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