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https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
Implement & link ef_neboke_akubi
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+1
-1
@@ -1299,7 +1299,7 @@ config.libs = [
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Object(Matching, "effect/ef_naku.c"),
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Object(Matching, "effect/ef_namida.c"),
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Object(Matching, "effect/ef_neboke.c"),
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Object(NonMatching, "effect/ef_neboke_akubi.c"),
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Object(Matching, "effect/ef_neboke_akubi.c"),
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Object(NonMatching, "effect/ef_neboke_awa.c"),
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Object(Matching, "effect/ef_night13_moon.c"),
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Object(Matching, "effect/ef_night15_moon.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_neboke_awa01_modelT[];
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static void eNeboke_Akubi_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eNeboke_Akubi_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eNeboke_Akubi_mv(eEC_Effect_c* effect, GAME* game);
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@@ -18,17 +22,64 @@ eEC_PROFILE_c iam_ef_neboke_akubi = {
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};
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static void eNeboke_Akubi_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_NEBOKE_AKUBI, pos, NULL, game, &angle, item_name, prio, arg0, arg1);
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}
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static void eNeboke_Akubi_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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xyz_t vec = { 0.0f, 7.0f, 13.5f };
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f32 x, y, z;
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x = RANDOM2_F(3.0f);
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y = RANDOM2_F(3.0f);
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z = RANDOM2_F(3.0f);
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effect->timer = 80;
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effect->effect_specific[0] = *(s16*)ct_arg;
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effect->effect_specific[1] = qrand();
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sMath_RotateY(&vec, SHORT2RAD_ANGLE2(effect->effect_specific[0]));
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effect->position.x += vec.x + x;
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effect->position.y += vec.y + y;
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effect->position.z += vec.z + z;
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eEC_CLIP->random_first_speed_proc(&effect->velocity, 0.15f, 30.0f, 0.0f);
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sMath_RotateX(&effect->velocity, DEG2RAD(20.0f));
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sMath_RotateY(&effect->velocity, SHORT2RAD_ANGLE2(effect->effect_specific[0]));
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effect->acceleration.x = 0.0f;
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effect->acceleration.y = 0.003425f;
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effect->acceleration.z = 0.0f;
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}
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static void eNeboke_Akubi_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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xyz_t_add(&effect->velocity, &effect->acceleration, &effect->velocity);
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xyz_t_add(&effect->position, &effect->velocity, &effect->position);
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effect->effect_specific[1] += DEG2SHORT_ANGLE2(11.25f);
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}
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static void eNeboke_Akubi_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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static f32 scale_base[] = { 0.005f, 0.0015f };
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s16 timer = 80 - effect->timer;
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effect->scale.x = eEC_CLIP->calc_adjust_proc(timer, 0, 4, 0.0f, scale_base[effect->arg0]);
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if (timer == 79) {
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effect->effect_specific[2] = 200;
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effect->scale.x *= 1.2f;
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} else {
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effect->effect_specific[2] = 255;
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}
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effect->scale.z = effect->scale.y = effect->scale.x;
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effect->scale.x *= sin_s(effect->effect_specific[1]) * 0.2f + 1.0f;
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effect->scale.y *= cos_s(effect->effect_specific[1]) * 0.2f + 1.0f;
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OPEN_DISP(game->graph);
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eEC_CLIP->auto_matrix_xlu_proc(game, &effect->position, &effect->scale);
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 128, 255, 255, 255, effect->effect_specific[2]);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_neboke_awa01_modelT);
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CLOSE_DISP(game->graph);
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}
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