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https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
Merge pull request #495 from Norgesnerd/master
Implement & link 5 effects
This commit is contained in:
+5
-5
@@ -1297,14 +1297,14 @@ config.libs = [
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Object(NonMatching, "effect/ef_motiyuge.c"),
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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(Matching, "effect/ef_namida.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_neboke_akubi.c"),
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Object(Matching, "effect/ef_neboke_awa.c"),
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Object(Matching, "effect/ef_night13_moon.c"),
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Object(Matching, "effect/ef_night15_moon.c"),
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Object(NonMatching, "effect/ef_ongen.c"),
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Object(NonMatching, "effect/ef_otikomi.c"),
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Object(Matching, "effect/ef_ongen.c"),
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Object(Matching, "effect/ef_otikomi.c"),
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Object(Matching, "effect/ef_otosiana.c"),
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Object(Matching, "effect/ef_pun.c"),
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Object(Matching, "effect/ef_pun_sekimen.c"),
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+74
-4
@@ -1,5 +1,12 @@
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#include "ef_effect_control.h"
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#include "m_common_data.h"
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#include "m_debug.h"
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#include "m_rcp.h"
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#include "sys_matrix.h"
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extern Gfx ef_namida01_modelT[];
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static void eNamida_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eNamida_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eNamida_mv(eEC_Effect_c* effect, GAME* game);
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@@ -17,18 +24,81 @@ eEC_PROFILE_c iam_ef_namida = {
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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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s16 arg0;
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} eNamida_dt_c;
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static void eNamida_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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xyz_t ofs;
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eNamida_dt_c data;
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data.angle = angle;
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data.arg0 = arg0;
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ofs.x = GETREG(MYKREG, 0x18);
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ofs.y = GETREG(MYKREG, 0x19);
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ofs.z = GETREG(MYKREG, 0x1a) + 10.0f;
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eEC_CLIP->make_effect_proc(eEC_EFFECT_NAMIDA, pos, &ofs, game, &data, item_name, prio, 0, 0);
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}
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static void eNamida_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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eNamida_dt_c* data = (eNamida_dt_c*)ct_arg;
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effect->timer = 30;
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effect->effect_specific[0] = data->angle;
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effect->effect_specific[1] = data->arg0;
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eEC_CLIP->random_first_speed_proc(&effect->velocity, 1.85f, 40.0f, 40.0f);
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if (effect->effect_specific[1] == 0) {
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sMath_RotateZ(&effect->velocity, DEG2RAD(55.0f));
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} else if (effect->effect_specific[1] == 1) {
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sMath_RotateZ(&effect->velocity, DEG2RAD(-55.0f));
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}
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effect->acceleration.x = 0.0f;
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effect->acceleration.y = -0.0675f;
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effect->acceleration.z = 0.0f;
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effect->scale.x = 0.0f;
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effect->scale.y = 0.0f;
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effect->scale.z = 0.0f;
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}
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static void eNamida_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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s16 timer = 30 - effect->timer;
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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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if (timer < 20) {
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effect->scale.x = eEC_CLIP->calc_adjust_proc(timer, 0, 18, 0.0f, 0.0027f);
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} else {
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effect->scale.x = eEC_CLIP->calc_adjust_proc(timer, 20, 30, 0.0027f, 0.0f);
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}
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effect->scale.y = effect->scale.x;
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effect->scale.z = effect->scale.x;
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}
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static void eNamida_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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s16 angle = effect->effect_specific[0];
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xyz_t vec = effect->offset;
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sMath_RotateY(&vec, SHORT2RAD_ANGLE2(angle));
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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, FALSE);
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Matrix_translate(vec.x, vec.y, vec.z, TRUE);
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Matrix_mult(&((GAME_PLAY*)game)->billboard_matrix, TRUE);
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Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, TRUE);
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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_namida01_modelT);
