battle.map.btlBGInfoPtr = bbginfo;
        btlshadow.ff9battleShadowInit(13);
        battle.InitBattleMap();
        this.seqList = new List <Int32>();
        SB2_PATTERN sb2Pattern = this.btlScene.PatAddr[FF9StateSystem.Battle.FF9Battle.btl_scene.PatNum];

        Int32[] numArray = new Int32[sb2Pattern.MonCount];
        for (Int32 index = 0; index < (Int32)sb2Pattern.MonCount; ++index)
        {
            numArray[index] = sb2Pattern.Put[index].TypeNo;
        }
        foreach (Int32 num in numArray.Distinct().ToArray())
        {
            for (Int32 index1 = 0; index1 < this.btlSeq.sequenceProperty.Length; ++index1)
            {
                SequenceProperty sequenceProperty = this.btlSeq.sequenceProperty[index1];
                if (sequenceProperty.Montype == num)
                {
                    for (Int32 index2 = 0; index2 < sequenceProperty.PlayableSequence.Count; ++index2)
                    {
                        this.seqList.Add(sequenceProperty.PlayableSequence[index2]);
                    }
                }
            }
        }
        this.btlIDList          = FF9StateSystem.Battle.FF9Battle.seq_work_set.AnmOfsList.Distinct().ToArray();
        this.battleState        = BattleState.PlayerTurn;
        playerEnterCommand      = false;
        this.playerCastingSkill = false;
        this.enemyEnterCommand  = false;
    }
コード例 #7
0
        public static void SetBBGColor(GameObject geo)
        {
            BBGINFO bbginfo = battlebg.nf_GetBbgInfoPtr();

            btl_util.GeoSetColor2Source(geo, bbginfo.chr_r, bbginfo.chr_g, bbginfo.chr_b);
        }
コード例 #8
0
    public void InitBattleScene()
    {
        FF9StateGlobal ff = FF9StateSystem.Common.FF9;

        ff.charArray.Clear();
        this.btlScene = (FF9StateSystem.Battle.FF9Battle.btl_scene = new BTL_SCENE());
        global::Debug.Log("battleID = " + FF9StateSystem.Battle.battleMapIndex);
        HonoluluBattleMain.battleSceneName = FF9BattleDB.SceneData.FirstOrDefault((KeyValuePair <string, int> x) => x.Value == FF9StateSystem.Battle.battleMapIndex).Key;
        HonoluluBattleMain.battleSceneName = HonoluluBattleMain.battleSceneName.Substring(4);
        global::Debug.Log("battleSceneName = " + HonoluluBattleMain.battleSceneName);
        this.btlScene.ReadBattleScene(HonoluluBattleMain.battleSceneName);
        base.StartCoroutine(PersistenSingleton <FF9TextTool> .Instance.UpdateBattleText(FF9BattleDB.SceneData["BSC_" + HonoluluBattleMain.battleSceneName]));
        WMProfiler.Begin("Start Load Text");
        string text = FF9BattleDB.MapModel["BSC_" + HonoluluBattleMain.battleSceneName];
        string path = "BattleMap/BattleModel/battleMap_all/" + text + "/" + text;

        FF9StateSystem.Battle.FF9Battle.map.btlBGPtr = ModelFactory.CreateModel(path, Vector3.zero, Vector3.zero, true);
        checked {
            if (!FF9StateSystem.Battle.isDebug)
            {
                FF9StateSystem.Battle.FF9Battle.btl_scene.PatNum = (byte)this.ChoicePattern();
            }
            else
            {
                FF9StateSystem.Battle.FF9Battle.btl_scene.PatNum = FF9StateSystem.Battle.patternIndex;
            }
            this.btlSeq = new btlseq();
            this.btlSeq.ReadBattleSequence(HonoluluBattleMain.battleSceneName);
            FF9StateSystem.Battle.FF9Battle.attr = 0;
            battle.InitBattle();
            FF9StateBattleSystem ff9Battle = FF9StateSystem.Battle.FF9Battle;
            ff9Battle.attr |= 1;
            if (!FF9StateSystem.Battle.isDebug)
            {
                string            ebFileName = "EVT_BATTLE_" + HonoluluBattleMain.battleSceneName;
                FF9StateBattleMap map        = FF9StateSystem.Battle.FF9Battle.map;
                map.evtPtr = EventEngineUtils.loadEventData(ebFileName, EventEngineUtils.ebSubFolderBattle);
                PersistenSingleton <EventEngine> .Instance.StartEvents(map.evtPtr);

