#ifndef Z64EFFECT_H #define Z64EFFECT_H #include "color.h" #include "romfile.h" #include "z64light.h" #include "z64math.h" struct Actor; struct GraphicsContext; struct PlayState; /* Effects */ #define SPARK_COUNT 3 #define BLURE_COUNT 25 #define SHIELD_PARTICLE_COUNT 3 #define TOTAL_EFFECT_COUNT SPARK_COUNT + BLURE_COUNT + SHIELD_PARTICLE_COUNT typedef struct EffectStatus { /* 0x00 */ u8 active; /* 0x01 */ u8 unk_01; /* 0x02 */ u8 unk_02; } EffectStatus; // size = 0x03 typedef struct EffectSparkElement { /* 0x00 */ Vec3f velocity; /* 0x0C */ Vec3f position; /* 0x18 */ Vec3s unkVelocity; /* 0x1E */ Vec3s unkPosition; } EffectSparkElement; // size = 0x24 typedef struct EffectSparkInit { /* 0x000 */ Vec3s position; /* 0x008 */ s32 numElements; // "table_size"; calculated as uDiv * vDiv + 2 /* 0x00C */ EffectSparkElement elements[32]; /* 0x48C */ f32 speed; /* 0x490 */ f32 gravity; /* 0x494 */ u32 uDiv; // "u_div" /* 0x498 */ u32 vDiv; // "v_div" /* 0x49C */ Color_RGBA8 colorStart[4]; /* 0x4AC */ Color_RGBA8 colorEnd[4]; /* 0x4BC */ s32 timer; /* 0x4C0 */ s32 duration; } EffectSparkInit; // size = 0x4C4 typedef struct EffectSpark { /* 0x000 */ Vec3s position; /* 0x008 */ s32 numElements; // "table_size"; calculated as uDiv * vDiv + 2 /* 0x00C */ EffectSparkElement elements[32]; /* 0x48C */ f32 speed; /* 0x490 */ f32 gravity; /* 0x494 */ u32 uDiv; // "u_div" /* 0x498 */ u32 vDiv; // "v_div" /* 0x49C */ Color_RGBA8 colorStart[4]; /* 0x4AC */ Color_RGBA8 colorEnd[4]; /* 0x4BC */ s32 timer; /* 0x4C0 */ s32 duration; } EffectSpark; // size = 0x4C4 typedef struct EffectBlureElement { /* 0x00 */ s32 state; /* 0x04 */ s32 timer; /* 0x08 */ Vec3s p1; /* 0x0E */ Vec3s p2; /* 0x14 */ u16 flags; } EffectBlureElement; // size = 0x18 typedef struct EffectBlureInit1 { /* 0x000 */ char unk_00[0x184]; /* 0x184 */ u8 p1StartColor[4]; /* 0x188 */ u8 p2StartColor[4]; /* 0x18C */ u8 p1EndColor[4]; /* 0x190 */ u8 p2EndColor[4]; /* 0x194 */ s32 elemDuration; /* 0x198 */ s32 unkFlag; /* 0x19C */ s32 calcMode; } EffectBlureInit1; // size = 0x1A0 typedef struct EffectBlureInit2 { /* 0x00 */ s32 calcMode; /* 0x04 */ u16 flags; /* 0x06 */ s16 addAngleChange; /* 0x08 */ u8 p1StartColor[4]; /* 0x0C */ u8 p2StartColor[4]; /* 0x10 */ u8 p1EndColor[4]; /* 0x14 */ u8 p2EndColor[4]; /* 0x18 */ u8 elemDuration; /* 0x19 */ u8 unkFlag; /* 0x1A */ u8 drawMode; // 0: simple; 1: simple with alt colors; 2+: smooth /* 0x1B */ u8 mode4Param; /* 0x1C */ Color_RGBA8 altPrimColor; // used with drawMode 1 /* 0x20 */ Color_RGBA8 altEnvColor; // used with drawMode 1 } EffectBlureInit2; // size = 0x24 typedef struct EffectBlure { /* 0x000 */ EffectBlureElement elements[16]; /* 0x180 */ s32 calcMode; /* 0x184 */ f32 mode4Param; /* 0x188 */ u16 flags; /* 0x18A */ s16 addAngleChange; /* 0x18C */ s16 addAngle; /* 0x18E */ u8 p1StartColor[4]; /* 0x192 */ u8 p2StartColor[4]; /* 0x196 */ u8 p1EndColor[4]; /* 0x19A */ u8 p2EndColor[4]; /* 0x19E */ u8 numElements; // "now_edge_num" /* 0x19F */ u8 elemDuration; /* 0x1A0 */ u8 unkFlag; /* 0x1A1 */ u8 drawMode; // 0: simple; 1: simple with alt colors; 2+: smooth /* 0x1A2 */ Color_RGBA8 altPrimColor; // used with drawMode 1 /* 0x1A6 */ Color_RGBA8 altEnvColor; // used with drawMode 1 } EffectBlure; // size = 0x1AC typedef struct EffectShieldParticleElement { /* 0x00 */ f32 initialSpeed; /* 0x04 */ f32 endXChange; /* 0x08 */ f32 endX; /* 0x0C */ f32 startXChange; /* 0x10 */ f32 startX; /* 0x14 */ s16 yaw; /* 0x16 */ s16 pitch; } EffectShieldParticleElement; // size = 0x18 typedef struct EffectShieldParticleInit { /* 0x00 */ u8 numElements; /* 0x02 */ Vec3s position; /* 0x08 */ Color_RGBA8 primColorStart; /* 0x0C */ Color_RGBA8 