#include "ef_effect_control.h" #include "m_common_data.h" static void eKigae_Light_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1); static void eKigae_Light_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg); static void eKigae_Light_mv(eEC_Effect_c* effect, GAME* game); static void eKigae_Light_dw(eEC_Effect_c* effect, GAME* game); eEC_PROFILE_c iam_ef_kigae_light = { // clang-format off &eKigae_Light_init, &eKigae_Light_ct, &eKigae_Light_mv, &eKigae_Light_dw, eEC_IGNORE_DEATH, eEC_NO_CHILD_ID, eEC_DEFAULT_DEATH_DIST, // clang-format on }; static void eKigae_Light_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) { if (arg0 == 1) { pos.x += sin_s(angle) * 20.0f - cos_s(angle) * 20.0f; pos.y += 35.0f; pos.z += cos_s(angle) * 20.0f + sin_s(angle) * 20.0f; } else if (arg0 == 2) { pos.x += sin_s(angle) * 20.0f - cos_s(angle) * 20.0f; pos.y += 35.0f; pos.z += cos_s(angle) * 20.0f + sin_s(angle) * 20.0f; } eEC_CLIP->make_effect_proc(eEC_EFFECT_KIGAE_LIGHT, pos, NULL, game, NULL, item_name, prio, arg0, arg1); } static void eKigae_Light_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) { effect->timer = 30; effect->scale = ZeroVec; effect->velocity = ZeroVec; effect->acceleration = ZeroVec; if (effect->arg0 == 0) { effect->acceleration.y = -0.025f; } } static void eKigae_Light_mv(eEC_Effect_c* effect, GAME* game) { f32 scale; if (effect->timer > 20) { scale = eEC_CLIP->calc_adjust_proc(effect->timer, 20, 30, 0.009f, 0.0f); effect->scale.x = scale; effect->scale.y = scale; effect->scale.z = scale; } else { scale = eEC_CLIP->calc_adjust_proc(effect->timer, 0, 20, 0.0f, 0.009f); effect->scale.x = scale; effect->scale.y = scale; effect->scale.z = scale; } xyz_t_add(&effect->velocity, &effect->acceleration, &effect->velocity); xyz_t_add(&effect->position, &effect->velocity, &effect->position); } extern Gfx ef_takurami01_normal_render_mode[]; extern Gfx ef_takurami01_kira_modelT[]; static void eKigae_Light_dw(eEC_Effect_c* effect, GAME* game) { OPEN_DISP(game->graph); eEC_CLIP->auto_matrix_xlu_proc(game, &effect->position, &effect->scale); gSPSegment(NEXT_POLY_XLU_DISP, ANIME_1_TXT_SEG, ef_takurami01_normal_render_mode); gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 255, 255, 255, 255); gSPDisplayList(NEXT_POLY_XLU_DISP, ef_takurami01_kira_modelT); CLOSE_DISP(game->graph); }