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https://github.com/ACreTeam/ac-decomp
synced 2026-05-31 17:01:39 -04:00
Implement & link ef_hirameki_hikari
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+1
-1
@@ -1269,7 +1269,7 @@ config.libs = [
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Object(NonMatching, "effect/ef_hanabira.c"),
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Object(Matching, "effect/ef_hanatiri.c"),
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Object(NonMatching, "effect/ef_hirameki_den.c"),
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Object(NonMatching, "effect/ef_hirameki_hikari.c"),
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Object(Matching, "effect/ef_hirameki_hikari.c"),
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Object(Matching, "effect/ef_ikigire.c"),
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Object(Matching, "effect/ef_impact_star.c"),
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Object(NonMatching, "effect/ef_kagu_happa.c"),
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@@ -1,5 +1,9 @@
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#include "ef_effect_control.h"
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#include "m_common_data.h"
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extern Gfx ef_hirameki01_hikari_modelT[];
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static void eHiramekiH_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eHiramekiH_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eHiramekiH_mv(eEC_Effect_c* effect, GAME* game);
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@@ -18,17 +22,46 @@ eEC_PROFILE_c iam_ef_hirameki_hikari = {
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};
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static void eHiramekiH_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
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// TODO
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pos.y += 24.0f;
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eEC_CLIP->make_effect_proc(eEC_EFFECT_HIRAMEKI_HIKARI, pos, NULL, game, NULL, item_name, prio, 0, 0);
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}
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static void eHiramekiH_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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effect->timer = 12;
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effect->offset.x = effect->offset.y = effect->offset.z = 0.0f;
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}
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static void eHiramekiH_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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return;
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}
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static void eHiramekiH_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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u8 alpha;
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s16 timer = 12 - effect->timer;
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xyz_t* pos = &effect->position;
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xyz_t* offset = &effect->offset;
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xyz_t* scale = &effect->scale;
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scale->z = scale->y = scale->x = eEC_CLIP->calc_adjust_proc(timer, 0, 12, 0.014f, 0.0175f);
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switch (timer) {
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case 0:
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case 1:
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case 2:
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case 3:
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alpha = timer * 50;
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break;
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default:
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alpha = (s8)eEC_CLIP->calc_adjust_proc(timer, 4, 12, 255.0f, 0.0f);
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break;
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}
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OPEN_DISP(game->graph);
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eEC_CLIP->auto_matrix_xlu_offset_proc(game, pos, scale, offset);
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 255, 255, 100, alpha);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_hirameki01_hikari_modelT);
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CLOSE_DISP(game->graph);
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}
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