Implement & link ef_muka

This commit is contained in:
Norgesnerd
2025-06-10 23:24:17 +02:00
parent d0ba9f9049
commit 9e41126580
2 changed files with 40 additions and 5 deletions
+1 -1
View File
@@ -1295,7 +1295,7 @@ config.libs = [
Object(Matching, "effect/ef_make_hem.c"),
Object(NonMatching, "effect/ef_mizutama.c"),
Object(NonMatching, "effect/ef_motiyuge.c"),
Object(NonMatching, "effect/ef_muka.c"),
Object(Matching, "effect/ef_muka.c"),
Object(Matching, "effect/ef_naku.c"),
Object(NonMatching, "effect/ef_namida.c"),
Object(NonMatching, "effect/ef_neboke.c"),
+39 -4
View File
@@ -1,5 +1,9 @@
#include "ef_effect_control.h"
#include "m_common_data.h"
extern Gfx ef_muka01_00_modelT[];
static void eMK_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eMK_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eMK_mv(eEC_Effect_c* effect, GAME* game);
@@ -18,17 +22,48 @@ eEC_PROFILE_c iam_ef_muka = {
};
static void eMK_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_MUKA, pos, NULL, game, &angle, item_name, prio, 0, 0);
}
static void eMK_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
s16 angle, angle_y;
effect->scale.x = 0.0075f;
effect->scale.y = 0.0075f;
effect->scale.z = 0.0075f;
angle_y = (s16)getCamera2AngleY((GAME_PLAY*)game);
angle = *(s16*)ct_arg;
if (DIFF_USHORT_ANGLE(angle, (s16)(angle_y + DEG2SHORT_ANGLE(180.0f))) > DEG2SHORT_ANGLE2(180.0f)) {
effect->offset.x = -10.0f;
} else {
effect->offset.x = 10.0f;
}
effect->offset.y = 9.0f;
effect->offset.z = 23.0f;
effect->timer = 40;
sAdo_OngenTrgStart(0x137, &effect->position);
}
static void eMK_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
return;
}
static void eMK_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
s16 timer = 40 - effect->timer;
u8 prim_g = (int)eEC_CLIP->calc_adjust_proc(timer, 0, 20, 255.0f, 50.0f);
u8 prim_a = (int)eEC_CLIP->calc_adjust_proc(timer, 20, 41, 255.0f, 0.0f);
u8 env_r = (int)eEC_CLIP->calc_adjust_proc(timer, 0, 20, 255.0f, 100.0f);
OPEN_DISP(game->graph);
eEC_CLIP->auto_matrix_xlu_offset_proc(game, &effect->position, &effect->scale, &effect->offset);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 128, 255, prim_g, 50, prim_a);
gDPSetEnvColor(NEXT_POLY_XLU_DISP, env_r, 30, 30, 255);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_muka01_00_modelT);
CLOSE_DISP(game->graph);
}