                PersistenSingleton <EventEngine> .Instance.eTb.InitMessage();
            }
            this.CreateBattleData(ff);
            if (HonoluluBattleMain.battleSceneName == "EF_E006" || HonoluluBattleMain.battleSceneName == "EF_E007")
            {
                BTL_DATA btl_DATA  = FF9StateSystem.Battle.FF9Battle.btl_data[4];
                BTL_DATA btl_DATA2 = FF9StateSystem.Battle.FF9Battle.btl_data[5];
                this.GeoBattleAttach(btl_DATA2.gameObject, btl_DATA.gameObject, 55);
                btl_DATA2.attachOffset = 100;
            }
            FF9StateBattleSystem ff9Battle2   = FF9StateSystem.Battle.FF9Battle;
            GEOTEXHEADER         geotexheader = new GEOTEXHEADER();
            geotexheader.ReadBGTextureAnim(text);
            ff9Battle2.map.btlBGTexAnimPtr = geotexheader;
            BBGINFO bbginfo = new BBGINFO();
            bbginfo.ReadBattleInfo(text);
            FF9StateSystem.Battle.FF9Battle.map.btlBGInfoPtr = bbginfo;
            btlshadow.ff9battleShadowInit(13);
            battle.InitBattleMap();
            this.seqList = new List <int> ();
            SB2_PATTERN sb2_PATTERN = this.btlScene.PatAddr[(int)FF9StateSystem.Battle.FF9Battle.btl_scene.PatNum];
            int[]       array       = new int[(int)sb2_PATTERN.MonCount];
            for (int i = 0; i < (int)sb2_PATTERN.MonCount; i++)
            {
                array[i] = (int)sb2_PATTERN.Put[i].TypeNo;
            }
            array = array.Distinct <int> ().ToArray <int> ();
            for (int j = 0; j < array.Length; j++)
            {
                for (int k = 0; k < this.btlSeq.sequenceProperty.Length; k++)
                {
                    SequenceProperty sequenceProperty = this.btlSeq.sequenceProperty[k];
                    if (sequenceProperty.Montype == array[j])
                    {
                        for (int l = 0; l < sequenceProperty.PlayableSequence.Count; l++)
                        {
                            this.seqList.Add(sequenceProperty.PlayableSequence[l]);
                        }
                    }
                }
            }
            this.btlIDList   = FF9StateSystem.Battle.FF9Battle.seq_work_set.AnmOfsList.Distinct <byte> ().ToArray <byte> ();
            this.battleState = HonoluluBattleMain.BattleState.PlayerTurn;
            HonoluluBattleMain.playerEnterCommand = false;
            this.playerCastingSkill = false;
            this.enemyEnterCommand  = false;
        }
    }
コード例 #9
0
    public static void GeoAddColor2DrawPacket(GameObject go, Int16 r, Int16 g, Int16 b)
    {
        if (r < 0)
        {
            r = 0;
        }
        if (g < 0)
        {
            g = 0;
        }
        if (b < 0)
        {
            b = 0;
        }
        BBGINFO bbgInfoPtr = battlebg.nf_GetBbgInfoPtr();

