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https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
Implement & link ef_neboke
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+1
-1
@@ -1298,7 +1298,7 @@ config.libs = [
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Object(Matching, "effect/ef_muka.c"),
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Object(Matching, "effect/ef_naku.c"),
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Object(NonMatching, "effect/ef_namida.c"),
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Object(NonMatching, "effect/ef_neboke.c"),
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Object(Matching, "effect/ef_neboke.c"),
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Object(NonMatching, "effect/ef_neboke_akubi.c"),
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Object(NonMatching, "effect/ef_neboke_awa.c"),
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Object(Matching, "effect/ef_night13_moon.c"),
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+28
-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 eNebo_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eNebo_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eNebo_mv(eEC_Effect_c* effect, GAME* game);
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@@ -18,17 +20,39 @@ eEC_PROFILE_c iam_ef_neboke = {
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};
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static void eNebo_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_NEBOKE, pos, NULL, game, &angle, item_name, prio, 0, 0);
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}
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static void eNebo_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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effect->timer = 112;
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effect->effect_specific[0] = *(s16*)ct_arg;
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}
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static void eNebo_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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s16 timer;
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eEC_CLIP->set_continious_env_proc(effect, 112, 120);
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if (effect->state == eEC_STATE_NORMAL) {
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timer = 112 - effect->timer;
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if (timer == 16) {
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eEC_CLIP->effect_make_proc(eEC_EFFECT_NEBOKE_AKUBI, effect->position, effect->prio,
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effect->effect_specific[0], game, (u16)effect->item_name, 0, 0);
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} else if (timer == 44) {
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eEC_CLIP->effect_make_proc(eEC_EFFECT_NEBOKE_AKUBI, effect->position, effect->prio,
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effect->effect_specific[0], game, (u16)effect->item_name, 1, 0);
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}
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} else if (effect->state == eEC_STATE_CONTINUOUS) {
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timer = 120 - effect->timer;
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switch (timer) {
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case 46:
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case 74:
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eEC_CLIP->effect_make_proc(eEC_EFFECT_NEBOKE_AWA, effect->position, effect->prio,
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effect->effect_specific[0], game, (u16)effect->item_name, 1, 0);
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}
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}
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}
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static void eNebo_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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return;
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}
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