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https://github.com/ACreTeam/ac-decomp
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link ac_weather_sakura
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@@ -560,6 +560,10 @@ ac_weather_snow.c:
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.text: [0x80603494, 0x80603B44]
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.rodata: [0x8064BB30, 0x8064BB88]
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.data: [0x806D1DF8, 0x806D1E10]
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ac_weather_sakura.c:
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.text: [0x80603B44, 0x8060420C]
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.rodata: [0x8064BB88, 0x8064BBE8]
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.data: [0x806D1E10, 0x806D1E28]
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m_select.c:
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.text: [0x80627F88, 0x80629CA8]
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.rodata: [0x8064D1B0, 0x8064D1B8]
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@@ -0,0 +1,208 @@
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#include "ac_weather_sakura.h"
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#include "main.h"
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#include "m_common_data.h"
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#include "m_rcp.h"
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#include "m_field_info.h"
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#include "m_malloc.h"
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#include "m_player_lib.h"
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#include "sys_matrix.h"
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extern Gfx ef_hanabira01_00_setmode[];
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extern Gfx ef_hanabira01_00_modelT[];
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static void aWeatherSakura_make(ACTOR*, GAME*);
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static void aWeatherSakura_ct(aWeather_Priv*, GAME*);
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static void aWeatherSakura_move(aWeather_Priv*, GAME*);
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static void aWeatherSakura_set(GAME*);
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static void aWeatherSakura_draw(aWeather_Priv*, GAME*);
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aWeather_Profile_c iam_weather_sakura = {
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aWeatherSakura_make,
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aWeatherSakura_ct,
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aWeatherSakura_move,
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aWeatherSakura_set,
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aWeatherSakura_draw,
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};
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static int aWeatherSakura_DecideMakeSakuraCount(ACTOR* actor, GAME* game){
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WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actor;
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if(weather->current_level == 1){
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return (game->frame_counter & 7) == 0;
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}
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return (game->frame_counter & 3) == 0;
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}
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static void aWeatherSakura_make(ACTOR* actor, GAME* game){
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WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actor;
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GAME_PLAY* play = (GAME_PLAY*)game;
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aWeather_Priv* priv;
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f32 x,z;
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xyz_t pos = weather->pos;
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f32 y = 230.0f + pos.y;
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int count = Common_Get(clip.weather_clip)->get_priv_num(actor);
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xyz_t base = {0.0f, 0.0f, 0.0f};
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xyz_t mod_pos;
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if(aWeatherSakura_DecideMakeSakuraCount(actor, game) != 0){
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base.y = -0.8f + (RANDOM_F(-0.0999999642372f));
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if(count != -1){
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x = -100.0f + (RANDOM_F(200.0f));
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z = -200.0f + (RANDOM_F(380.0f));
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mod_pos = pos;
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mod_pos.x += x;
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mod_pos.z += z;
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mod_pos.y = y;
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priv = Common_Get(clip.weather_clip)->get_priv(3, 280, &mod_pos, &base, actor, count);
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if(priv != NULL){
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aWeatherSakura_ct(priv, game);
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priv->work[3]= 0;
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priv->work[4] = 156.5f + (RANDOM_F(260.5));
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priv->currentY = y;
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}
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}
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}
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}
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static void aWeatherSakura_ct(aWeather_Priv* priv, GAME*){
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priv->work[0] = RANDOM_F(65535.0f);
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priv->work[1] = RANDOM_F(65535.0f);
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priv->work[2] = RANDOM_F(65535.0f);
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}
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static int aWeatherSakura_CheckSakuraBorder(aWeather_Priv* priv){
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WEATHER_ACTOR* weather = Common_Get(clip.weather_clip)->actor;
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int ret = 0;
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f32 sakuraTemp;
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xyz_t pos;
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if(weather != NULL){
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pos = weather->pos;
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sakuraTemp =priv->pos.x;
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if(sakuraTemp < (-100.0f + pos.x)){
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ret |= 2;
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}
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if(sakuraTemp > (100.0f + pos.x)){
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ret |= 8;
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}
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sakuraTemp =priv->pos.z;
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if(sakuraTemp > (180.0f + pos.z)){
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ret |= 4;
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}
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if(sakuraTemp < (-200.0f + pos.z)){
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ret |= 1;
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}
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}
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return ret;
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}
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static void aWeatherSakura_CheckSakuraScroll(aWeather_Priv* priv){
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int border = aWeatherSakura_CheckSakuraBorder(priv);
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if(border != 0){
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if((border >> 1) & 1){
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priv->pos.x += 200.0f;
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}
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if((border >> 3) & 1){
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priv->pos.x -= 200.0f;
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}
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if((border >> 2) & 1){
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priv->pos.z -= 380.0f;
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}
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if(border & 1){
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priv->pos.z += 380.0f;
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}
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}
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if(Common_Get(clip.weather_clip) != NULL){
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f32 y;
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WEATHER_ACTOR* weather = Common_Get(clip.weather_clip)->actor;
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if(weather != NULL){
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y = 230.0f + weather->pos.y;
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if(priv->pos.y < + weather->pos.y){
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priv->pos.y = (y + (priv->pos.y - priv->currentY));
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priv->currentY = y;
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}
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}
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}
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}
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static void aWeatherSakura_SetWind2Sakura(aWeather_Priv* priv){
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priv->pos.x += 0.45f;
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}
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static void aWeatherSakura_move(aWeather_Priv* priv, GAME* game){
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GAME_PLAY* play = (GAME_PLAY*) game;
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priv->pos.x += priv->speed.x;
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priv->pos.y += priv->speed.y;
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priv->pos.z += priv->speed.z;
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priv->work[3] += priv->work[4];
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aWeatherSakura_SetWind2Sakura(priv);
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aWeatherSakura_CheckSakuraScroll(priv);
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priv->work[0] += 0x200;
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priv->work[1] += 0x8DC;
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priv->work[2] += 0x474;
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}
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static void aWeatherSakura_set(GAME* game){
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_texture_z_light_fog_prim_xlu(game->graph);
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OPEN_DISP(game->graph);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_hanabira01_00_setmode);
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CLOSE_DISP(game->graph);
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}
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void aWeatherSakura_draw(aWeather_Priv* priv, GAME* game){
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GAME_PLAY* play = (GAME_PLAY*) game;
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xyz_t base = {0.05f, 0.05f, 0.05f};
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Mtx* work;
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f32 scale;
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f32 min;
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xyz_t pos;
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xyz_t screen_pos;
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pos.x = priv->pos.x + (6.0f * sin_s(priv->work[3]));
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pos.z = priv->pos.z + (6.0f * cos_s(priv->work[3]));
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pos.y = priv->pos.y;
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Game_play_Projection_Trans(play, &pos, &screen_pos);
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if(( screen_pos.x >= 0.0f) && (screen_pos.x < SCREEN_WIDTH_F) && ( screen_pos.y >= 0.0f) && (screen_pos.y < SCREEN_HEIGHT_F)){
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work = GRAPH_ALLOC_TYPE(game->graph, Mtx, 1);
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OPEN_DISP(game->graph);
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suMtxMakeSRT(work, base.x, base.y, base.z, priv->work[2], priv->work[1], priv->work[2], pos.x, pos.y, pos.z);
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gSPMatrix(NEXT_POLY_XLU_DISP, work, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_hanabira01_00_modelT);
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CLOSE_DISP( game->graph);
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}
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}
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