Implement & link ef_naku

This commit is contained in:
Norgesnerd
2025-05-23 02:19:56 +02:00
parent ff05f1859b
commit 4835f39db7
2 changed files with 30 additions and 5 deletions
+1 -1
View File
@@ -1296,7 +1296,7 @@ config.libs = [
Object(NonMatching, "effect/ef_mizutama.c"),
Object(NonMatching, "effect/ef_motiyuge.c"),
Object(NonMatching, "effect/ef_muka.c"),
Object(NonMatching, "effect/ef_naku.c"),
Object(Matching, "effect/ef_naku.c"),
Object(NonMatching, "effect/ef_namida.c"),
Object(NonMatching, "effect/ef_neboke.c"),
Object(NonMatching, "effect/ef_neboke_akubi.c"),
+29 -4
View File
@@ -1,5 +1,7 @@
#include "ef_effect_control.h"
#include "m_common_data.h"
static void eNaku_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eNaku_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eNaku_mv(eEC_Effect_c* effect, GAME* game);
@@ -18,17 +20,40 @@ eEC_PROFILE_c iam_ef_naku = {
};
static void eNaku_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
xyz_t base_ofs = { 0.0f, 0.0f, -6.0f };
s16 _angle = angle;
sMath_RotateY(&base_ofs, SHORT2RAD_ANGLE2(_angle));
pos.x += base_ofs.x;
pos.y += base_ofs.y;
pos.z += base_ofs.z;
eEC_CLIP->make_effect_proc(eEC_EFFECT_NAKU, pos, NULL, game, &_angle, item_name, prio, 0, 0);
}
static void eNaku_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
effect->effect_specific[0] = *(s16*)ct_arg;
effect->effect_specific[1] = 0;
effect->timer = 32;
}
static void eNaku_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
s32 prio;
u16 item_name;
GAME_PLAY* play = (GAME_PLAY*)game;
item_name = effect->item_name;
prio = effect->prio;
eEC_CLIP->set_continious_env_proc(effect, 32, 18);
if ((effect->timer & 1) && (eEC_CLIP != NULL)) {
eEC_CLIP->effect_make_proc(eEC_EFFECT_NAMIDA, effect->position, prio, effect->effect_specific[0], &play->game,
item_name, effect->effect_specific[1] & 1, 0);
effect->effect_specific[1]++;
}
sAdo_OngenPos((u32)effect, 0x2E, &effect->position);
}
static void eNaku_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
return;
}