envColorStart; /* 0x10 */ Color_RGBA8 primColorMid; /* 0x14 */ Color_RGBA8 envColorMid; /* 0x18 */ Color_RGBA8 primColorEnd; /* 0x1C */ Color_RGBA8 envColorEnd; /* 0x20 */ f32 deceleration; /* 0x24 */ f32 maxInitialSpeed; /* 0x28 */ f32 lengthCutoff; /* 0x2C */ u8 duration; /* 0x2E */ LightPoint lightPoint; /* 0x3C */ s32 lightDecay; // halves light radius every frame when set to 1 } EffectShieldParticleInit; // size = 0x40 typedef struct EffectShieldParticle { /* 0x000 */ EffectShieldParticleElement elements[16]; /* 0x180 */ u8 numElements; /* 0x182 */ Vec3s position; /* 0x188 */ Color_RGBA8 primColorStart; /* 0x18C */ Color_RGBA8 envColorStart; /* 0x190 */ Color_RGBA8 primColorMid; /* 0x194 */ Color_RGBA8 envColorMid; /* 0x198 */ Color_RGBA8 primColorEnd; /* 0x19C */ Color_RGBA8 envColorEnd; /* 0x1A0 */ f32 deceleration; /* 0x1A4 */ char unk_1A4[0x04]; /* 0x1A8 */ f32 maxInitialSpeed; /* 0x1AC */ f32 lengthCutoff; /* 0x1B0 */ u8 duration; /* 0x1B1 */ u8 timer; /* 0x1B2 */ LightInfo lightInfo; /* 0x1C0 */ LightNode* lightNode; /* 0x1C4 */ s32 lightDecay; // halves light radius every frame when set to 1 } EffectShieldParticle; // size = 0x1C8 typedef struct EffectContext { /* 0x0000 */ struct PlayState* play; struct { EffectStatus status; EffectSpark effect; } /* 0x0004 */ sparks[SPARK_COUNT]; struct { EffectStatus status; EffectBlure effect; } /* 0x0E5C */ blures[BLURE_COUNT]; struct { EffectStatus status; EffectShieldParticle effect; } /* 0x388C */ shieldParticles[SHIELD_PARTICLE_COUNT]; } EffectContext; // size = 0x3DF0 typedef struct EffectInfo { /* 0x00 */ u32 size; /* 0x04 */ void (*init)(void* effect, void* initParams); /* 0x08 */ void (*destroy)(void* effect); /* 0x0C */ s32 (*update)(void* effect); /* 0x10 */ void (*draw)(void* effect, struct GraphicsContext* gfxCtx); } EffectInfo; // size = 0x14 typedef enum EffectType { /* 0x00 */ EFFECT_SPARK, /* 0x01 */ EFFECT_BLURE1, /* 0x02 */ EFFECT_BLURE2, /* 0x03 */ EFFECT_SHIELD_PARTICLE } EffectType; /* Effect Soft Sprites */ struct EffectSs; typedef u32 (*EffectSsInitFunc)(struct PlayState* play, u32 index, struct EffectSs* effectSs, void* initParams); typedef void (*EffectSsUpdateFunc)(struct PlayState* play, u32 index, struct EffectSs* effectSs); typedef void (*EffectSsDrawFunc)(struct PlayState* play, u32 index, struct EffectSs* effectSs); typedef struct EffectSsProfile { /* 0x00 */ u32 type; /* 0x04 */ EffectSsInitFunc init; } EffectSsProfile; // size = 0x08 typedef struct EffectSsOverlay { /* 0x00 */ RomFile file; /* 0x08 */ void* vramStart; /* 0x0C */ void* vramEnd; /* 0x10 */ void* loadedRamAddr; /* 0x14 */ EffectSsProfile* profile; /* 0x18 */ u8 unk_18; } EffectSsOverlay; // size = 0x1C typedef struct EffectSs { /* 0x00 */ Vec3f pos; /* 0x0C */ Vec3f velocity; /* 0x18 */ Vec3f accel; /* 0x24 */ EffectSsUpdateFunc update; /* 0x28 */ EffectSsDrawFunc draw; /* 0x2C */ Vec3f vec; // usage specific per effect /* 0x38 */ void* gfx; // mostly used for display lists, sometimes textures /* 0x3C */ struct Actor* actor; // interfacing actor, usually the actor that spawned the effect /* 0x40 */ s16 regs[13]; // specific per effect /* 0x5A */ u16 flags; /* 0x5C */ s16 life; // -1 means this entry is free /* 0x5E */ u8 priority; // Lower value means higher priority /* 0x5F */ u8 type; } EffectSs; // size = 0x60 typedef struct EffectSsInfo { /* 0x00 */ EffectSs* table; // "data_table" /* 0x04 */ s32 searchStartIndex; /* 0x08 */ s32 tableSize; } EffectSsInfo; // size = 0x0C /* G Effect Regs */ #define rgTexIdx regs[0] #define rgScale regs[1] #define rgTexIdxStep regs[2] #define rgPrimColorR regs[3] #define rgPrimColorG regs[4] #define rgPrimColorB regs[5] #define rgPrimColorA