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Link & Implement ef_kasamizu.c (#427)
* Link & Implement ef_kasamizu.c * ef_kasamizu.c fixed * ef_kasamizu.c fixed again
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@@ -1220,6 +1220,9 @@ ef_hanabi_dummy.c:
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ef_hanatiri.c:
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.text: [0x80610478, 0x8061061C]
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.data: [0x806D2C08, 0x806D2C20]
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ef_kasamizu.c:
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.text: [0x806127BC, 0x80612960]
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.data: [0x806D2DE0, 0x806D2E08]
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ef_killer.c:
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.text: [0x80614178, 0x8061481C]
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.rodata: [0x8064C680, 0x8064C6C0]
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+21
-4
@@ -1,5 +1,7 @@
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#include "ef_effect_control.h"
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#include "m_common_data.h"
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static void eKasamizu_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eKasamizu_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eKasamizu_mv(eEC_Effect_c* effect, GAME* game);
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@@ -18,17 +20,32 @@ eEC_PROFILE_c iam_ef_kasamizu = {
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};
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static void eKasamizu_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_KASAMIZU, pos, NULL, game, &angle, item_name, prio, arg0, arg1);
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}
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static void eKasamizu_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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static xyz_t base_offset = {0, 45.0f, -20.0f};
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xyz_t pos;
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s16 angle = *(s16*)ct_arg;
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Matrix_RotateY(angle, 0);
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Matrix_Position(&base_offset, &pos);
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xyz_t_add(&effect->position, &pos, &effect->position);
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effect->effect_specific[0] = angle;
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effect->timer = 24;
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}
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static void eKasamizu_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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GAME_PLAY* play = (GAME_PLAY*)game;
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if (eEC_CLIP != (eEC_EffectControl_Clip_c*)0) {
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int mEnv_NowWeather();
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if (mEnv_NowWeather() == mEnv_WEATHER_RAIN && play->game_frame & 1) {
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xyz_t pos = effect->position;
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eEC_CLIP->effect_make_proc(eEC_EFFECT_KASAMIZUTAMA, pos, effect->prio, effect->effect_specific[0], game,
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effect->item_name, 0, 0);
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}
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}
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}
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static void eKasamizu_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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// Nothing
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}
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