Merge pull request #3 from Cuyler36:scaffold_effect_tus

Scaffold all effect TUs
This commit is contained in:
Cuyler36
2024-03-11 02:38:17 -04:00
committed by GitHub
127 changed files with 3789 additions and 0 deletions
+135
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@@ -12,6 +12,14 @@ extern "C" {
#define eEC_EFFECT_ACTIVE_MAX 100
#define eEC_IMMEDIATE_DEATH -1
#define eEC_IGNORE_DEATH -2
#define eEC_NO_CHILD_ID 0xFF
#define eEC_DEFAULT_DEATH_DIST (800.0f)
#define eEC_IGNORE_DEATH_DIST (-1000.203064f) // ignore death range check when set to this
enum effect_type {
eEC_EFFECT_SHOCK,
eEC_EFFECT_DUST,
@@ -143,6 +151,133 @@ enum effect_type {
eEC_EFFECT_NUM
};
extern eEC_PROFILE_c iam_ef_ami_mizu;
extern eEC_PROFILE_c iam_ef_anahikari;
extern eEC_PROFILE_c iam_ef_ase;
extern eEC_PROFILE_c iam_ef_ase2;
extern eEC_PROFILE_c iam_ef_ase_ch;
extern eEC_PROFILE_c iam_ef_break_axe;
extern eEC_PROFILE_c iam_ef_bubu;
extern eEC_PROFILE_c iam_ef_buruburu;
extern eEC_PROFILE_c iam_ef_bush_happa;
extern eEC_PROFILE_c iam_ef_bush_yuki;
extern eEC_PROFILE_c iam_ef_car_blight;
extern eEC_PROFILE_c iam_ef_car_light;
extern eEC_PROFILE_c iam_ef_clacker;
extern eEC_PROFILE_c iam_ef_coin;
extern eEC_PROFILE_c iam_ef_dash_asimoto;
extern eEC_PROFILE_c iam_ef_dig_hole;
extern eEC_PROFILE_c iam_ef_dig_mud;
extern eEC_PROFILE_c iam_ef_dig_scoop;
extern eEC_PROFILE_c iam_ef_douzou_light;
extern eEC_PROFILE_c iam_ef_doyon;
extern eEC_PROFILE_c iam_ef_dust;
extern eEC_PROFILE_c iam_ef_flash;
extern eEC_PROFILE_c iam_ef_flashC;
extern eEC_PROFILE_c iam_ef_footprint;
extern eEC_PROFILE_c iam_ef_furo_yuge;
extern eEC_PROFILE_c iam_ef_gimonhu;
extern eEC_PROFILE_c iam_ef_goki;
extern eEC_PROFILE_c iam_ef_ha;
extern eEC_PROFILE_c iam_ef_halloween;
extern eEC_PROFILE_c iam_ef_halloween_smoke;
extern eEC_PROFILE_c iam_ef_hanabi_botan1;
extern eEC_PROFILE_c iam_ef_hanabi_botan2;
extern eEC_PROFILE_c iam_ef_hanabi_dummy;
extern eEC_PROFILE_c iam_ef_hanabi_hoshi;
extern eEC_PROFILE_c iam_ef_hanabi_set;
extern eEC_PROFILE_c iam_ef_hanabi_switch;
extern eEC_PROFILE_c iam_ef_hanabi_yanagi;
extern eEC_PROFILE_c iam_ef_hanabira;
extern eEC_PROFILE_c iam_ef_hanatiri;
extern eEC_PROFILE_c iam_ef_hirameki_den;
extern eEC_PROFILE_c iam_ef_hirameki_hikari;
extern eEC_PROFILE_c iam_ef_ikigire;
extern eEC_PROFILE_c iam_ef_impact_star;
extern eEC_PROFILE_c iam_ef_kagu_happa;
extern eEC_PROFILE_c iam_ef_kamifubuki;
extern eEC_PROFILE_c iam_ef_kangaeru;
extern eEC_PROFILE_c iam_ef_kantanhu;
extern eEC_PROFILE_c iam_ef_kasamizu;
extern eEC_PROFILE_c iam_ef_kasamizutama;
extern eEC_PROFILE_c iam_ef_kaze;
extern eEC_PROFILE_c iam_ef_kaze_happa;
extern eEC_PROFILE_c iam_ef_kigae;
extern eEC_PROFILE_c iam_ef_kigae_light;
extern eEC_PROFILE_c iam_ef_kikuzu;
extern eEC_PROFILE_c iam_ef_killer;
extern eEC_PROFILE_c iam_ef_kisha_kemuri;
extern eEC_PROFILE_c iam_ef_konpu;
extern eEC_PROFILE_c iam_ef_kpun;
extern eEC_PROFILE_c iam_ef_kyousou_onpu;
extern eEC_PROFILE_c iam_ef_lovelove;
extern eEC_PROFILE_c iam_ef_lovelove2;
extern eEC_PROFILE_c iam_ef_lovelove_heart;
extern eEC_PROFILE_c iam_ef_make_hem;
extern eEC_PROFILE_c iam_ef_make_hem_kira;
extern eEC_PROFILE_c iam_ef_make_hem_light;
extern eEC_PROFILE_c iam_ef_mizutama;
extern eEC_PROFILE_c iam_ef_motiyuge;
extern eEC_PROFILE_c iam_ef_muka;
extern eEC_PROFILE_c iam_ef_naku;
extern eEC_PROFILE_c iam_ef_namida;
extern eEC_PROFILE_c iam_ef_neboke;
extern eEC_PROFILE_c iam_ef_neboke_akubi;
extern eEC_PROFILE_c iam_ef_neboke_awa;
extern eEC_PROFILE_c iam_ef_night13_moon;
extern eEC_PROFILE_c iam_ef_night15_moon;
extern eEC_PROFILE_c iam_ef_ongen;
extern eEC_PROFILE_c iam_ef_otikomi;
extern eEC_PROFILE_c iam_ef_otosiana;
extern eEC_PROFILE_c iam_ef_pun;
extern eEC_PROFILE_c iam_ef_pun_sekimen;
extern eEC_PROFILE_c iam_ef_pun_yuge;
extern eEC_PROFILE_c iam_ef_reset_hole;
extern eEC_PROFILE_c iam_ef_sandsplash;
extern eEC_PROFILE_c iam_ef_shock;
extern eEC_PROFILE_c iam_ef_shooting;
extern eEC_PROFILE_c iam_ef_shooting_kira;
extern eEC_PROFILE_c iam_ef_shooting_set;
extern eEC_PROFILE_c iam_ef_siawase_hana;
extern eEC_PROFILE_c iam_ef_siawase_hana_ch;
extern eEC_PROFILE_c iam_ef_siawase_hikari;
extern eEC_PROFILE_c iam_ef_sibuki;
extern eEC_PROFILE_c iam_ef_situren;
extern eEC_PROFILE_c iam_ef_slip;
extern eEC_PROFILE_c iam_ef_slip_footprint;
extern eEC_PROFILE_c iam_ef_soba_yuge;
extern eEC_PROFILE_c iam_ef_steam;
extern eEC_PROFILE_c iam_ef_string;
extern eEC_PROFILE_c iam_ef_suisou_awa;
extern eEC_PROFILE_c iam_ef_swing_axe;
extern eEC_PROFILE_c iam_ef_swing_net;
extern eEC_PROFILE_c iam_ef_swing_rod;
extern eEC_PROFILE_c iam_ef_taberu;
extern eEC_PROFILE_c iam_ef_takurami;
extern eEC_PROFILE_c iam_ef_takurami_kira;
extern eEC_PROFILE_c iam_ef_tamaire;
extern eEC_PROFILE_c iam_ef_tape;
extern eEC_PROFILE_c iam_ef_tent_lamp;
extern eEC_PROFILE_c iam_ef_tumble;
extern eEC_PROFILE_c iam_ef_tumble_bodyprint;
extern eEC_PROFILE_c iam_ef_tumble_dust;
extern eEC_PROFILE_c iam_ef_turi_hamon;
extern eEC_PROFILE_c iam_ef_turi_hane0;
extern eEC_PROFILE_c iam_ef_turi_hane1;
extern eEC_PROFILE_c iam_ef_turi_mizu;
extern eEC_PROFILE_c iam_ef_turi_suiteki;
extern eEC_PROFILE_c iam_ef_turn_asimoto;
extern eEC_PROFILE_c iam_ef_turn_footprint;
extern eEC_PROFILE_c iam_ef_uranai;
extern eEC_PROFILE_c iam_ef_wait_asimoto;
extern eEC_PROFILE_c iam_ef_walk_asimoto;
extern eEC_PROFILE_c iam_ef_warau;
extern eEC_PROFILE_c iam_ef_yajirushi;
extern eEC_PROFILE_c iam_ef_young_tree;
extern eEC_PROFILE_c iam_ef_yukidama;
extern eEC_PROFILE_c iam_ef_yukidaruma;
extern eEC_PROFILE_c iam_ef_yukihane;
enum {
eEC_LIGHT_COLOR_DISABLED,
eEC_LIGHT_COLOR_INCREASING,
