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https://github.com/ACreTeam/ac-decomp
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70 lines
2.1 KiB
C
70 lines
2.1 KiB
C
#include "ef_effect_control.h"
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#include "m_common_data.h"
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extern Gfx ef_muka01_00_modelT[];
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static void eMK_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eMK_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eMK_mv(eEC_Effect_c* effect, GAME* game);
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static void eMK_dw(eEC_Effect_c* effect, GAME* game);
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eEC_PROFILE_c iam_ef_muka = {
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// clang-format off
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&eMK_init,
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&eMK_ct,
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&eMK_mv,
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&eMK_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 eMK_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_MUKA, pos, NULL, game, &angle, item_name, prio, 0, 0);
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}
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static void eMK_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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s16 angle, angle_y;
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effect->scale.x = 0.0075f;
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effect->scale.y = 0.0075f;
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effect->scale.z = 0.0075f;
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angle_y = (s16)getCamera2AngleY((GAME_PLAY*)game);
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angle = *(s16*)ct_arg;
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if (DIFF_USHORT_ANGLE(angle, (s16)(angle_y + DEG2SHORT_ANGLE(180.0f))) > DEG2SHORT_ANGLE2(180.0f)) {
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effect->offset.x = -10.0f;
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} else {
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effect->offset.x = 10.0f;
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}
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effect->offset.y = 9.0f;
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effect->offset.z = 23.0f;
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effect->timer = 40;
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sAdo_OngenTrgStart(0x137, &effect->position);
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}
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static void eMK_mv(eEC_Effect_c* effect, GAME* game) {
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return;
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}
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static void eMK_dw(eEC_Effect_c* effect, GAME* game) {
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s16 timer = 40 - effect->timer;
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u8 prim_g = (int)eEC_CLIP->calc_adjust_proc(timer, 0, 20, 255.0f, 50.0f);
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u8 prim_a = (int)eEC_CLIP->calc_adjust_proc(timer, 20, 41, 255.0f, 0.0f);
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u8 env_r = (int)eEC_CLIP->calc_adjust_proc(timer, 0, 20, 255.0f, 100.0f);
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OPEN_DISP(game->graph);
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eEC_CLIP->auto_matrix_xlu_offset_proc(game, &effect->position, &effect->scale, &effect->offset);
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 128, 255, prim_g, 50, prim_a);
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gDPSetEnvColor(NEXT_POLY_XLU_DISP, env_r, 30, 30, 255);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_muka01_00_modelT);
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CLOSE_DISP(game->graph);
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}
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