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https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
Implement & link ef_kaze_happa
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+1
-1
@@ -1279,7 +1279,7 @@ config.libs = [
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Object(Matching, "effect/ef_kasamizu.c"),
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Object(Matching, "effect/ef_kasamizutama.c"),
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Object(Matching, "effect/ef_kaze.c"),
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Object(NonMatching, "effect/ef_kaze_happa.c"),
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Object(Matching, "effect/ef_kaze_happa.c"),
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Object(Matching, "effect/ef_kigae.c"),
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Object(Matching, "effect/ef_kigae_light.c"),
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Object(Matching, "effect/ef_kikuzu.c"),
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+108
-4
@@ -1,5 +1,10 @@
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#include "ef_effect_control.h"
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#include "m_common_data.h"
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#include "sys_matrix.h"
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#include "m_rcp.h"
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#include "m_debug.h"
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static void eKZH_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eKZH_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eKZH_mv(eEC_Effect_c* effect, GAME* game);
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@@ -17,18 +22,117 @@ eEC_PROFILE_c iam_ef_kaze_happa = {
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// clang-format on
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};
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typedef struct {
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s16 angle;
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int prio;
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} eKZH_dt_c;
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static void eKZH_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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eKZH_dt_c data;
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data.angle = angle;
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data.prio = prio;
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eEC_CLIP->make_effect_proc(eEC_EFFECT_KAZE_HAPPA, pos, NULL, game, &data, item_name, prio, 0, 0);
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}
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static void eKZH_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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eKZH_dt_c* data_p = (eKZH_dt_c*)ct_arg;
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GAME_PLAY* play = (GAME_PLAY*)game;
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effect->timer = 60;
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effect->effect_specific[0] = data_p->angle;
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effect->effect_specific[2] = data_p->prio;
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effect->effect_specific[3] = 0;
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effect->scale.x = 0.0048f;
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effect->scale.y = 0.0048f;
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effect->scale.z = 0.0048f;
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effect->acceleration.x = 0.0f;
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effect->acceleration.y = 0.0f;
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effect->acceleration.z = 0.0f;
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{
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u16 angle = data_p->angle - DIFF_SHORT_ANGLE((s16)getCamera2AngleY(play), DEG2SHORT_ANGLE2(-180.0f));
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if (angle >= DEG2SHORT_ANGLE2(90.0f) && angle <= DEG2SHORT_ANGLE2(270.0f)) {
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effect->effect_specific[1] = 1;
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effect->offset.x = 40.0f;
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} else {
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effect->effect_specific[1] = 0;
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effect->offset.x = -40.0f;
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}
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}
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effect->offset.z = 15.0f;
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effect->offset.y = 14.0f;
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}
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static void eKZH_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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s16 counter = 60 - effect->timer;
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f32 dir = 1.0f;
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if (effect->effect_specific[1] == 1) {
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dir = -1.0f;
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}
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if (counter < 20) {
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effect->velocity.x += dir * 0.095f;
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effect->velocity.y += -0.02875f;
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} else if (counter >= 20 && counter < 40) {
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f32 angle = eEC_CLIP->calc_adjust_proc(counter, 20, 39, 0.0f, 360.0f);
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effect->effect_specific[3] = RAD2SHORT_ANGLE2(DEG2RAD(angle));
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} else if (counter >= 40) {
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f32 angle = eEC_CLIP->calc_adjust_proc(counter, 40, 59, 360.0f, 450.0f);
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effect->effect_specific[3] = RAD2SHORT_ANGLE2(DEG2RAD(angle));
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effect->velocity.x += dir * 0.095f;
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effect->velocity.y += -0.02875f;
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}
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xyz_t_add(&effect->velocity, &effect->acceleration, &effect->velocity);
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xyz_t_add(&effect->offset, &effect->velocity, &effect->offset);
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}
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extern Gfx ef_kaze01_happa_modelT[];
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static void eKZH_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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s16 counter = 60 - effect->timer;
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GAME_PLAY* play = (GAME_PLAY*)game;
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if (counter >= 0) {
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s16 counter2 = (counter - counter) + counter; // weird... idk what they did but it's necessary
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f32 scale;
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if (counter2 <= 10) {
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scale = eEC_CLIP->calc_adjust_proc(counter, 0, 10, 0.0f, 0.0048f);
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} else if (counter2 <= 50) {
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scale = 0.0048f;
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} else {
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scale = scale = eEC_CLIP->calc_adjust_proc(counter, 52, 60, 0.0048f, 0.0f);
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}
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effect->scale.x = scale;
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effect->scale.y = scale;
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effect->scale.z = scale;
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OPEN_DISP(game->graph);
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_texture_z_light_fog_prim_xlu(game->graph);
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Matrix_translate(effect->position.x, effect->position.y, effect->position.z, 0);
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Matrix_mult(&play->billboard_matrix, 1);
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Matrix_translate(effect->offset.x + GETREG(MYKREG, 24), effect->offset.y + GETREG(MYKREG, 25), effect->offset.z + GETREG(MYKREG, 26), 1);
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if (effect->effect_specific[1] == 0) {
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Matrix_RotateZ(effect->effect_specific[3], 1);
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} else {
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Matrix_RotateZ(-effect->effect_specific[3], 1);
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}
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Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, 1);
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gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_kaze01_happa_modelT);
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CLOSE_DISP(game->graph);
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}
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}
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