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Match retail effects files in code (#1690)
* Match code effects files * Poke jenkins
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3be307bf35
commit
8f481b648d
4 changed files with 28 additions and 24 deletions
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@ -4,16 +4,10 @@
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void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2) {
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EffectBlureElement* elem;
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s32 numElements;
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Vec3f sp16C;
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Vec3f sp160;
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Vec3f sp154;
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f32 scale;
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MtxF sp110;
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MtxF spD0;
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MtxF sp90;
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MtxF sp50;
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Vec3f sp44;
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Vec3f sp38;
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// Necessary to match
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if (this) {}
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if (this) {}
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if (this != NULL) {
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numElements = this->numElements;
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@ -34,6 +28,17 @@ void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2) {
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elem->p2.y = p2->y;
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elem->p2.z = p2->z;
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} else {
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Vec3f sp16C;
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Vec3f sp160;
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Vec3f sp154;
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f32 scale;
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MtxF sp110;
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MtxF spD0;
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MtxF sp90;
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MtxF sp50;
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Vec3f sp44;
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Vec3f sp38;
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sp16C.x = ((f32)(elem - 1)->p2.x + (f32)(elem - 1)->p1.x) * 0.5f;
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sp16C.y = ((f32)(elem - 1)->p2.y + (f32)(elem - 1)->p1.y) * 0.5f;
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sp16C.z = ((f32)(elem - 1)->p2.z + (f32)(elem - 1)->p1.z) * 0.5f;
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@ -255,19 +260,16 @@ void EffectBlure_UpdateFlags(EffectBlureElement* elem) {
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Vec3f sp58;
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Vec3f sp4C;
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Vec3f sp40;
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EffectBlureElement* prev = elem - 1;
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EffectBlureElement* next = elem + 1;
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f32 sp34;
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f32 sp30;
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f32 sp2C;
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if (((elem - 1)->state == 0) || ((elem + 1)->state == 0)) {
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elem->flags &= ~3;
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elem->flags |= 2;
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} else {
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EffectBlureElement* prev = elem - 1;
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EffectBlureElement* next = elem + 1;
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f32 sp34;
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f32 sp30;
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f32 sp2C;
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if (1) {} // Necessary to match
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Math_Vec3s_DiffToVec3f(&sp64, &elem->p1, &prev->p1);
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Math_Vec3s_DiffToVec3f(&sp58, &elem->p2, &prev->p2);
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Math_Vec3s_DiffToVec3f(&sp4C, &next->p1, &elem->p1);
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@ -1013,11 +1015,11 @@ void EffectBlure_Draw(void* thisx, GraphicsContext* gfxCtx) {
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}
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}
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flag = 0;
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j = 0;
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gSPVertex(POLY_XLU_DISP++, vtx, 32, 0);
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flag = 0;
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for (i = 0; i < this->numElements; i++) {
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elem = &this->elements[i];
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@ -114,7 +114,6 @@ s32 EffectShieldParticle_Update(void* thisx) {
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void EffectShieldParticle_GetColors(EffectShieldParticle* this, Color_RGBA8* primColor, Color_RGBA8* envColor) {
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s32 halfDuration = this->duration * 0.5f;
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f32 ratio;
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if (halfDuration == 0) {
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primColor->r = this->primColorStart.r;
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@ -126,7 +125,8 @@ void EffectShieldParticle_GetColors(EffectShieldParticle* this, Color_RGBA8* pri
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envColor->b = this->envColorStart.b;
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envColor->a = this->envColorStart.a;
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} else if (this->timer < halfDuration) {
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ratio = this->timer / (f32)halfDuration;
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f32 ratio = this->timer / (f32)halfDuration;
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primColor->r = this->primColorStart.r + (this->primColorMid.r - this->primColorStart.r) * ratio;
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primColor->g = this->primColorStart.g + (this->primColorMid.g - this->primColorStart.g) * ratio;
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primColor->b = this->primColorStart.b + (this->primColorMid.b - this->primColorStart.b) * ratio;
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@ -136,7 +136,8 @@ void EffectShieldParticle_GetColors(EffectShieldParticle* this, Color_RGBA8* pri
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envColor->b = this->envColorStart.b + (this->envColorMid.b - this->envColorStart.b) * ratio;
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envColor->a = this->envColorStart.a + (this->envColorMid.a - this->envColorStart.a) * ratio;
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} else {
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ratio = (this->timer - halfDuration) / (f32)halfDuration;
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f32 ratio = (this->timer - halfDuration) / (f32)halfDuration;
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primColor->r = this->primColorMid.r + (this->primColorEnd.r - this->primColorMid.r) * ratio;
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primColor->g = this->primColorMid.g + (this->primColorEnd.g - this->primColorMid.g) * ratio;
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primColor->b = this->primColorMid.b + (this->primColorEnd.b - this->primColorMid.b) * ratio;
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@ -5,7 +5,6 @@
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void EffectSpark_Init(void* thisx, void* initParamsx) {
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EffectSpark* this = (EffectSpark*)thisx;
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EffectSparkInit* initParams = (EffectSparkInit*)initParamsx;
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EffectSparkElement* elem;
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f32 velocityNorm;
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s32 i;
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@ -61,7 +60,7 @@ void EffectSpark_Init(void* thisx, void* initParamsx) {
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}
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for (i = 0; i < this->numElements; i++) {
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elem = &this->elements[i];
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EffectSparkElement* elem = &this->elements[i];
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elem->position.x = this->position.x;
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elem->position.y = this->position.y;
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@ -8,11 +8,13 @@ void EffectSs_InitInfo(PlayState* play, s32 tableSize) {
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EffectSs* effectSs;
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EffectSsOverlay* overlay;
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#if OOT_DEBUG
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for (i = 0; i < ARRAY_COUNT(gEffectSsOverlayTable); i++) {
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overlay = &gEffectSsOverlayTable[i];
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PRINTF("effect index %3d:size=%6dbyte romsize=%6dbyte\n", i,
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(uintptr_t)overlay->vramEnd - (uintptr_t)overlay->vramStart, overlay->vromEnd - overlay->vromStart);
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}
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#endif
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sEffectSsInfo.table =
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GAME_STATE_ALLOC(&play->state, tableSize * sizeof(EffectSs), "../z_effect_soft_sprite.c", 289);
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