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Effect Hahen Ok (#875)
* OK * format * gameplay keep * undef syms * drawFlags -> params * Format * Fix railskb include * DL consistency with OoT * Hex
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@@ -529,7 +529,7 @@ void EffectSsDtBubble_SpawnCustomColor(PlayState* play, Vec3f* pos, Vec3f* veloc
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* - due to how life is implemented it is capped at 200. Any value over 200 is accepted, but the fragment will
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* only live for 200 frames
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*/
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void EffectSsHahen_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused, s16 scale, s16 objId,
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void EffectSsHahen_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 flags, s16 scale, s16 objId,
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s16 life, Gfx* dList) {
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EffectSsHahenInitParams initParams;
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@@ -537,7 +537,7 @@ void EffectSsHahen_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* ac
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Math_Vec3f_Copy(&initParams.velocity, velocity);
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Math_Vec3f_Copy(&initParams.accel, accel);
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initParams.dList = dList;
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initParams.unused = unused;
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initParams.flags = flags;
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initParams.scale = scale;
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initParams.objId = objId;
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initParams.life = life;
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@@ -554,7 +554,7 @@ void EffectSsHahen_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* ac
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* - due to how life is implemented it is capped at 200. Any value over 200 is accepted, but the fragment will
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* only live for 200 frames
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*/
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void EffectSsHahen_SpawnBurst(PlayState* play, Vec3f* pos, f32 burstScale, s16 unused, s16 scale, s16 randScaleRange,
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void EffectSsHahen_SpawnBurst(PlayState* play, Vec3f* pos, f32 burstScale, s16 flags, s16 scale, s16 randScaleRange,
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s16 count, s16 objId, s16 life, Gfx* dList) {
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s32 i;
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Vec3f velocity;
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@@ -568,7 +568,7 @@ void EffectSsHahen_SpawnBurst(PlayState* play, Vec3f* pos, f32 burstScale, s16 u
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velocity.z = (Rand_ZeroOne() - 0.5f) * burstScale;
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velocity.y = ((Rand_ZeroOne() * 0.5f) + 0.5f) * burstScale;
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EffectSsHahen_Spawn(play, pos, &velocity, &accel, unused, Rand_S16Offset(scale, randScaleRange), objId, life,
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EffectSsHahen_Spawn(play, pos, &velocity, &accel, flags, Rand_S16Offset(scale, randScaleRange), objId, life,
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dList);
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}
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}
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@@ -576,7 +576,7 @@ void EffectSsHahen_SpawnBurst(PlayState* play, Vec3f* pos, f32 burstScale, s16 u
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void func_800B2364(PlayState* play, Vec3f* pos, Gfx* dList) {
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Vec3f accel = { 0.0f, -2.0f, 0.0f };
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EffectSsHahen_Spawn(play, pos, &gZeroVec3f, &accel, 1, 5, 1, 10, dList);
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EffectSsHahen_Spawn(play, pos, &gZeroVec3f, &accel, HAHEN_SMALL, 5, GAMEPLAY_KEEP, 10, dList);
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}
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// EffectSsStick Spawn Functions
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