Files
ac-decomp/src/effect/ef_muka.c
T
2025-06-10 23:31:42 +02:00

70 lines
2.1 KiB
C

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