        r = (Int16)(bbgInfoPtr.chr_r + r);
        g = (Int16)(bbgInfoPtr.chr_g + g);
        b = (Int16)(bbgInfoPtr.chr_b + b);
        if (r > Byte.MaxValue)
        {
            r = Byte.MaxValue;
        }
        if (g > Byte.MaxValue)
        {
            g = Byte.MaxValue;
        }
        if (b > Byte.MaxValue)
        {
            b = Byte.MaxValue;
        }
        SkinnedMeshRenderer[] componentsInChildren1 = go.GetComponentsInChildren <SkinnedMeshRenderer>();
        for (Int32 index = 0; index < componentsInChildren1.Length; ++index)
        {
            if (r == 0 && g == 0 && b == 0)
            {
                componentsInChildren1[index].tag     = "RGBZero";
                componentsInChildren1[index].enabled = false;
            }
            else
            {
                if (!componentsInChildren1[index].enabled && componentsInChildren1[index].CompareTag("RGBZero"))
                {
                    componentsInChildren1[index].enabled = true;
                    componentsInChildren1[index].tag     = String.Empty;
                }
                componentsInChildren1[index].material.SetColor("_Color", new Color32((Byte)r, (Byte)g, (Byte)b, Byte.MaxValue));
            }
        }
        MeshRenderer[] componentsInChildren2 = go.GetComponentsInChildren <MeshRenderer>();
        for (Int32 index = 0; index < componentsInChildren2.Length; ++index)
        {
            if (r == 0 && g == 0 && b == 0)
            {
                componentsInChildren2[index].enabled = false;
            }
            else
            {
                componentsInChildren2[index].enabled = true;
                foreach (Material material in componentsInChildren2[index].materials)
                {
                    material.SetColor("_Color", new Color32((Byte)r, (Byte)g, (Byte)b, Byte.MaxValue));
                }
            }
        }
    }
コード例 #10
0
    public static void SetStatusVfx(BattleUnit unit)
    {
        BTL_DATA             data      = unit.Data;
        FF9StateBattleSystem ff9Battle = FF9StateSystem.Battle.FF9Battle;

