Implement & link ef_ongen

This commit is contained in:
Norgesnerd
2025-06-15 00:10:21 +02:00
parent 11b64b6086
commit 9660c18903
2 changed files with 40 additions and 5 deletions
+1 -1
View File
@@ -1303,7 +1303,7 @@ config.libs = [
Object(Matching, "effect/ef_neboke_awa.c"),
Object(Matching, "effect/ef_night13_moon.c"),
Object(Matching, "effect/ef_night15_moon.c"),
Object(NonMatching, "effect/ef_ongen.c"),
Object(Matching, "effect/ef_ongen.c"),
Object(NonMatching, "effect/ef_otikomi.c"),
Object(Matching, "effect/ef_otosiana.c"),
Object(Matching, "effect/ef_pun.c"),
+39 -4
View File
@@ -1,5 +1,12 @@
#include "ef_effect_control.h"
#include "m_common_data.h"
#include "m_rcp.h"
#include "sys_matrix.h"
extern Gfx ef_ongen_mouth_model[];
extern Gfx ef_ongen_mic_model[];
static void eOngen_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eOngen_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eOngen_mv(eEC_Effect_c* effect, GAME* game);
@@ -18,17 +25,45 @@ eEC_PROFILE_c iam_ef_ongen = {
};
static void eOngen_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
eEC_CLIP->make_effect_proc(eEC_EFFECT_ONGEN, pos, NULL, game, NULL, item_name, prio, arg0, arg1);
}
static void eOngen_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
static s16 timer_table[] = { 2, 1, 10 };
effect->timer = timer_table[effect->arg0];
}
static void eOngen_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
return;
}
static void eOngen_TidyArgData(s16* arg0) {
if (*arg0 < 0) {
*arg0 = 0;
} else if (*arg0 >= 3) {
*arg0 = 2;
}
}
static void eOngen_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
static f32 scale_table[] = { 0.027f, 0.0139999999f, 0.027f };
static Gfx* disp_table[] = { ef_ongen_mouth_model, ef_ongen_mic_model, ef_ongen_mouth_model };
f32 scale;
OPEN_DISP(game->graph);
eOngen_TidyArgData(&effect->arg0);
scale = scale_table[effect->arg0];
_texture_z_light_fog_prim_xlu(game->graph);
Matrix_translate(effect->position.x, effect->position.y, effect->position.z, FALSE);
Matrix_mult(&((GAME_PLAY*)game)->billboard_matrix, TRUE);
Matrix_scale(scale, scale, scale, TRUE);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 128, 255, 255, 255, 190);
gSPDisplayList(NEXT_POLY_XLU_DISP, disp_table[effect->arg0]);
CLOSE_DISP(game->graph);
}