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eAmi_Mizu_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eAmi_Mizu_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eAmi_Mizu_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eAmi_Mizu_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_ami_mizu = {
// clang-format off
&eAmi_Mizu_init,
&eAmi_Mizu_ct,
&eAmi_Mizu_mv,
&eAmi_Mizu_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eAnahikari_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eAnahikari_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eAnahikari_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eAnahikari_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_anahikari = {
// clang-format off
&eAnahikari_init,
&eAnahikari_ct,
&eAnahikari_mv,
&eAnahikari_dw,
60,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eAS_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eAS_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eAS_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eAS_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_ase = {
// clang-format off
&eAS_init,
&eAS_ct,
&eAS_mv,
&eAS_dw,
eEC_IMMEDIATE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eAS2_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eAS2_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eAS2_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eAS2_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_ase2 = {
// clang-format off
&eAS2_init,
&eAS2_ct,
&eAS2_mv,
&eAS2_dw,
eEC_IMMEDIATE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eASC_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eASC_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eASC_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eASC_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_ase_ch = {
// clang-format off
&eASC_init,
&eASC_ct,
&eASC_mv,
&eASC_dw,
eEC_IMMEDIATE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eBreak_Axe_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eBreak_Axe_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eBreak_Axe_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eBreak_Axe_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_break_axe = {
// clang-format off
&eBreak_Axe_init,
&eBreak_Axe_ct,
&eBreak_Axe_mv,
&eBreak_Axe_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eBubu_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eBubu_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eBubu_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eBubu_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_bubu = {
// clang-format off
&eBubu_init,
&eBubu_ct,
&eBubu_mv,
&eBubu_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eBR_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eBR_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eBR_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eBR_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_buruburu = {
// clang-format off
&eBR_init,
&eBR_ct,
&eBR_mv,
&eBR_dw,
eEC_IMMEDIATE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eBushHappa_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eBushHappa_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eBushHappa_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eBushHappa_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_bush_happa = {
// clang-format off
&eBushHappa_init,
&eBushHappa_ct,
&eBushHappa_mv,
&eBushHappa_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eBushYuki_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eBushYuki_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eBushYuki_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eBushYuki_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_bush_yuki = {
// clang-format off
&eBushYuki_init,
&eBushYuki_ct,
&eBushYuki_mv,
&eBushYuki_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eCar_Blight_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eCar_Blight_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eCar_Blight_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eCar_Blight_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_car_blight = {
// clang-format off
&eCar_Blight_init,
&eCar_Blight_ct,
&eCar_Blight_mv,
&eCar_Blight_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eCar_Light_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eCar_Light_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eCar_Light_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eCar_Light_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_car_light = {
// clang-format off
&eCar_Light_init,
&eCar_Light_ct,
&eCar_Light_mv,
&eCar_Light_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eClacker_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eClacker_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eClacker_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eClacker_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_clacker = {
// clang-format off
&eClacker_init,
&eClacker_ct,
&eClacker_mv,
&eClacker_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eCoin_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eCoin_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eCoin_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eCoin_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_coin = {
// clang-format off
&eCoin_init,
&eCoin_ct,
&eCoin_mv,
&eCoin_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
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#include "ef_effect_control.h"
