#include "ef_effect_control.h" #include "m_common_data.h" static void ePun_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1); static void ePun_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg); static void ePun_mv(eEC_Effect_c* effect, GAME* game); static void ePun_dw(eEC_Effect_c* effect, GAME* game); eEC_PROFILE_c iam_ef_pun = { // clang-format off &ePun_init, &ePun_ct, &ePun_mv, &ePun_dw, eEC_IMMEDIATE_DEATH, eEC_NO_CHILD_ID, eEC_DEFAULT_DEATH_DIST, // clang-format on }; static void ePun_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) { eEC_CLIP->make_effect_proc(eEC_EFFECT_PUN, pos, NULL, game, &angle, item_name, prio, 0, 0); } static void ePun_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) { s16 var = *(s16*)ct_arg; effect->effect_specific[0] = var; effect->timer = 24; } static void ePun_mv(eEC_Effect_c* effect, GAME* game) { eEC_CLIP->set_continious_env_proc(effect, 24, 44); if (effect->state == eEC_STATE_CONTINUOUS) { s16 timer_left = 44 - effect->timer; if (timer_left == 0) { effect->effect_specific[1] = RANDOM(100) & 1; } if (timer_left == 8) { eEC_CLIP->effect_make_proc(eEC_EFFECT_PUN_YUGE, effect->position, effect->prio, effect->effect_specific[0], game, (u16)effect->item_name, effect->effect_specific[1], 0); effect->effect_specific[1] = ++effect->effect_specific[1] & 1; eEC_CLIP->effect_make_proc(eEC_EFFECT_PUN_SEKIMEN, effect->position, effect->prio, effect->effect_specific[0], game, (u16)effect->item_name, 0, 0); } } } static void ePun_dw(eEC_Effect_c* effect, GAME* game) { }