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