#include "ef_effect_control.h" #include "m_common_data.h" #include "sys_matrix.h" static void eKasamizu_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1); static void eKasamizu_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg); static void eKasamizu_mv(eEC_Effect_c* effect, GAME* game); static void eKasamizu_dw(eEC_Effect_c* effect, GAME* game); eEC_PROFILE_c iam_ef_kasamizu = { // clang-format off &eKasamizu_init, &eKasamizu_ct, &eKasamizu_mv, &eKasamizu_dw, eEC_IGNORE_DEATH, eEC_NO_CHILD_ID, eEC_DEFAULT_DEATH_DIST, // clang-format on }; static void eKasamizu_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) { eEC_CLIP->make_effect_proc(eEC_EFFECT_KASAMIZU, pos, NULL, game, &angle, item_name, prio, arg0, arg1); } static void eKasamizu_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) { static xyz_t base_offset = {0, 45.0f, -20.0f}; xyz_t pos; s16 angle = *(s16*)ct_arg; Matrix_RotateY(angle, 0); Matrix_Position(&base_offset, &pos); xyz_t_add(&effect->position, &pos, &effect->position); effect->effect_specific[0] = angle; effect->timer = 24; } static void eKasamizu_mv(eEC_Effect_c* effect, GAME* game) { GAME_PLAY* play = (GAME_PLAY*)game; if (eEC_CLIP != (eEC_EffectControl_Clip_c*)0) { int mEnv_NowWeather(); if (mEnv_NowWeather() == mEnv_WEATHER_RAIN && play->game_frame & 1) { xyz_t pos = effect->position; eEC_CLIP->effect_make_proc(eEC_EFFECT_KASAMIZUTAMA, pos, effect->prio, effect->effect_specific[0], game, effect->item_name, 0, 0); } } } static void eKasamizu_dw(eEC_Effect_c* effect, GAME* game) { // Nothing }