Link ef_hanatiri.c

This commit is contained in:
Weaky322
2024-08-07 00:00:32 -06:00
parent be6c56384e
commit dec0f895a8
2 changed files with 23 additions and 6 deletions
+4 -2
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@@ -1151,6 +1151,10 @@ ef_footprint.c:
.text: [0x8060BCB0, 0x8060C21C]
.rodata: [0x8064C0B0, 0x8064C0E0]
.data: [0x806D2430, 0x806D2470]
ef_halloween.c:
.text: [0x8060D44C, 0x8060D654]
.rodata: [0x8064C1C0, 0x8064C1D0]
.data: [0x806D2600, 0x806D2618]
ef_hanabi_dummy.c:
.text: [0x8060E6D8, 0x8060E9B8]
.rodata: [0x8064C2A0, 0x8064C2C0]
@@ -1228,7 +1232,6 @@ f_furniture.c:
.data: [0x806D4D40, 0x806E02A0]
ac_weather_fine.c:
.data: [0x806D1DA0, 0x806D1DB8]
# dataobject.obj NPC draw data TUs
data/npc/model/mdl/bev_1.c:
.data: [0x806E03A0, 0x806E27D0]
@@ -1271,7 +1274,6 @@ data/npc/model/tex/bea_9.c:
data/npc/model/tex/bea_10.c:
.data: [0x806FA140, 0x806FB360]
# dataobject.obj files
data/field/bg/flower/obj_flower.c:
.data: [0x8074FE80, 0x807508C0]
+19 -4
View File
@@ -1,5 +1,7 @@
#include "ef_effect_control.h"
#include "m_common_data.h"
static void eHalloween_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eHalloween_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eHalloween_mv(eEC_Effect_c* effect, GAME* game);
@@ -18,17 +20,30 @@ eEC_PROFILE_c iam_ef_halloween = {
};
static void eHalloween_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_HALLOWEEN, pos, NULL, game, &angle, item_name, prio, arg0, arg1);
}
static void eHalloween_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
effect->timer = 0x28;
effect->effect_specific[0] = 0;
sAdo_OngenTrgStart(0x107, &effect->position);
}
static void eHalloween_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
if (effect->effect_specific[0] == 4) {
s16 rnd_angle = qrand();
xyz_t pos = effect->position;
pos.x += 18.0f * sin_s(rnd_angle);
pos.y += -25.0f + RANDOM_F(30.0f);
pos.z += 5.0f + (18.0f * cos_s(rnd_angle));
effect->effect_specific[0] = 0;
eEC_CLIP->effect_make_proc(eEC_EFFECT_HALLOWEEN_SMOKE, pos, effect->prio, rnd_angle, game, effect->item_name, 0, 0);
}
effect->effect_specific[0]++;
}
static void eHalloween_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
// empty
}