mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-27 15:42:46 -04:00
link ac_weather
This commit is contained in:
@@ -542,10 +542,10 @@ m_map_ovl.c:
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.rodata: [0x8064B628, 0x8064B6B0]
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.data: [0x806CD9C0, 0x806CE008]
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.bss: [0x81340468, 0x81340488]
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#ac_weather.c:
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# .text: [0x8060193C, 0x80602E70]
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# .rodata: []
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# .data: []
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ac_weather.c:
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.text: [0x8060193C, 0x80602E70]
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.rodata: [0x8064BAE8, 0x8064BB08]
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.data: [0x806D1D50, 0x806D1DA0]
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m_select.c:
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.text: [0x80627F88, 0x80629CA8]
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.rodata: [0x8064D1B0, 0x8064D1B8]
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@@ -14,4 +14,6 @@ extern aWeather_Profile_c iam_weather_fine;
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#ifdef __cplusplus
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}
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#endif
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#endif
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#endif
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@@ -14,4 +14,6 @@ extern aWeather_Profile_c iam_weather_leaf;
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#ifdef __cplusplus
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}
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#endif
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#endif
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@@ -14,4 +14,6 @@ extern aWeather_Profile_c iam_weather_rain;
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#ifdef __cplusplus
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}
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#endif
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#endif
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@@ -14,4 +14,6 @@ extern aWeather_Profile_c iam_weather_sakura;
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#ifdef __cplusplus
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}
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#endif
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#endif
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@@ -14,4 +14,6 @@ extern aWeather_Profile_c iam_weather_snow;
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#ifdef __cplusplus
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}
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#endif
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#endif
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@@ -30,11 +30,16 @@ enum {
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typedef void (*eEC_NAME2EFFECTMAKE_PROC)(int, xyz_t, int, short, GAME*, u16, s16, s16);
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typedef void (*eEC_REGISTEFFECTLIGHT_PROC)(f32*, s16,s16,s16);
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typedef int (*eEC_EFFECTLIGHTSTATUS_PROC)(rgba_t*, int*); // returns eEC_LIGHT_COLOR_*
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typedef struct effect_control_clip_s {
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/* 0x00 */ eEC_NAME2EFFECTMAKE_PROC effect_make_proc;
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/* 0x04 */ u8 _04[0x3C - 0x04];
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/* 0x04 */ u8 _04[0x30 - 0x04];
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/* 0x30 */ eEC_REGISTEFFECTLIGHT_PROC regist_effect_light;
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/* 0x34 */ void* _34;
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/* 0x38 */ void* _38;
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/* 0x3C */ eEC_EFFECTLIGHTSTATUS_PROC effect_light_status;
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/* 0x40 */ void* _40;
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/* 0x44 */ void* _44;
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+14
-7
@@ -12,10 +12,13 @@
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#include "m_malloc.h"
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#include "m_player_lib.h"
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void Weather_Actor_ct(ACTOR* actor, GAME* game);
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void Weather_Actor_dt(ACTOR* actor, GAME* game);
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void Weather_Actor_move(ACTOR* actor, GAME* game);
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void Weather_Actor_draw(ACTOR* actor, GAME* game);
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static void Weather_Actor_ct(ACTOR* actor, GAME* game);
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static void Weather_Actor_dt(ACTOR* actor, GAME* game);
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static void Weather_Actor_move(ACTOR* actor, GAME* game);
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static void Weather_Actor_draw(ACTOR* actor, GAME* game);
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static void aWeather_SetNowProfile(WEATHER_ACTOR* weather, s16 id);
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static aWeather_Profile_c* profile_tbl[] = {
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&iam_weather_fine,
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@@ -369,8 +372,12 @@ void aWeather_SnowInAdvance(WEATHER_ACTOR* weather, GAME_PLAY* play, int moves){
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void Weather_Actor_ct(ACTOR* actor, GAME* game){
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static s16 DemoWeatherTbl[10][2] = {
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static s16 DemoWeatherTbl[5][2] = {
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3,1,
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1,2,
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0,0,
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0,0,
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2,1,
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};
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WEATHER_ACTOR* weather = (WEATHER_ACTOR*)actor;
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GAME_PLAY* play = (GAME_PLAY*)game;
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@@ -637,7 +644,7 @@ static void aWeather_MakeKaminari(WEATHER_ACTOR* weather){
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if (((timer == weather->lightning_timer2) || (timer == (weather->lightning_timer2 + 20))) &&
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(Common_Get(clip.effect_clip) != NULL) && ( (Save_Get(scene_no) - SCENE_MY_ROOM_BASEMENT_S) > 3U) &&
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( (Save_Get(scene_no) - SCENE_MUSEUM_ROOM_PAINTING) > 1U) && ( Save_Get(scene_no) != SCENE_MUSEUM_ROOM_FISH)) {
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f32 effect[] = { 12712.2f };
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f32 effect[] = { 12712.249f };
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Common_Get(clip.effect_clip)->regist_effect_light(effect, 2, 0x23, 0);
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}
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if (timer == (weather->lightning_timer2 + 65)) {
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