static void eDashAsimoto_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eDashAsimoto_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eDashAsimoto_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eDashAsimoto_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_dash_asimoto = {
// clang-format off
&eDashAsimoto_init,
&eDashAsimoto_ct,
&eDashAsimoto_mv,
&eDashAsimoto_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eDig_Hole_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eDig_Hole_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eDig_Hole_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eDig_Hole_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_dig_hole = {
// clang-format off
&eDig_Hole_init,
&eDig_Hole_ct,
&eDig_Hole_mv,
&eDig_Hole_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
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#include "ef_effect_control.h"
static void eDig_Mud_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eDig_Mud_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eDig_Mud_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eDig_Mud_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_dig_mud = {
// clang-format off
&eDig_Mud_init,
&eDig_Mud_ct,
&eDig_Mud_mv,
&eDig_Mud_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eDig_Scoop_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eDig_Scoop_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eDig_Scoop_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eDig_Scoop_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_dig_scoop = {
// clang-format off
&eDig_Scoop_init,
&eDig_Scoop_ct,
&eDig_Scoop_mv,
&eDig_Scoop_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eDouzou_Light_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eDouzou_Light_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eDouzou_Light_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eDouzou_Light_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_douzou_light = {
// clang-format off
&eDouzou_Light_init,
&eDouzou_Light_ct,
&eDouzou_Light_mv,
&eDouzou_Light_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eDoyon_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eDoyon_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eDoyon_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eDoyon_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_doyon = {
// clang-format off
&eDoyon_init,
&eDoyon_ct,
&eDoyon_mv,
&eDoyon_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eDT_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eDT_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eDT_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eDT_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_dust = {
// clang-format off
&eDT_init,
&eDT_ct,
&eDT_mv,
&eDT_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eFlash_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eFlash_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eFlash_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eFlash_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_flash = {
// clang-format off
&eFlash_init,
&eFlash_ct,
&eFlash_mv,
&eFlash_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eFlashC_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eFlashC_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eFlashC_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eFlashC_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_flashC = {
// clang-format off
&eFlashC_init,
&eFlashC_ct,
&eFlashC_mv,
&eFlashC_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eFootPrint_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eFootPrint_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eFootPrint_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eFootPrint_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_footprint = {
// clang-format off
&eFootPrint_init,
&eFootPrint_ct,
&eFootPrint_mv,
&eFootPrint_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eFuro_Yuge_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eFuro_Yuge_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eFuro_Yuge_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eFuro_Yuge_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_furo_yuge = {
// clang-format off
&eFuro_Yuge_init,
&eFuro_Yuge_ct,
&eFuro_Yuge_mv,
&eFuro_Yuge_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eGM_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eGM_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eGM_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eGM_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_gimonhu = {
// clang-format off
&eGM_init,
&eGM_ct,
&eGM_mv,
&eGM_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eGoki_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eGoki_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eGoki_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eGoki_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_goki = {
// clang-format off
&eGoki_init,
&eGoki_ct,
&eGoki_mv,
&eGoki_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eHA_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eHA_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eHA_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eHA_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_ha = {
// clang-format off
&eHA_init,
&eHA_ct,
&eHA_mv,
&eHA_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eHalloween_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eHalloween_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eHalloween_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eHalloween_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_halloween = {
