#include "ef_effect_control.h" #include "m_common_data.h" static void eKigae_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1); static void eKigae_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg); static void eKigae_mv(eEC_Effect_c* effect, GAME* game); static void eKigae_dw(eEC_Effect_c* effect, GAME* game); eEC_PROFILE_c iam_ef_kigae = { // clang-format off &eKigae_init, &eKigae_ct, &eKigae_mv, &eKigae_dw, eEC_IGNORE_DEATH, eEC_NO_CHILD_ID, eEC_DEFAULT_DEATH_DIST, // clang-format on }; static void eKigae_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) { eEC_CLIP->make_effect_proc(eEC_EFFECT_KIGAE, pos, NULL, game, &angle, item_name, prio, arg0, arg1); } static void eKigae_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) { effect->effect_specific[0] = *(s16*)ct_arg + DEG2SHORT_ANGLE2(90.0f); effect->timer = 60; } static void eKigae_mv(eEC_Effect_c* effect, GAME* game) { GAME_PLAY* play = (GAME_PLAY*)game; xyz_t pos = effect->position; effect->effect_specific[0] -= DEG2SHORT_ANGLE2(9.0f); if ((play->game_frame & 1) == 0) { pos.x += (sin_s(effect->effect_specific[0]) * 22.0f) + RANDOM2_F(5.0f); pos.y += eEC_CLIP->calc_adjust_proc(effect->timer, 0, 60, 10.0f, -25.0f) + RANDOM2_F(5.0f); pos.z += (cos_s(effect->effect_specific[0]) * 22.0f) + RANDOM2_F(5.0f); eEC_CLIP->effect_make_proc(eEC_EFFECT_KIGAE_LIGHT, pos, effect->prio, 0, game, effect->item_name, 0, 0); } } static void eKigae_dw(eEC_Effect_c* effect, GAME* game) { return; }