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https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
link ef_kagu_happa
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+1
-1
@@ -1272,7 +1272,7 @@ config.libs = [
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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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Object(Matching, "effect/ef_kagu_happa.c"),
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Object(NonMatching, "effect/ef_kamifubuki.c"),
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Object(Matching, "effect/ef_kangaeru.c"),
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Object(Matching, "effect/ef_kantanhu.c"),
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@@ -10,7 +10,6 @@ static void eHanabiBotan1_mv(eEC_Effect_c* effect, GAME* game);
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static void eHanabiBotan1_dw(eEC_Effect_c* effect, GAME* game);
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#define CALC_EASE(x) (1.0f - sqrtf(1.0f - (x)))
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#define EFFECT_LIFETIME 110
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eEC_PROFILE_c iam_ef_hanabi_botan1 = {
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@@ -1,10 +1,19 @@
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#include "ef_effect_control.h"
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#include "m_common_data.h"
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#include "m_malloc.h"
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#include "m_rcp.h"
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#include "sys_matrix.h"
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#include "m_debug.h"
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#include "m_player_lib.h"
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static void eKagu_Happa_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eKagu_Happa_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eKagu_Happa_mv(eEC_Effect_c* effect, GAME* game);
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static void eKagu_Happa_dw(eEC_Effect_c* effect, GAME* game);
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#define CALC_EASE(x) (1.0f - sqrtf(1.0f - (x)))
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#define EFFECT_LIFETIME 36
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eEC_PROFILE_c iam_ef_kagu_happa = {
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// clang-format off
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&eKagu_Happa_init,
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@@ -18,17 +27,54 @@ eEC_PROFILE_c iam_ef_kagu_happa = {
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};
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static void eKagu_Happa_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_KAGU_HAPPA, pos, NULL, game, NULL, item_name, prio, arg0, arg1);
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}
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static void eKagu_Happa_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
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effect->offset = effect->position;
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effect->position = player->actor_class.world.position;
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effect->position.y += 20.f;
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effect->position.x += sin_s(player->actor_class.world.angle.y) * 10.f;
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effect->position.z += cos_s(player->actor_class.world.angle.y) * 10.f;
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effect->acceleration = effect->position;
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effect->scale = ZeroVec;
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effect->timer = EFFECT_LIFETIME;
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effect->effect_specific[0] = 0;
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}
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static void eKagu_Happa_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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effect->position.x =
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eEC_CLIP->calc_adjust_proc(effect->timer, 8, EFFECT_LIFETIME, effect->offset.x, effect->acceleration.x);
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effect->position.y =
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eEC_CLIP->calc_adjust_proc(effect->timer, 8, EFFECT_LIFETIME, effect->offset.y, effect->acceleration.y);
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effect->position.z = eEC_CLIP->calc_adjust_proc(effect->timer, 8, 0x1c, effect->offset.z, effect->acceleration.z);
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add_calc(&effect->scale.x, 0.01f, CALC_EASE(0.25f), 0.0015f, 5e-5f);
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effect->scale.y = effect->scale.z = effect->scale.x;
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if (effect->timer > 10) {
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effect->position.y += ((effect->timer - 14.f) - 4.f) * (-10.f / 98.f) * ((effect->timer - 14.f) - 4.f) + 20.f;
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effect->effect_specific[0] += 0x924;
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} else if (effect->timer == 2) {
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effect->position.y += 5.f;
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eEC_CLIP->effect_make_proc(1, effect->position, effect->prio, 0, game, effect->item_name, 0, 3);
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}
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}
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static void eKagu_Happa_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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s16 s = sin_s(effect->effect_specific[0]) * 5120.f;
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GAME_PLAY* play = (GAME_PLAY*)game;
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OPEN_DISP(game->graph);
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_texture_z_light_fog_prim(game->graph);
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Matrix_translate(effect->position.x, effect->position.y, effect->position.z, FALSE);
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if (!effect->arg0) {
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Matrix_RotateZ(s, TRUE);
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Matrix_mult(&play->billboard_matrix, TRUE);
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}
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Matrix_scale(effect->scale.x * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f),
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effect->scale.y * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f),
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effect->scale.z * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), TRUE);
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gSPMatrix(NEXT_POLY_OPA_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(NEXT_POLY_OPA_DISP, aMR_IconNo2Gfx1(effect->arg0));
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gSPDisplayList(NEXT_POLY_OPA_DISP, aMR_IconNo2Gfx2(effect->arg0));
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CLOSE_DISP(game->graph);
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}
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