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CLOSE_DISP(game->graph);
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}
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@@ -1,5 +1,9 @@
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#include "ef_effect_control.h"
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#include "m_common_data.h"
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extern Gfx ef_neboke_awa01_modelT[];
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static void eNeboke_Akubi_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eNeboke_Akubi_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eNeboke_Akubi_mv(eEC_Effect_c* effect, GAME* game);
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@@ -18,17 +22,64 @@ eEC_PROFILE_c iam_ef_neboke_akubi = {
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};
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static void eNeboke_Akubi_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_AKUBI, pos, NULL, game, &angle, item_name, prio, arg0, arg1);
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}
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static void eNeboke_Akubi_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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xyz_t vec = { 0.0f, 7.0f, 13.5f };
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f32 x, y, z;
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x = RANDOM2_F(3.0f);
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y = RANDOM2_F(3.0f);
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z = RANDOM2_F(3.0f);
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effect->timer = 80;
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effect->effect_specific[0] = *(s16*)ct_arg;
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effect->effect_specific[1] = qrand();
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sMath_RotateY(&vec, SHORT2RAD_ANGLE2(effect->effect_specific[0]));
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effect->position.x += vec.x + x;
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effect->position.y += vec.y + y;
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effect->position.z += vec.z + z;
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eEC_CLIP->random_first_speed_proc(&effect->velocity, 0.15f, 30.0f, 0.0f);
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sMath_RotateX(&effect->velocity, DEG2RAD(20.0f));
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sMath_RotateY(&effect->velocity, SHORT2RAD_ANGLE2(effect->effect_specific[0]));
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effect->acceleration.x = 0.0f;
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effect->acceleration.y = 0.003425f;
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effect->acceleration.z = 0.0f;
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}
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static void eNeboke_Akubi_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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xyz_t_add(&effect->velocity, &effect->acceleration, &effect->velocity);
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xyz_t_add(&effect->position, &effect->velocity, &effect->position);
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effect->effect_specific[1] += DEG2SHORT_ANGLE2(11.25f);
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}
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static void eNeboke_Akubi_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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static f32 scale_base[] = { 0.005f, 0.0015f };
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s16 timer = 80 - effect->timer;
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effect->scale.x = eEC_CLIP->calc_adjust_proc(timer, 0, 4, 0.0f, scale_base[effect->arg0]);
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if (timer == 79) {
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effect->effect_specific[2] = 200;
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effect->scale.x *= 1.2f;
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} else {
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effect->effect_specific[2] = 255;
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}
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effect->scale.z = effect->scale.y = effect->scale.x;
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effect->scale.x *= sin_s(effect->effect_specific[1]) * 0.2f + 1.0f;
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effect->scale.y *= cos_s(effect->effect_specific[1]) * 0.2f + 1.0f;
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OPEN_DISP(game->graph);
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eEC_CLIP->auto_matrix_xlu_proc(game, &effect->position, &effect->scale);
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 128, 255, 255, 255, effect->effect_specific[2]);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_neboke_awa01_modelT);
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CLOSE_DISP(game->graph);
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}
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@@ -1,5 +1,12 @@
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#include "ef_effect_control.h"
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#include "libultra/libultra.h"
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#include "m_common_data.h"
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#include "m_rcp.h"
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#include "sys_matrix.h"
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extern Gfx ef_sleep01_modelT[];
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static void eSleep_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eSleep_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eSleep_mv(eEC_Effect_c* effect, GAME* game);
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@@ -18,17 +25,90 @@ eEC_PROFILE_c iam_ef_neboke_awa = {
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};
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static void eSleep_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_AWA, pos, NULL, game, &angle, item_name, prio, arg0, arg1);
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}
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static void eSleep_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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xyz_t vec;
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u16 angle = *(s16*)ct_arg;
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effect->effect_specific[0] = angle;
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if (angle < DEG2SHORT_ANGLE2(180.0f)) {
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vec.x = 5.0f;