// clang-format off
&eHalloween_init,
&eHalloween_ct,
&eHalloween_mv,
&eHalloween_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eHalloween_Smoke_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eHalloween_Smoke_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eHalloween_Smoke_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eHalloween_Smoke_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_halloween_smoke = {
// clang-format off
&eHalloween_Smoke_init,
&eHalloween_Smoke_ct,
&eHalloween_Smoke_mv,
&eHalloween_Smoke_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eHanabiBotan1_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eHanabiBotan1_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eHanabiBotan1_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eHanabiBotan1_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_hanabi_botan1 = {
// clang-format off
&eHanabiBotan1_init,
&eHanabiBotan1_ct,
&eHanabiBotan1_mv,
&eHanabiBotan1_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eHanabiBotan2_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eHanabiBotan2_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eHanabiBotan2_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eHanabiBotan2_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_hanabi_botan2 = {
// clang-format off
&eHanabiBotan2_init,
&eHanabiBotan2_ct,
&eHanabiBotan2_mv,
&eHanabiBotan2_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eHanabiDummy_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eHanabiDummy_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eHanabiDummy_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eHanabiDummy_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_hanabi_dummy = {
// clang-format off
&eHanabiDummy_init,
&eHanabiDummy_ct,
&eHanabiDummy_mv,
&eHanabiDummy_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eHanabiHoshi_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eHanabiHoshi_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eHanabiHoshi_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eHanabiHoshi_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_hanabi_hoshi = {
// clang-format off
&eHanabiHoshi_init,
&eHanabiHoshi_ct,
&eHanabiHoshi_mv,
&eHanabiHoshi_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eHanabiSet_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eHanabiSet_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eHanabiSet_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eHanabiSet_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_hanabi_set = {
// clang-format off
&eHanabiSet_init,
&eHanabiSet_ct,
&eHanabiSet_mv,
&eHanabiSet_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eHanabiSwitch_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eHanabiSwitch_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eHanabiSwitch_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eHanabiSwitch_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_hanabi_switch = {
// clang-format off
&eHanabiSwitch_init,
&eHanabiSwitch_ct,
&eHanabiSwitch_mv,
&eHanabiSwitch_dw,
eEC_IMMEDIATE_DEATH,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eHanabiYanagi_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eHanabiYanagi_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eHanabiYanagi_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eHanabiYanagi_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_hanabi_yanagi = {
// clang-format off
&eHanabiYanagi_init,
&eHanabiYanagi_ct,
&eHanabiYanagi_mv,
&eHanabiYanagi_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eHanabira_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eHanabira_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eHanabira_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eHanabira_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_hanabira = {
// clang-format off
&eHanabira_init,
&eHanabira_ct,
&eHanabira_mv,
&eHanabira_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eHanatiri_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eHanatiri_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eHanatiri_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eHanatiri_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_hanatiri = {
// clang-format off
&eHanatiri_init,
&eHanatiri_ct,
&eHanatiri_mv,
&eHanatiri_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eHiramekiD_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eHiramekiD_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eHiramekiD_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eHiramekiD_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_hirameki_den = {
// clang-format off
&eHiramekiD_init,
&eHiramekiD_ct,
&eHiramekiD_mv,
&eHiramekiD_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eHiramekiH_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eHiramekiH_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eHiramekiH_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eHiramekiH_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_hirameki_hikari = {
// clang-format off
&eHiramekiH_init,
&eHiramekiH_ct,
&eHiramekiH_mv,
&eHiramekiH_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eIkigire_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eIkigire_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eIkigire_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eIkigire_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_ikigire = {
// clang-format off
&eIkigire_init,
&eIkigire_ct,
&eIkigire_mv,
