#include "ef_effect_control.h" #include "m_common_data.h" static void eASC_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1); static void eASC_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg); static void eASC_mv(eEC_Effect_c* effect, GAME* game); static void eASC_dw(eEC_Effect_c* effect, GAME* game); eEC_PROFILE_c iam_ef_ase_ch = { // clang-format off &eASC_init, &eASC_ct, &eASC_mv, &eASC_dw, eEC_IMMEDIATE_DEATH, eEC_NO_CHILD_ID, eEC_DEFAULT_DEATH_DIST, // clang-format on }; extern Gfx ef_ase01_00_modelT[]; static f32 eASC_scale_table[] = { 0.00027000002f, 0.00027000002f, 0.00027000002f, 0.00054000004f, 0.0010800001f,0.0016200001f, 0.0021600001f,0.0027f,0.00135f,0.00054000004f, }; static void eASC_DecideASCeDirect(xyz_t* vec){ eEC_CLIP->random_first_speed_proc(vec,2.7f, 180.0f, 0.0f); } static void eASC_SetAseGravity(xyz_t* acc) { acc->x = 0.0f; acc->y = -0.057499997f; acc->z = 0.0f; } static void eASC_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) { eEC_CLIP->make_effect_proc(eEC_EFFECT_ASE_CH,pos,NULL,game,NULL,item_name,prio,0,0); } static void eASC_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) { effect->timer = 20; eASC_DecideASCeDirect(&effect->velocity); eASC_SetAseGravity(&effect->acceleration); effect->scale.x = 0.0027f; effect->scale.y = 0.0027f; effect->scale.z = 0.0027f; } static void eASC_mv(eEC_Effect_c* effect, GAME* game) { xyz_t_add(&effect->velocity,&effect->acceleration,&effect->velocity); xyz_t_add(&effect->position,&effect->velocity,&effect->position); } static void eASC_dw(eEC_Effect_c* effect, GAME* game) { xyz_t* pos = &effect->position; xyz_t* scale = &effect->scale; s16 val = (20 - effect->timer) >> 1; s16 idx = CLAMP(val, 0, 10); GRAPH* graph = game->graph; effect->scale.x = eASC_scale_table[idx]; effect->scale.y = eASC_scale_table[idx]; effect->scale.z = eASC_scale_table[idx]; OPEN_DISP(game->graph); eEC_CLIP->auto_matrix_xlu_proc(game, pos, scale); gSPDisplayList(NEXT_POLY_XLU_DISP, ef_ase01_00_modelT); CLOSE_DISP(game->graph); }