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https://github.com/zeldaret/ss
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EffectsStruct::fn_ begone
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@@ -5,7 +5,6 @@
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#include "JSystem/JParticle/JPAEmitter.h"
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#include "JSystem/JParticle/JPAParticle.h"
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#include "common.h"
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#include "d/a/d_a_base.h"
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#include "d/a/obj/d_a_obj_base.h"
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#include "d/d_base.h"
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#include "m/m2d.h"
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@@ -36,6 +35,10 @@ public:
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const GXColor *c2, s32 idx1, s32 idx2
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);
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dEmitterCallback_c *getEmitterCallback() const {
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return mpEmitterCallback;
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}
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protected:
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void deactivateEmitters();
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void stopCalcEmitters();
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@@ -108,16 +111,25 @@ public:
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void setFading(u8 lifetime);
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void remove(bool bForceDeleteEmitters);
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void fn_80029920(u16 effect, mVec3_c *pos, mAng3_c *rot, mVec3_c *scale, void *, void *);
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void fn_80029980(u16 effect, mVec3_c *pos, mAng3_c *rot, mVec3_c *scale, void *, void *);
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void fn_800299F0(u16 effect, mMtx_c *mtx, void *, void *);
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void fn_80029A10(u16 effect, mVec3_c *pos, mAng3_c *rot, mVec3_c *scale, void *, void *);
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void fn_80029A70(u16 effect, mVec3_c *pos, mAng3_c *rot, mVec3_c *scale, void *, void *);
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// TODO maybe reconsider the naming here - the observation here is that a "continous" effect
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// is typically called every frame, while the others are one-shot calls
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bool createContinuousEffect(u16 resourceId, const mVec3_c &pos, const mAng3_c *rot, const mVec3_c *scale, const GXColor *c1, const GXColor *c2);
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bool createContinuousUIEffect(u16 resourceId, const mVec3_c &pos, const mAng3_c *rot, const mVec3_c *scale, const GXColor *c1, const GXColor *c2);
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bool createContinuousEffect(u16 resourceId, const mMtx_c &transform, const GXColor *c1, const GXColor *c2);
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bool createEffect(u16 resourceId, const mVec3_c &pos, const mAng3_c *rot, const mVec3_c *scale, const GXColor *c1, const GXColor *c2);
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bool createUIEffect(u16 resourceId, const mVec3_c &pos, const mAng3_c *rot, const mVec3_c *scale, const GXColor *c1, const GXColor *c2);
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bool createEffect(u16 resourceId, const mMtx_c &transform, const GXColor *c1, const GXColor *c2);
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bool hasEmitters() const {
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return mpEmitterHead != 0;
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}
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u8 getGroupId() const {
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return mpEmitterHead->getGroupID();
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}
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bool checkFlag(u32 flag) const {
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return mFlags & flag;
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}
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@@ -201,7 +213,7 @@ class dEmitterCallback_c : public JPAEmitterCallBack {
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public:
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virtual ~dEmitterCallback_c();
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virtual void create(JPABaseEmitter *) {}
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virtual void vt_0x20(JPABaseEmitter *) {}
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virtual void vt_0x20(f32, f32) {}
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void remove(dEmitterBase_c *emitter);
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@@ -225,6 +237,7 @@ public:
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class dParticleFogProc_c : public d3d::UnkProc {
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public:
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dParticleFogProc_c() {}
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virtual ~dParticleFogProc_c() {}
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virtual void drawOpa() override {
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doDraw();
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@@ -361,6 +374,7 @@ public:
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static void draw(const JPADrawInfo *info, u32 groupId);
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static void draw();
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static void execute();
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static void doCustomSkywardSwordThing(f32 x, f32 y);
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static void setupEffects();
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static dEmitterBase_c *spawnEffect(
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u16 effectResourceId, const mVec3_c &position, const mAng3_c *rot, const mVec3_c *scale, const GXColor *c1,
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