&eIkigire_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eImpact_Star_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eImpact_Star_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eImpact_Star_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eImpact_Star_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_impact_star = {
// clang-format off
&eImpact_Star_init,
&eImpact_Star_ct,
&eImpact_Star_mv,
&eImpact_Star_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eKagu_Happa_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eKagu_Happa_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eKagu_Happa_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eKagu_Happa_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_kagu_happa = {
// clang-format off
&eKagu_Happa_init,
&eKagu_Happa_ct,
&eKagu_Happa_mv,
&eKagu_Happa_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eKamifubuki_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eKamifubuki_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eKamifubuki_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eKamifubuki_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_kamifubuki = {
// clang-format off
&eKamifubuki_init,
&eKamifubuki_ct,
&eKamifubuki_mv,
&eKamifubuki_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eKG_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eKG_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eKG_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eKG_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_kangaeru = {
// clang-format off
&eKG_init,
&eKG_ct,
&eKG_mv,
&eKG_dw,
7,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eKT_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eKT_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eKT_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eKT_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_kantanhu = {
// clang-format off
&eKT_init,
&eKT_ct,
&eKT_mv,
&eKT_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eKasamizu_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eKasamizu_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eKasamizu_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eKasamizu_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_kasamizu = {
// clang-format off
&eKasamizu_init,
&eKasamizu_ct,
&eKasamizu_mv,
&eKasamizu_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eKasamizutama_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eKasamizutama_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eKasamizutama_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eKasamizutama_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_kasamizutama = {
// clang-format off
&eKasamizutama_init,
&eKasamizutama_ct,
&eKasamizutama_mv,
&eKasamizutama_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eKZ_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eKZ_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eKZ_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eKZ_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_kaze = {
// clang-format off
&eKZ_init,
&eKZ_ct,
&eKZ_mv,
&eKZ_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eKZH_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eKZH_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eKZH_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eKZH_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_kaze_happa = {
// clang-format off
&eKZH_init,
&eKZH_ct,
&eKZH_mv,
&eKZH_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eKigae_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eKigae_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eKigae_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eKigae_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_kigae = {
// clang-format off
&eKigae_init,
&eKigae_ct,
&eKigae_mv,
&eKigae_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eKigae_Light_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eKigae_Light_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eKigae_Light_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eKigae_Light_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_kigae_light = {
// clang-format off
&eKigae_Light_init,
&eKigae_Light_ct,
&eKigae_Light_mv,
&eKigae_Light_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eKikuzu_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eKikuzu_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eKikuzu_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eKikuzu_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_kikuzu = {
// clang-format off
&eKikuzu_init,
&eKikuzu_ct,
&eKikuzu_mv,
&eKikuzu_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eKL_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eKL_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eKL_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eKL_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_killer = {
// clang-format off
&eKL_init,
&eKL_ct,
&eKL_mv,
&eKL_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eKishaK_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eKishaK_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eKishaK_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eKishaK_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_kisha_kemuri = {
// clang-format off
&eKishaK_init,
&eKishaK_ct,
&eKishaK_mv,
&eKishaK_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eKONP_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eKONP_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eKONP_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eKONP_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_konpu = {
