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https://github.com/ACreTeam/ac-decomp
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48 lines
1.6 KiB
C
48 lines
1.6 KiB
C
#include "ef_effect_control.h"
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#include "m_common_data.h"
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static void eKigae_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eKigae_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eKigae_mv(eEC_Effect_c* effect, GAME* game);
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static void eKigae_dw(eEC_Effect_c* effect, GAME* game);
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eEC_PROFILE_c iam_ef_kigae = {
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// clang-format off
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&eKigae_init,
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&eKigae_ct,
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&eKigae_mv,
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&eKigae_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 eKigae_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_KIGAE, pos, NULL, game, &angle, item_name, prio, arg0, arg1);
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}
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static void eKigae_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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effect->effect_specific[0] = *(s16*)ct_arg + DEG2SHORT_ANGLE2(90.0f);
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effect->timer = 60;
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}
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static void eKigae_mv(eEC_Effect_c* effect, GAME* game) {
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GAME_PLAY* play = (GAME_PLAY*)game;
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xyz_t pos = effect->position;
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effect->effect_specific[0] -= DEG2SHORT_ANGLE2(9.0f);
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if ((play->game_frame & 1) == 0) {
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pos.x += (sin_s(effect->effect_specific[0]) * 22.0f) + RANDOM2_F(5.0f);
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pos.y += eEC_CLIP->calc_adjust_proc(effect->timer, 0, 60, 10.0f, -25.0f) + RANDOM2_F(5.0f);
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pos.z += (cos_s(effect->effect_specific[0]) * 22.0f) + RANDOM2_F(5.0f);
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eEC_CLIP->effect_make_proc(eEC_EFFECT_KIGAE_LIGHT, pos, effect->prio, 0, game, effect->item_name, 0, 0);
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}
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}
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static void eKigae_dw(eEC_Effect_c* effect, GAME* game) {
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return;
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}
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