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https://github.com/ACreTeam/ac-decomp
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60 lines
1.8 KiB
C
60 lines
1.8 KiB
C
#include "ef_effect_control.h"
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#include "m_common_data.h"
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static void eNaku_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eNaku_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eNaku_mv(eEC_Effect_c* effect, GAME* game);
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static void eNaku_dw(eEC_Effect_c* effect, GAME* game);
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eEC_PROFILE_c iam_ef_naku = {
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// clang-format off
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&eNaku_init,
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&eNaku_ct,
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&eNaku_mv,
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&eNaku_dw,
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eEC_IMMEDIATE_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 eNaku_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
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xyz_t base_ofs = { 0.0f, 0.0f, -6.0f };
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s16 _angle = angle;
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sMath_RotateY(&base_ofs, SHORT2RAD_ANGLE2(_angle));
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pos.x += base_ofs.x;
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pos.y += base_ofs.y;
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pos.z += base_ofs.z;
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eEC_CLIP->make_effect_proc(eEC_EFFECT_NAKU, pos, NULL, game, &_angle, item_name, prio, 0, 0);
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}
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static void eNaku_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->effect_specific[1] = 0;
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effect->timer = 32;
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}
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static void eNaku_mv(eEC_Effect_c* effect, GAME* game) {
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s32 prio;
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u16 item_name;
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GAME_PLAY* play = (GAME_PLAY*)game;
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item_name = effect->item_name;
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prio = effect->prio;
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eEC_CLIP->set_continious_env_proc(effect, 32, 18);
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if ((effect->timer & 1) && (eEC_CLIP != NULL)) {
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eEC_CLIP->effect_make_proc(eEC_EFFECT_NAMIDA, effect->position, prio, effect->effect_specific[0], &play->game,
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item_name, effect->effect_specific[1] & 1, 0);
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effect->effect_specific[1]++;
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}
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sAdo_OngenPos((u32)effect, 0x2E, &effect->position);
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}
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static void eNaku_dw(eEC_Effect_c* effect, GAME* game) {
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return;
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}
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