// clang-format off
&eKONP_init,
&eKONP_ct,
&eKONP_mv,
&eKONP_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eKPun_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eKPun_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eKPun_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eKPun_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_kpun = {
// clang-format off
&eKPun_init,
&eKPun_ct,
&eKPun_mv,
&eKPun_dw,
eEC_IMMEDIATE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eKyousou_Onpu_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eKyousou_Onpu_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eKyousou_Onpu_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eKyousou_Onpu_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_kyousou_onpu = {
// clang-format off
&eKyousou_Onpu_init,
&eKyousou_Onpu_ct,
&eKyousou_Onpu_mv,
&eKyousou_Onpu_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eLove_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eLove_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eLove_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eLove_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_lovelove = {
// clang-format off
&eLove_init,
&eLove_ct,
&eLove_mv,
&eLove_dw,
eEC_IMMEDIATE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eLL2_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eLL2_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eLL2_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eLL2_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_lovelove2 = {
// clang-format off
&eLL2_init,
&eLL2_ct,
&eLL2_mv,
&eLL2_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eLoveH_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eLoveH_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eLoveH_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eLoveH_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_lovelove_heart = {
// clang-format off
&eLoveH_init,
&eLoveH_ct,
&eLoveH_mv,
&eLoveH_dw,
eEC_IMMEDIATE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eMH_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eMH_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eMH_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eMH_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_make_hem = {
// clang-format off
&eMH_init,
&eMH_ct,
&eMH_mv,
&eMH_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eMHK_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eMHK_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eMHK_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eMHK_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_make_hem_kira = {
// clang-format off
&eMHK_init,
&eMHK_ct,
&eMHK_mv,
&eMHK_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eMHL_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eMHL_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eMHL_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eMHL_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_make_hem_light = {
// clang-format off
&eMHL_init,
&eMHL_ct,
&eMHL_mv,
&eMHL_dw,
195,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eMizutama_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eMizutama_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eMizutama_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eMizutama_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_mizutama = {
// clang-format off
&eMizutama_init,
&eMizutama_ct,
&eMizutama_mv,
&eMizutama_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eMotiyuge_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eMotiyuge_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eMotiyuge_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eMotiyuge_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_motiyuge = {
// clang-format off
&eMotiyuge_init,
&eMotiyuge_ct,
&eMotiyuge_mv,
&eMotiyuge_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eMK_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eMK_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eMK_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eMK_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_muka = {
// clang-format off
&eMK_init,
&eMK_ct,
&eMK_mv,
&eMK_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eNaku_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eNaku_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eNaku_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eNaku_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_naku = {
// clang-format off
&eNaku_init,
&eNaku_ct,
&eNaku_mv,
&eNaku_dw,
eEC_IMMEDIATE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eNamida_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eNamida_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eNamida_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eNamida_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_namida = {
// clang-format off
&eNamida_init,
&eNamida_ct,
&eNamida_mv,
&eNamida_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eNebo_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eNebo_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eNebo_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eNebo_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_neboke = {
// clang-format off
&eNebo_init,
&eNebo_ct,
&eNebo_mv,
&eNebo_dw,
eEC_IMMEDIATE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eNeboke_Akubi_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eNeboke_Akubi_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eNeboke_Akubi_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eNeboke_Akubi_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_neboke_akubi = {
