Implement & link ef_hirameki_hikari

This commit is contained in:
Norgesnerd
2025-05-17 02:53:04 +02:00
parent db38839b7b
commit 20de35ba4b
2 changed files with 38 additions and 5 deletions
+1 -1
View File
@@ -1269,7 +1269,7 @@ config.libs = [
Object(NonMatching, "effect/ef_hanabira.c"),
Object(Matching, "effect/ef_hanatiri.c"),
Object(NonMatching, "effect/ef_hirameki_den.c"),
Object(NonMatching, "effect/ef_hirameki_hikari.c"),
Object(Matching, "effect/ef_hirameki_hikari.c"),
Object(Matching, "effect/ef_ikigire.c"),
Object(Matching, "effect/ef_impact_star.c"),
Object(NonMatching, "effect/ef_kagu_happa.c"),
+37 -4
View File
@@ -1,5 +1,9 @@
#include "ef_effect_control.h"
#include "m_common_data.h"
extern Gfx ef_hirameki01_hikari_modelT[];
static void eHiramekiH_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eHiramekiH_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eHiramekiH_mv(eEC_Effect_c* effect, GAME* game);
@@ -18,17 +22,46 @@ eEC_PROFILE_c iam_ef_hirameki_hikari = {
};
static void eHiramekiH_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
pos.y += 24.0f;
eEC_CLIP->make_effect_proc(eEC_EFFECT_HIRAMEKI_HIKARI, pos, NULL, game, NULL, item_name, prio, 0, 0);
}
static void eHiramekiH_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
effect->timer = 12;
effect->offset.x = effect->offset.y = effect->offset.z = 0.0f;
}
static void eHiramekiH_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
return;
}
static void eHiramekiH_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
u8 alpha;
s16 timer = 12 - effect->timer;
xyz_t* pos = &effect->position;
xyz_t* offset = &effect->offset;
xyz_t* scale = &effect->scale;
scale->z = scale->y = scale->x = eEC_CLIP->calc_adjust_proc(timer, 0, 12, 0.014f, 0.0175f);
switch (timer) {
case 0:
case 1:
case 2:
case 3:
alpha = timer * 50;
break;
default:
alpha = (s8)eEC_CLIP->calc_adjust_proc(timer, 4, 12, 255.0f, 0.0f);
break;
}
OPEN_DISP(game->graph);
eEC_CLIP->auto_matrix_xlu_offset_proc(game, pos, scale, offset);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 255, 255, 100, alpha);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_hirameki01_hikari_modelT);
CLOSE_DISP(game->graph);
}