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https://github.com/ACreTeam/ac-decomp
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link ef_ase2
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@@ -986,6 +986,10 @@ ef_ase.c:
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.text: [0x80604F78, 0x806050E4]
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.rodata: [0x8064BC90, 0x8064BC98]
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.data: [0x806D1E88, 0x806D1EA0]
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ef_ase2.c:
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.text: [0x806050E4, 0x806052A8]
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.rodata: [0x8064BC98, 0x8064BCA8]
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.data: [0x806D1EA0, 0x806D1EC8]
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ef_coin.c:
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.text: [0x80608060, 0x806087EC]
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.rodata: [0x8064BE48, 0x8064BEA0]
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+41
-6
@@ -1,10 +1,20 @@
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#include "ef_effect_control.h"
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#include "m_common_data.h"
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static void eAS2_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eAS2_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eAS2_mv(eEC_Effect_c* effect, GAME* game);
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static void eAS2_dw(eEC_Effect_c* effect, GAME* game);
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extern Gfx ef_ase02_00_modelT[];
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extern Gfx ef_ase02_01_modelT[];
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extern Gfx ef_ase02_02_modelT[];
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extern Gfx ef_ase02_03_modelT[];
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static Gfx* eAS2_model_table[] = {
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ef_ase02_00_modelT,ef_ase02_01_modelT,ef_ase02_02_modelT,ef_ase02_03_modelT,
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};
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eEC_PROFILE_c iam_ef_ase2 = {
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// clang-format off
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&eAS2_init,
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@@ -17,18 +27,43 @@ eEC_PROFILE_c iam_ef_ase2 = {
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// clang-format on
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};
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static void eAS2_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 offs;
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offs.x = 0.0f;
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offs.y = 0.0f;
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offs.z = 30.0f;
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eEC_CLIP->make_effect_proc(eEC_EFFECT_ASE2,pos,&offs,game,NULL,item_name,prio,0,0);
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}
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static void eAS2_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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effect->scale.x = 0.006f;
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effect->scale.y = 0.006f;
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effect->scale.z = 0.006f;
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effect->effect_specific[0] = 0;
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effect->timer = 26;
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}
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static void eAS2_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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eEC_CLIP->set_continious_env_proc(effect,26,52);
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effect->effect_specific[0]++;
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sAdo_OngenPos((u32) effect, 0x29, &effect->position);
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}
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static void eAS2_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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}
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s16 idx = (s16)((effect->effect_specific[0] >> 2) & 3);
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xyz_t* scale = &effect->scale;
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OPEN_DISP(game->graph);
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if (scale) {
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}
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else {
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}
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eEC_CLIP->auto_matrix_xlu_offset_proc(game, &effect->position, scale, &effect->offset);
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gSPDisplayList(NEXT_POLY_XLU_DISP, eAS2_model_table[idx]);
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CLOSE_DISP(game->graph);
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}
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