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https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
link ef_bush_yuki
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@@ -1006,6 +1006,10 @@ ef_bush_happa.c:
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.text: [0x80606A68, 0x806072DC]
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.rodata: [0x8064BD78, 0x8064BDD8]
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.data: [0x806D1F68, 0x806D1F80]
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ef_bush_yuki.c:
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.text: [0x806072DC, 0x806075BC]
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.rodata: [0x8064BDD8, 0x8064BE00]
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.data: [0x806D1F80, 0x806D1F98]
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ef_coin.c:
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.text: [0x80608060, 0x806087EC]
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.rodata: [0x8064BE48, 0x8064BEA0]
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+47
-5
@@ -1,4 +1,8 @@
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#include "ef_effect_control.h"
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#include "m_common_data.h"
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#include "m_rcp.h"
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extern Gfx ef_w_yabu01_00_modelT[];
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static void eBushYuki_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eBushYuki_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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@@ -18,17 +22,55 @@ eEC_PROFILE_c iam_ef_bush_yuki = {
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};
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static void eBushYuki_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_BUSH_YUKI, pos, NULL, game, &angle, item_name, prio, arg0, arg1);
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}
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static void eBushYuki_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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f32 y = 1.5f + (RANDOM_F(1.5f));
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f32 initialPos = -3.0f + (6.0f * fqrand());
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effect->timer = 60;
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effect->position.x += initialPos;
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effect->position.y += initialPos;
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eEC_CLIP->random_first_speed_proc(&effect->velocity,y,45.0f,45.0f);
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if (effect->arg1 == 1) {
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effect->velocity.x = RANDOM2_F(2.0f);
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effect->velocity.y = fqrand();
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effect->velocity.z = fqrand();
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}
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effect->scale.x = 0.005f;
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effect->scale.y = 0.005f;
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effect->scale.z = 0.005f;
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effect->acceleration.x = 0.0f;
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effect->acceleration.y = -0.125f;
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effect->acceleration.z = 0.0f;
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}
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static void eBushYuki_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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void eBushYuki_mv(eEC_Effect_c* effect, GAME* game) {
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xyz_t_add(&effect->velocity, &effect->acceleration, &effect->velocity);
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xyz_t_add(&effect->position, &effect->velocity, &effect->position);
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}
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static void eBushYuki_dw(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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GRAPH* graph;
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u8 alpha = (int)eEC_CLIP->calc_adjust_proc(60 - effect->timer, 32, 60, 200.0f, 0.0f);
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graph = game->graph;
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_texture_z_light_fog_prim_xlu(game->graph);
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eEC_CLIP->auto_matrix_xlu_proc(game, &effect->position, &effect->scale);
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OPEN_DISP(graph);
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 128, 40, 40, 40, alpha);
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gSPDisplayList(NEXT_POLY_XLU_DISP,ef_w_yabu01_00_modelT);
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CLOSE_DISP(graph);
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}
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