// clang-format off
&eNeboke_Akubi_init,
&eNeboke_Akubi_ct,
&eNeboke_Akubi_mv,
&eNeboke_Akubi_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eSleep_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eSleep_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eSleep_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eSleep_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_neboke_awa = {
// clang-format off
&eSleep_init,
&eSleep_ct,
&eSleep_mv,
&eSleep_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eNight13Moon_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eNight13Moon_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eNight13Moon_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eNight13Moon_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_night13_moon = {
// clang-format off
&eNight13Moon_init,
&eNight13Moon_ct,
&eNight13Moon_mv,
&eNight13Moon_dw,
80,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eNight15Moon_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eNight15Moon_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eNight15Moon_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eNight15Moon_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_night15_moon = {
// clang-format off
&eNight15Moon_init,
&eNight15Moon_ct,
&eNight15Moon_mv,
&eNight15Moon_dw,
60,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eOngen_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eOngen_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eOngen_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eOngen_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_ongen = {
// clang-format off
&eOngen_init,
&eOngen_ct,
&eOngen_mv,
&eOngen_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eOMN_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eOMN_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eOMN_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eOMN_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_otikomi = {
// clang-format off
&eOMN_init,
&eOMN_ct,
&eOMN_mv,
&eOMN_dw,
10,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eOtosiana_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eOtosiana_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eOtosiana_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eOtosiana_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_otosiana = {
// clang-format off
&eOtosiana_init,
&eOtosiana_ct,
&eOtosiana_mv,
&eOtosiana_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void ePun_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void ePun_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void ePun_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void ePun_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_pun = {
// clang-format off
&ePun_init,
&ePun_ct,
&ePun_mv,
&ePun_dw,
eEC_IMMEDIATE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void ePunRed_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void ePunRed_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void ePunRed_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void ePunRed_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_pun_sekimen = {
// clang-format off
&ePunRed_init,
&ePunRed_ct,
&ePunRed_mv,
&ePunRed_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void ePunYuge_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void ePunYuge_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void ePunYuge_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void ePunYuge_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_pun_yuge = {
// clang-format off
&ePunYuge_init,
&ePunYuge_ct,
&ePunYuge_mv,
&ePunYuge_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eReset_Hole_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eReset_Hole_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eReset_Hole_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eReset_Hole_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_reset_hole = {
// clang-format off
&eReset_Hole_init,
&eReset_Hole_ct,
&eReset_Hole_mv,
&eReset_Hole_dw,
24,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eSandsplash_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eSandsplash_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eSandsplash_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eSandsplash_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_sandsplash = {
// clang-format off
&eSandsplash_init,
&eSandsplash_ct,
&eSandsplash_mv,
&eSandsplash_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eSK_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eSK_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eSK_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eSK_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_shock = {
// clang-format off
&eSK_init,
&eSK_ct,
&eSK_mv,
&eSK_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eShooting_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eShooting_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eShooting_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eShooting_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_shooting = {
// clang-format off
&eShooting_init,
&eShooting_ct,
&eShooting_mv,
&eShooting_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eShootingKira_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eShootingKira_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eShootingKira_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eShootingKira_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_shooting_kira = {