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vec.y = 10.0f;
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vec.z = 13.0f;
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} else {
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vec.x = -5.0f;
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vec.y = 10.0f;
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vec.z = 13.0f;
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}
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effect->timer = 64;
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sMath_RotateY(&vec, SHORT2RAD_ANGLE2(effect->effect_specific[0]));
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effect->position.x += vec.x;
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effect->position.y += vec.y;
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effect->position.z += vec.z;
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bzero(&effect->velocity, 12);
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effect->velocity.y = 0.18f;
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bzero(&effect->acceleration, 12);
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effect->acceleration.y = 0.008f;
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bzero(&effect->scale, 12);
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effect->offset = effect->position;
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}
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static void eSleep_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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s16 timer = 64 - effect->timer;
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effect->effect_specific[2] += DEG2SHORT_ANGLE2(11.25f);
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effect->effect_specific[3] += DEG2SHORT_ANGLE2(6.33f);
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xyz_t_add(&effect->velocity, &effect->acceleration, &effect->velocity);
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xyz_t_add(&effect->position, &effect->velocity, &effect->position);
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if (timer >= 62) {
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effect->scale.x = 0.0036000002f;
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effect->scale.y = 0.0036000002f;
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effect->scale.z = 0.0036000002f;
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effect->effect_specific[1] = 200;
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} else {
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effect->scale.x = eEC_CLIP->calc_adjust_proc(timer, 0, 40, 0.0f, 0.003f);
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effect->scale.y = effect->scale.x;
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effect->scale.z = effect->scale.x;
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effect->effect_specific[1] = 255;
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}
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effect->scale.x *= sin_s(effect->effect_specific[2]) * 0.3f + 1.0f;
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effect->scale.x *= cos_s(effect->effect_specific[2]) * 0.3f + 1.0f;
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}
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static void eSleep_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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s16 atan;
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xyz_t vec;
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vec.x = effect->position.x + sin_s(effect->effect_specific[3]) * 2.7f;
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vec.y = effect->position.y;
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vec.z = effect->position.z;
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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(vec.x, vec.y, vec.z, FALSE);
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Matrix_mult(&((GAME_PLAY*)game)->billboard_matrix, TRUE);
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atan = atans_table(vec.y - effect->offset.y, vec.x - effect->offset.x);
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Matrix_RotateZ(-(atan + DEG2SHORT_ANGLE2(180.0f)), TRUE);
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Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, TRUE);
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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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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 128, 255, 255, 255, effect->effect_specific[1]);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_sleep01_modelT);
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effect->offset = vec;
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CLOSE_DISP(game->graph);
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}
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+39
-4
@@ -1,5 +1,12 @@
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#include "ef_effect_control.h"
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#include "m_common_data.h"
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#include "m_rcp.h"
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#include "sys_matrix.h"
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extern Gfx ef_ongen_mouth_model[];
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extern Gfx ef_ongen_mic_model[];
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static void eOngen_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eOngen_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eOngen_mv(eEC_Effect_c* effect, GAME* game);
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@@ -18,17 +25,45 @@ eEC_PROFILE_c iam_ef_ongen = {
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};
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static void eOngen_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_ONGEN, pos, NULL, game, NULL, item_name, prio, arg0, arg1);
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}
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static void eOngen_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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static s16 timer_table[] = { 2, 1, 10 };
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effect->timer = timer_table[effect->arg0];
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}
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static void eOngen_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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return;
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}
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static void eOngen_TidyArgData(s16* arg0) {
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if (*arg0 < 0) {
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*arg0 = 0;
