mirror of
https://github.com/ACreTeam/ac-decomp
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73 lines
2.4 KiB
C
73 lines
2.4 KiB
C
#include "ef_effect_control.h"
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#include "m_common_data.h"
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extern Gfx ef_lovelove02_00_modelT[];
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static void eLL2_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eLL2_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eLL2_mv(eEC_Effect_c* effect, GAME* game);
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static void eLL2_dw(eEC_Effect_c* effect, GAME* game);
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eEC_PROFILE_c iam_ef_lovelove2 = {
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// clang-format off
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&eLL2_init,
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&eLL2_ct,
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&eLL2_mv,
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&eLL2_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 eLL2_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
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pos.y += 16.0f;
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eEC_CLIP->make_effect_proc(eEC_EFFECT_LOVELOVE2, pos, NULL, game, &angle, item_name, prio, 0, 0);
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}
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static void eLL2_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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effect->effect_specific[0] = *(s16*)ct_arg;
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effect->timer = 112;
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effect->scale = ZeroVec;
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effect->offset = ZeroVec;
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effect->effect_specific[1] = 0;
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effect->acceleration = ZeroVec;
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sAdo_OngenTrgStart(0x118, &effect->position);
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}
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static void eLL2_mv(eEC_Effect_c* effect, GAME* game) {
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s16 timer = 112 - effect->timer;
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effect->effect_specific[1] += DEG2SHORT_ANGLE(10.55f);
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effect->position.y += eEC_CLIP->calc_adjust_proc(timer, 0, 28, 1.0f, 0.1f);
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}
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static void eLL2_dw(eEC_Effect_c* effect, GAME* game) {
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f32 temp1, temp2, temp3;
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u8 alpha;
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xyz_t* scale = &effect->scale;
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s16 timer = 112 - effect->timer;
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s16 angle = effect->effect_specific[1];
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f32 sin = sin_s(angle);
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f32 cos = cos_s(angle);
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temp1 = eEC_CLIP->calc_adjust_proc(timer, 0, 30, 0.003f, 0.014f);
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temp2 = eEC_CLIP->calc_adjust_proc(timer, 0, 30, 1.0125f, 0.6375f);
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temp3 = eEC_CLIP->calc_adjust_proc(timer, 0, 30, 0.037499964f, 0.412499964f);
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alpha = (s8)eEC_CLIP->calc_adjust_proc(timer, 96, 112, 255.0f, 0.0f);
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scale->x = temp1 * (temp3 + ((sin + 1.0f) * 0.5f * (temp2 - temp3)));
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scale->y = temp1 * (temp3 + ((cos + 1.0f) * 0.5f * (temp2 - temp3)));
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scale->z = temp1;
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OPEN_DISP(game->graph);
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eEC_CLIP->auto_matrix_xlu_offset_proc(game, &effect->position, scale, &effect->offset);
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 255, 255, 255, alpha);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_lovelove02_00_modelT);
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CLOSE_DISP(game->graph);
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}
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