Populate particle IDs enum with placeholders and use them everywhere

This commit is contained in:
LagoLunatic
2025-03-06 17:37:20 -05:00
parent d882c16b55
commit 4a4624decf
80 changed files with 1429 additions and 353 deletions
+13 -13
View File
@@ -273,7 +273,7 @@ static BOOL medama_atari_check(am_class* i_this) {
i_this->mAction = ACTION_DOUSA;
i_this->mState = 2;
} else {
dComIfGp_particle_set(0x10, &i_this->mEyeballPos, &player->shape_angle);
dComIfGp_particle_set(dPa_name::ID_COMMON_0010, &i_this->mEyeballPos, &player->shape_angle);
// fopAcM_seStart(i_this, JA_SE_CM_AM_EYE_DAMAGE, 0);
mDoAud_seStart(JA_SE_CM_AM_EYE_DAMAGE, &i_this->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
fopAcM_monsSeStart(i_this, JA_SE_CV_AM_EYE_DAMAGE, 0x42);
@@ -574,7 +574,7 @@ static void action_dousa(am_class* i_this) {
fopAcM_seStart(i_this, JA_SE_CM_AM_JUMP, 0);
i_this->mSmokeCbs[0].end();
dComIfGp_particle_setToon(
0xA125, &i_this->mWaistPos, &i_this->shape_angle, NULL,
dPa_name::ID_SCENE_A125, &i_this->mWaistPos, &i_this->shape_angle, NULL,
0xB9, &i_this->mSmokeCbs[0], fopAcM_GetRoomNo(i_this)
);
dComIfGp_getVibration().StartShock(3, -0x21, cXyz(0.0f, 1.0f, 0.0f));
@@ -604,7 +604,7 @@ static void action_dousa(am_class* i_this) {
i_this->mNeedleCyl.OffAtSetBit();
if (i_this->mSmokeCbs[2].getEmitter() == NULL) {
dComIfGp_particle_setToon(
0xA154, &i_this->mWaistPos, &i_this->shape_angle, NULL,
dPa_name::ID_SCENE_A154, &i_this->mWaistPos, &i_this->shape_angle, NULL,
0xB9, &i_this->mSmokeCbs[2], fopAcM_GetRoomNo(i_this)
);
}
@@ -673,7 +673,7 @@ static void action_modoru_move(am_class* i_this) {
if (i_this->mAcch.ChkGroundHit()) {
i_this->mSmokeCbs[0].end();
dComIfGp_particle_setToon(
0xA125, &i_this->mWaistPos, &i_this->shape_angle, NULL,
dPa_name::ID_SCENE_A125, &i_this->mWaistPos, &i_this->shape_angle, NULL,
0xB9, &i_this->mSmokeCbs[0], fopAcM_GetRoomNo(i_this)
);
@@ -796,7 +796,7 @@ static void action_itai_move(am_class* i_this) {
i_this->mSmokeCbs[3].end();
i_this->mStts.SetWeight(0xFF);
dComIfGp_particle_setToon(
0xA155, &i_this->mJawPos, &i_this->shape_angle, NULL,
dPa_name::ID_SCENE_A155, &i_this->mJawPos, &i_this->shape_angle, NULL,
0xB9, &i_this->mSmokeCbs[3], fopAcM_GetRoomNo(i_this)
);
fopAcM_seStart(i_this, JA_SE_CM_AM_MOUTH_CLOSE, 0);
@@ -821,11 +821,11 @@ static void action_itai_move(am_class* i_this) {
i_this->mNeedleCyl.OnAtSetBit();
i_this->mNeedleCyl.OnAtHitBit();
dComIfGp_particle_setToon(
0xA126, &i_this->mJawPos, &i_this->shape_angle, NULL,
dPa_name::ID_SCENE_A126, &i_this->mJawPos, &i_this->shape_angle, NULL,
0xB9, &i_this->mSmokeCbs[1], fopAcM_GetRoomNo(i_this)
);
i_this->m033C = dComIfGp_particle_set(0x8157, &i_this->mJawPos);
i_this->m0340 = dComIfGp_particle_set(0x8156, &i_this->mJawPos);
i_this->m033C = dComIfGp_particle_set(dPa_name::ID_SCENE_8157, &i_this->mJawPos);
i_this->m0340 = dComIfGp_particle_set(dPa_name::ID_SCENE_8156, &i_this->mJawPos);
}
if (!i_this->mpMorf->isStop()) {
@@ -844,7 +844,7 @@ static void action_itai_move(am_class* i_this) {
// fopAcM_seStart(i_this, JA_SE_CM_AM_JUMP, 0);
mDoAud_seStart(JA_SE_CM_AM_JUMP, &i_this->eyePos, 0, dComIfGp_getReverb(fopAcM_GetRoomNo(i_this)));
dComIfGp_particle_setToon(
0xA125, &i_this->mWaistPos, &i_this->shape_angle, NULL,
dPa_name::ID_SCENE_A125, &i_this->mWaistPos, &i_this->shape_angle, NULL,
0xB9, &i_this->mSmokeCbs[0], fopAcM_GetRoomNo(i_this)
);
dComIfGp_getVibration().StartShock(1, -0x21, cXyz(0.0f, 1.0f, 0.0f));
@@ -861,8 +861,8 @@ static void action_itai_move(am_class* i_this) {
break;
}
anm_init(i_this, AM_BCK_DEAD, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
dComIfGp_particle_set(0x8127, &i_this->mWaistPos);
dComIfGp_particle_set(0x8128, &i_this->mWaistPos);
dComIfGp_particle_set(dPa_name::ID_SCENE_8127, &i_this->mWaistPos);
dComIfGp_particle_set(dPa_name::ID_SCENE_8128, &i_this->mWaistPos);
fopAcM_seStart(i_this, JA_SE_CM_AM_BEF_EXPLODE, 0);
i_this->mTargetAngleY = i_this->current.angle.y;
@@ -956,8 +956,8 @@ static BOOL daAM_Execute(am_class* i_this) {
if (i_this->mAction != ACTION_ITAI_MOVE && i_this->mSpawnPosY - 1500.0f > i_this->current.pos.y) {
anm_init(i_this, AM_BCK_DEAD, 1.0f, J3DFrameCtrl::LOOP_ONCE_e, 1.0f, -1);
dComIfGp_particle_set(0x8127, &i_this->mWaistPos);
dComIfGp_particle_set(0x8128, &i_this->mWaistPos);
dComIfGp_particle_set(dPa_name::ID_SCENE_8127, &i_this->mWaistPos);
dComIfGp_particle_set(dPa_name::ID_SCENE_8128, &i_this->mWaistPos);
fopAcM_seStart(i_this, JA_SE_CM_AM_BEF_EXPLODE, 0);