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} else if (*arg0 >= 3) {
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*arg0 = 2;
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}
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}
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static void eOngen_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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static f32 scale_table[] = { 0.027f, 0.0139999999f, 0.027f };
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static Gfx* disp_table[] = { ef_ongen_mouth_model, ef_ongen_mic_model, ef_ongen_mouth_model };
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f32 scale;
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OPEN_DISP(game->graph);
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eOngen_TidyArgData(&effect->arg0);
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scale = scale_table[effect->arg0];
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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, FALSE);
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Matrix_mult(&((GAME_PLAY*)game)->billboard_matrix, TRUE);
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Matrix_scale(scale, scale, scale, TRUE);
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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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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 128, 255, 255, 255, 190);
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gSPDisplayList(NEXT_POLY_XLU_DISP, disp_table[effect->arg0]);
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CLOSE_DISP(game->graph);
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}
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+105
-4
@@ -1,5 +1,13 @@
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#include "ef_effect_control.h"
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#include "m_common_data.h"
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#include "m_debug.h"
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#include "m_rcp.h"
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#include "sys_matrix.h"
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extern Gfx ef_doyon01_00_modelT[];
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extern Gfx ef_otikomi_us2_model[];
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static void eOMN_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eOMN_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eOMN_mv(eEC_Effect_c* effect, GAME* game);
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||||
@@ -18,17 +26,110 @@ eEC_PROFILE_c iam_ef_otikomi = {
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};
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static void eOMN_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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static xyz_t offset = { 0.0f, 0.0f, 19.0f };
|
||||
|
||||
eEC_CLIP->make_effect_proc(eEC_EFFECT_OTIKOMI, pos, &offset, game, NULL, item_name, prio, 0, 0);
|
||||
}
|
||||
|
||||
static void eOMN_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
|
||||
// TODO
|
||||
effect->timer = 22;
|
||||
|
||||
effect->effect_specific[0] = 0;
|
||||
effect->effect_specific[1] = 0;
|
||||
|
||||
effect->acceleration.x = 10000.0f;
|
||||
|
||||
effect->velocity.x = 0.4f;
|
||||
effect->velocity.y = 0.0f;
|
||||
effect->velocity.z = 0.0f;
|
||||
|
||||
effect->position.y += 17.0f;
|
||||
}
|
||||
|
||||
static void eOMN_mv(eEC_Effect_c* effect, GAME* game) {
|
||||
// TODO
|
||||
float vel;
|
||||
|
||||
effect->effect_specific[0] += DEG2SHORT_ANGLE2(2.29f);
|
||||
effect->effect_specific[1] += (int)effect->acceleration.x;
|
||||
|
||||
vel = effect->velocity.x * sin_s(effect->effect_specific[1]);
|
||||
effect->velocity.y = 1.0f - vel;
|
||||
effect->velocity.z = 1.0f + vel;
|
||||
|
||||
add_calc(&effect->velocity.x, 0.025f, 0.022f, 0.1f, 0.001f);
|
||||
add_calc(&effect->acceleration.x, 2000.0f, 0.022f, 6000.0f, 0.01f);
|
||||
|
||||
eEC_CLIP->set_continious_env_proc(effect, 22, 100);
|
||||
}
|
||||
|
||||
static void eOMN_dw(eEC_Effect_c* effect, GAME* game) {
|
||||
// TODO
|
||||
Gfx* gfx;
|
||||
s16 timer;
|
||||
u8 alpha, alpha2;
|
||||
f32 scale_m, scale_y;
|
||||
GAME_PLAY* play = (GAME_PLAY*)game;
|
||||
|
||||
gfx = two_tex_scroll_dolphin(game->graph, 0, 0, 0, 16, 16, 1, 0, play->game_frame * 25, 64, 32);
|
||||
|
||||
switch (effect->state) {
|
||||
case eEC_STATE_NORMAL:
|
||||
timer = 22 - effect->timer;
|
||||
scale_m = eEC_CLIP->calc_adjust_proc(timer, 0, 10, 0.0f, 0.01f);
|
||||
scale_y = eEC_CLIP->calc_adjust_proc(timer, 10, 21, 0.0f, 0.0135f);
|
||||
alpha = 255;
|
||||
alpha2 = 100;
|
||||
sAdo_OngenPos((u32)effect, 0x59, &effect->position);
|
||||
break;
|
||||
|
||||
case eEC_STATE_CONTINUOUS:
|
||||
sAdo_OngenPos((u32)effect, 0x59, &effect->position);
|
||||
scale_m = 0.01f;
|
||||
alpha = 255;
|
||||
scale_y = 0.0135f;
|
||||
alpha2 = 100;
|
||||
break;
|
||||
|
||||
default:
|
||||
timer = 10 - effect->timer;
|
||||
scale_m = 0.01f;
|
||||
scale_y = 0.0135f;
|
||||
alpha = (int)eEC_CLIP->calc_adjust_proc(timer, 0, 9, 255.0f, 0.0f);
|
||||
alpha2 = (int)eEC_CLIP->calc_adjust_proc(timer, 0, 9, 100.0f, 0.0f);
|
||||
break;
|
||||
}
|
||||
|
||||
_texture_z_light_fog_prim_xlu(game->graph);
|
||||
|
||||
OPEN_DISP(game->graph);
|
||||
|
||||
Matrix_translate(effect->position.x, effect->position.y + 4.0f, effect->position.z, FALSE);
|
||||
Matrix_mult(&play->billboard_matrix, TRUE);
|
||||
Matrix_translate(effect->offset.x + GETREG(MYKREG, 0x18), effect->offset.y + GETREG(MYKREG, 0x19),
|
||||
effect->offset.z + 2.0f + GETREG(MYKREG, 0x1a), TRUE);
|
||||
if (GETREG(MYKREG, 0)) {
|
||||
Matrix_RotateZ(-effect->effect_specific[0], TRUE);
|
||||
Matrix_scale(scale_m * 1.025f, scale_m, scale_m, TRUE);
|
||||
Matrix_RotateZ(effect->effect_specific[0], TRUE);
|
||||
} else {
|
||||
Matrix_scale(0.01f, 0.01f, 0.01f, TRUE);
|
||||
}
|
||||
Matrix_scale(effect->velocity.z * 1.3f, effect->velocity.y, 1.0f, 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, 255, 40, 30, 40, alpha);
|
||||
gDPSetEnvColor(NEXT_POLY_XLU_DISP, 100, 100, 255, 255);
|
||||
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_doyon01_00_modelT);
|
||||
|
||||
Matrix_translate(effect->position.x, effect->position.y, effect->position.z, FALSE);
|
||||
Matrix_mult(&play->billboard_matrix, TRUE);
|
||||
Matrix_translate(effect->offset.x + GETREG(MYKREG, 0x18), effect->offset.y + GETREG(MYKREG, 0x19),
|
||||
effect->offset.z + GETREG(MYKREG, 0x1a), TRUE);
|
||||
Matrix_scale(0.015f, scale_y, 0.01f, 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, 255, 0, 255, 255, alpha2);
|
||||
gSPSegment(NEXT_POLY_XLU_DISP, G_MWO_SEGMENT_9, gfx);
|
||||
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_otikomi_us2_model);
|
||||
|
||||
CLOSE_DISP(game->graph);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user