Files
ac-decomp/src/ef_kasamizu.c
T
2024-09-07 00:26:07 +02:00

53 lines
1.7 KiB
C

#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
}