case ITEM2(0, 51): //blessed sword
{
float v1665 = sub_4EC46D(-4.0, 0.0) * 0.5f + 0.5f;
Color.Set(v1665 * 0.40f, v1665 * 0.55f, v1665 * 0.15f);
for (int n = 53; n < 129; ++n)
{
gEffect.AllowPlay(Model, &VecPos, lpModel, n, &p);
gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.65f, Color(), lpModel, 0.0, 0);
}
float v178 = (float)(GetLargeRand() % 15) / 37.5f;
float v1669 = v178 + 0.5f;
Color.Set(v1669, v1669, v1669);
for (int n = 4; n < 23; ++n)
{
gEffect.AllowPlay(Model, &VecPos, lpModel, n, &p);
gEffect.StaticEffect(TEXTURE_FLARERED, VecPos(), 0.3f, Color(), lpModel, 0.0, 0);
}
gEffect.AllowPlay(Model, &VecPos, lpModel, 47, &p);
gEffect.StaticEffect(TEXTURE_FLARERED, VecPos(), 0.3f, Color(), lpModel, 0.0, 0);
gEffect.AllowPlay(Model, &VecPos, lpModel, 23, &p);
gEffect.StaticEffect(TEXTURE_FLARERED, VecPos(), 0.3f, Color(), lpModel, 0.0, 0);
Color.Set(v1665 * 0.85f, v1665 * 0.1f, v1665 * 0.9f);
gEffect.AllowPlay(Model, &VecPos, lpModel, 45, &p);
gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.8f, Color(), lpModel, 0.0, 0);
gEffect.AllowPlay(Model, &VecPos, lpModel, 46, &p);
gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.8f, Color(), lpModel, 0.0, 0);
gEffect.AllowPlay(Model, &VecPos, lpModel, 28, &p);
gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.8f, Color(), lpModel, 0.0, 0);
gEffect.AllowPlay(Model, &VecPos, lpModel, 30, &p);
gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.8f, Color(), lpModel, 0.0, 0);
Color.Set(v1665 * 0.15f, v1665 * 0.15f, v1665 * 0.9f);
int JointID1[] = { 27,32,29,43,34,40,37,35,25,41,42,44 };
int JointID2[] = { 34,40,36,38 };
for (int n = 0; n < 12; ++n)
{
gEffect.AllowPlay(Model, &VecPos, lpModel, JointID1[n], &p);
gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.6f, Color(), lpModel, 0.0, 0);
}
for (int n = 0; n < 4; ++n)
{
gEffect.AllowPlay(Model, &VecPos, lpModel, JointID2[n], &p);
gEffect.StaticEffect(TEXTURE_FLARE01, VecPos(), 0.3f, Color(), lpModel, 0.0, 0);
}
if (sub_4EC46D(-4.0, 0.0) + 0.5 <= 1.0f)
v1665 = 1.0f;
else
v1665 = sub_4EC46D(-4.0, 0.0) + 0.5f;
Color.Set(v1669 * 0.2f, v1669 * 0.3f, v1669 * 1.0f);
gEffect.AllowPlay(Model, &VecPos, lpModel, 1, &p);
gEffect.StaticEffect(TEXTURE_SHINY04, VecPos(), 1.4f, Color(), lpModel, 0.0, 0);
/*
Color.X = (float)(GetLargeRand() % 11) * 0.1f * v1665 + 0.7f;
Color.Y = (float)(GetLargeRand() % 11) * 0.1f * v1665 + 0.7f;
Color.Z = (float)(GetLargeRand() % 11) * 0.1f * v1665 + 0.7f;
float randomcolor[3] = { 0.0, 0.0, 0.0 };
randomcolor[GetLargeRand() % 3] = 0.7f;
randomcolor[GetLargeRand() % 3] = 1.0f;
Color.Set(randomcolor);
gEffect.AllowPlay(Model, &VecPos, lpModel, 27, &p);
float v179 = (float)(timeGetTime() % 1441) * 0.25f;
gEffect.StaticEffect(32772, VecPos(), 1.0, Color(), lpModel, v179, 0);
gEffect.AllowPlay(Model, &VecPos, lpModel, 32, &p);
float v180 = (float)(1440 - timeGetTime() % 1441) * 0.25f;
gEffect.StaticEffect(32772, VecPos(), 1.0, Color(), lpModel, v180, 0);
gEffect.AllowPlay(Model, &VecPos, lpModel, 1, &p);
//gEffect.DynamicEffect(0x7E7B, VecPos(), WorldPos(), Color(), 2, 1.0f, lpModel);
gEffect.DynamicEffect(TEXTURE_FIRE02, VecPos(), WorldPos(), Color(), -1, 0.8f, lpModel);
*/
}
break;