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https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
Implement & link ef_shooting
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+1
-1
@@ -1317,7 +1317,7 @@ config.libs = [
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Object(Matching, "effect/ef_room_sunshine_posthouse.c"),
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Object(NonMatching, "effect/ef_sandsplash.c"),
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Object(NonMatching, "effect/ef_shock.c"),
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Object(NonMatching, "effect/ef_shooting.c"),
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Object(Matching, "effect/ef_shooting.c"),
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Object(Matching, "effect/ef_shooting_kira.c"),
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Object(NonMatching, "effect/ef_shooting_set.c"),
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Object(NonMatching, "effect/ef_siawase_hana.c"),
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@@ -1,5 +1,12 @@
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#include "ef_effect_control.h"
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#include "m_common_data.h"
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#include "m_debug.h"
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#include "m_rcp.h"
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#include "sys_matrix.h"
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extern Gfx ef_nagare01_modelT[];
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static void eShooting_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eShooting_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eShooting_mv(eEC_Effect_c* effect, GAME* game);
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@@ -18,17 +25,52 @@ eEC_PROFILE_c iam_ef_shooting = {
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};
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static void eShooting_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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eEC_CLIP->make_effect_proc(eEC_EFFECT_SHOOTING, pos, NULL, game, NULL, item_name, prio, arg0, angle);
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}
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static void eShooting_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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effect->timer = 320;
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effect->effect_specific[0] = RANDOM_F(30.0f) + 70.0f;
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effect->effect_specific[1] = 0;
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}
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static void eShooting_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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s16 timer = 320 - effect->timer;
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effect->effect_specific[1] += 256;
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if (timer == (GETREG(MYKREG, 6) + 76)) {
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eEC_CLIP->effect_make_proc(eEC_EFFECT_SHOOTING_KIRA, effect->position, effect->prio, effect->arg1, game,
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(u16)effect->item_name, effect->effect_specific[0], 0);
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}
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}
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static Gfx* eShooting_GetTwoTileGfx(int x, int y, GAME* game) {
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return two_tex_scroll_dolphin(game->graph, 0, x, y, 8, 256, 1, 0, 0, 8, 32);
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}
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static void eShooting_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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GRAPH* graph;
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f32 scale_z = effect->effect_specific[0] * 0.01f;
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s16 timer = 320 - effect->timer;
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Gfx* two_tile = eShooting_GetTwoTileGfx(0, -((timer - 120) * 6), game);
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graph = game->graph;
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OPEN_DISP(graph);
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_texture_z_light_fog_prim_xlu(graph);
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Matrix_translate(effect->position.x, effect->position.y, effect->position.z, FALSE);
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Matrix_RotateY(-effect->effect_specific[1], TRUE);
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Matrix_scale(1.035f, 1.0f, 1.0f, TRUE);
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Matrix_RotateY(effect->effect_specific[1], TRUE);
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Matrix_RotateY(effect->arg1, TRUE);
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Matrix_scale(0.01f, 0.01f, 0.01f * scale_z, TRUE);
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gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPSegment(NEXT_POLY_XLU_DISP, G_MWO_SEGMENT_9, two_tile);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_nagare01_modelT);
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CLOSE_DISP(graph);
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}
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