        if (data.bi.disappear == 0 && !Status.checkCurStat(data, 1U))
        {
            BBGINFO bbgInfoPtr = battlebg.nf_GetBbgInfoPtr();
            if (Status.checkCurStat(data, 50333760U))
            {
                if (!FF9StateSystem.Battle.isFade)
                {
                    btl_util.GeoSetABR(data.gameObject, "PSX/BattleMap_StatusEffect");
                }
                btl_util.GeoSetColor2DrawPacket(data.gameObject, data.add_col[0], data.add_col[1], data.add_col[2], Byte.MaxValue);
                if (data.weapon_geo)
                {
                    btl_util.GeoSetColor2DrawPacket(data.weapon_geo, data.add_col[0], data.add_col[1], data.add_col[2], Byte.MaxValue);
                }
            }
            else if (Status.checkCurStat(data, 12582912U))
            {
                if (!FF9StateSystem.Battle.isFade)
                {
                    btl_util.GeoSetABR(data.gameObject, "PSX/BattleMap_StatusEffect");
                }
                Byte  num1 = (Byte)(ff9Battle.btl_cnt % 24);
                Int16 num2;
                Int16 num3;
                Int16 num4;
                if ((!Status.checkCurStat(data, 8388608U) || !Status.checkCurStat(data, 4194304U) ? (!Status.checkCurStat(data, 8388608U) ? 1 : 0) : (ff9Battle.btl_cnt % 48 >= 24 ? 1 : 0)) != 0)
                {
                    num2 = (Int16)(bbgInfoPtr.chr_r - 64);
                    num3 = (Int16)(bbgInfoPtr.chr_g - -24);
                    num4 = (Int16)(bbgInfoPtr.chr_b - -72);
                }
                else
                {
                    num2 = (Int16)(bbgInfoPtr.chr_r - -40);
                    num3 = (Int16)(bbgInfoPtr.chr_g - -40);
                    num4 = (Int16)(bbgInfoPtr.chr_b - 80);
                }
                Byte  num5 = (Int32)num1 >= 8 ? ((Int32)num1 >= 16 ? (Byte)(24U - num1) : (Byte)8) : num1;
                Int16 r    = (Int16)(num2 * num5 >> 3);
                Int16 g    = (Int16)(num3 * num5 >> 3);
                Int16 b    = (Int16)(num4 * num5 >> 3);
                GeoAddColor2DrawPacket(data.gameObject, r, g, b);
                if (data.weapon_geo)
                {
                    GeoAddColor2DrawPacket(data.weapon_geo, r, g, b);
                }
            }
            else if (unit.IsUnderStatus(BattleStatus.Trance) && !unit.IsUnderStatus(BattleStatus.Death))
            {
                if (btl_util.getSerialNumber(data) + 19 < btl_init.model_id.Length)
                {
                    if (!FF9StateSystem.Battle.isFade)
                    {
                        btl_util.GeoSetABR(data.gameObject, "PSX/BattleMap_StatusEffect");
                    }
                    Byte[][] numArray = new Byte[8][]
                    {
                        new Byte[3] {
                            Byte.MaxValue, 96, 96
                        },
                        new Byte[3] {
                            104, 120, Byte.MaxValue
                        },
                        new Byte[3] {
                            Byte.MaxValue, 184, 120
                        },
                        new Byte[3] {
                            128, 192, 208
                        },
                        new Byte[3] {
                            192, 104, 144
                        },
                        new Byte[3] {
                            208, 112, 120
                        },
                        new Byte[3] {
                            200, 216, 104
                        },
                        new Byte[3] {
                            208, 184, 104
                        }
                    };
                    Byte  num1 = (Byte)(ff9Battle.btl_cnt % 16);
                    Int16 num2 = (Int16)(bbgInfoPtr.chr_r - (128 - numArray[data.bi.slot_no][0]));
                    Int16 num3 = (Int16)(bbgInfoPtr.chr_g - (128 - numArray[data.bi.slot_no][1]));
                    Int16 num4 = (Int16)(bbgInfoPtr.chr_b - (128 - numArray[data.bi.slot_no][2]));
                    Byte  num5 = (Int32)num1 >= 8 ? (Byte)(16U - num1) : num1;
                    GeoAddColor2DrawPacket(data.gameObject, (Int16)(num2 * num5 >> 3), (Int16)(num3 * num5 >> 3), (Int16)(num4 * num5 >> 3));
                    if (data.weapon_geo)
                    {
                        GeoAddColor2DrawPacket(data.weapon_geo, (Int16)(num2 * num5 >> 3), (Int16)(num3 * num5 >> 3), (Int16)(num4 * num5 >> 3));
                    }
                }
            }
            else
            {
                SetDefaultShader(data);
            }
        }
        else if (Status.checkCurStat(data, 1U))
        {
            SetDefaultShader(data);
            SetStatusClut(data, true);
        }
        if (FF9StateSystem.Battle.isDebug && FF9StateSystem.Battle.isLevitate)
        {
            Vector3 pos = data.pos;
            if (data.bi.player != 0)
            {
                pos.y  = -200 - (Int32)(30 * ff9.rsin((ff9Battle.btl_cnt & 15) << 8) / 4096f);
                pos.y *= -1f;
            }
            data.pos = pos;
        }
        if (CheckStatus(data, 2097152u))
        {
            Single  y      = -200 - (Int32)(30 * ff9.rsin((ff9Battle.btl_cnt & 15) << 8) / 4096f);
            Vector3 vector = data.base_pos;
            vector.y      = y;
            vector.y     *= -1f;
            data.base_pos = vector;
            vector        = data.pos;
            vector.y      = y;
            vector.y     *= -1f;
            data.pos      = vector;
        }
    }