// clang-format off
&eShootingKira_init,
&eShootingKira_ct,
&eShootingKira_mv,
&eShootingKira_dw,
eEC_IMMEDIATE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eShootingSet_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eShootingSet_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eShootingSet_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eShootingSet_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_shooting_set = {
// clang-format off
&eShootingSet_init,
&eShootingSet_ct,
&eShootingSet_mv,
&eShootingSet_dw,
eEC_IMMEDIATE_DEATH,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eSSHN_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eSSHN_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eSSHN_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eSSHN_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_siawase_hana = {
// clang-format off
&eSSHN_init,
&eSSHN_ct,
&eSSHN_mv,
&eSSHN_dw,
eEC_IMMEDIATE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eSSHNC_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eSSHNC_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eSSHNC_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eSSHNC_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_siawase_hana_ch = {
// clang-format off
&eSSHNC_init,
&eSSHNC_ct,
&eSSHNC_mv,
&eSSHNC_dw,
eEC_IMMEDIATE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eSSHKR_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eSSHKR_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eSSHKR_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eSSHKR_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_siawase_hikari = {
// clang-format off
&eSSHKR_init,
&eSSHKR_ct,
&eSSHKR_mv,
&eSSHKR_dw,
72,
eEC_EFFECT_SIAWASE_HANA,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eSibuki_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eSibuki_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eSibuki_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eSibuki_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_sibuki = {
// clang-format off
&eSibuki_init,
&eSibuki_ct,
&eSibuki_mv,
&eSibuki_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eSN_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eSN_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eSN_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eSN_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_situren = {
// clang-format off
&eSN_init,
&eSN_ct,
&eSN_mv,
&eSN_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eSlip_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eSlip_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eSlip_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eSlip_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_slip = {
// clang-format off
&eSlip_init,
&eSlip_ct,
&eSlip_mv,
&eSlip_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eSlipFootPrint_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eSlipFootPrint_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eSlipFootPrint_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eSlipFootPrint_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_slip_footprint = {
// clang-format off
&eSlipFootPrint_init,
&eSlipFootPrint_ct,
&eSlipFootPrint_mv,
&eSlipFootPrint_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eSoba_Yuge_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eSoba_Yuge_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eSoba_Yuge_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eSoba_Yuge_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_soba_yuge = {
// clang-format off
&eSoba_Yuge_init,
&eSoba_Yuge_ct,
&eSoba_Yuge_mv,
&eSoba_Yuge_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eSteam_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eSteam_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eSteam_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eSteam_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_steam = {
// clang-format off
&eSteam_init,
&eSteam_ct,
&eSteam_mv,
&eSteam_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eString_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eString_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eString_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eString_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_string = {
// clang-format off
&eString_init,
&eString_ct,
&eString_mv,
&eString_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
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@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eSuisou_Awa_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eSuisou_Awa_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eSuisou_Awa_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eSuisou_Awa_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_suisou_awa = {
// clang-format off
&eSuisou_Awa_init,
&eSuisou_Awa_ct,
&eSuisou_Awa_mv,
&eSuisou_Awa_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
+29
View File
@@ -0,0 +1,29 @@
#include "ef_effect_control.h"
static void eSwing_Axe_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
}
static void eSwing_Axe_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
}
static void eSwing_Axe_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
}
static void eSwing_Axe_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
}
eEC_PROFILE_c iam_ef_swing_axe = {
// clang-format off
&eSwing_Axe_init,
&eSwing_Axe_ct,
&eSwing_Axe_mv,
&eSwing_Axe_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};

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