regs[6] #define rgEnvColorR regs[7] #define rgEnvColorG regs[8] #define rgEnvColorB regs[9] #define rgEnvColorA regs[10] #define rgObjectSlot regs[11] #define DEFINE_EFFECT_SS(_0, enum) enum, #define DEFINE_EFFECT_SS_UNSET(enum) enum, typedef enum EffectSsType { #include "tables/effect_ss_table.h" /* 0x25 */ EFFECT_SS_TYPE_MAX // originally "EFFECT_SS2_TYPE_LAST_LABEL" } EffectSsType; #undef DEFINE_EFFECT_SS #undef DEFINE_EFFECT_SS_UNSET void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2); void EffectBlure_AddSpace(EffectBlure* this); void EffectBlure_Init1(void* thisx, void* initParamsx); void EffectBlure_Init2(void* thisx, void* initParamsx); void EffectBlure_Destroy(void* thisx); s32 EffectBlure_Update(void* thisx); void EffectBlure_Draw(void* thisx, struct GraphicsContext* gfxCtx); void EffectShieldParticle_Init(void* thisx, void* initParamsx); void EffectShieldParticle_Destroy(void* thisx); s32 EffectShieldParticle_Update(void* thisx); void EffectShieldParticle_Draw(void* thisx, struct GraphicsContext* gfxCtx); void EffectSpark_Init(void* thisx, void* initParamsx); void EffectSpark_Destroy(void* thisx); s32 EffectSpark_Update(void* thisx); void EffectSpark_Draw(void* thisx, struct GraphicsContext* gfxCtx); void func_80026230(struct PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3); void func_80026400(struct PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3); void func_80026608(struct PlayState* play); void func_80026690(struct PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3); void func_80026860(struct PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3); void func_80026A6C(struct PlayState* play); struct PlayState* Effect_GetPlayState(void); void* Effect_GetByIndex(s32 index); void Effect_InitContext(struct PlayState* play); void Effect_Add(struct PlayState* play, s32* pIndex, s32 type, u8 arg3, u8 arg4, void* initParams); void Effect_DrawAll(struct GraphicsContext* gfxCtx); void Effect_UpdateAll(struct PlayState* play); void Effect_Delete(struct PlayState* play, s32 index); void Effect_DeleteAll(struct PlayState* play); void EffectSs_InitInfo(struct PlayState* play, s32 tableSize); void EffectSs_ClearAll(struct PlayState* play); void EffectSs_Delete(EffectSs* effectSs); void EffectSs_Reset(EffectSs* effectSs); void EffectSs_Insert(struct PlayState* play, EffectSs* effectSs); void EffectSs_Spawn(struct PlayState* play, s32 type, s32 priority, void* initParams); void EffectSs_UpdateAll(struct PlayState* play); void EffectSs_DrawAll(struct PlayState* play); s16 EffectSs_LerpInv(s16 a, s16 b, s32 weightInv); s16 EffectSs_LerpS16(s16 a, s16 b, f32 weight); u8 EffectSs_LerpU8(u8 a, u8 b, f32 weight); void EffectSs_DrawGEffect(struct PlayState* play, EffectSs* this, void* texture); void EffectSsDust_Spawn(struct PlayState* play, u16 drawFlags, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life, u8 updateMode); void func_8002829C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep); void func_80028304(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep); void func_8002836C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life); void func_800283D4(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life); void func_8002843C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life); void func_800284A4(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep); void func_80028510(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep); void func_8002857C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel); void func_800285EC(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel); void func_8002865C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep); void func_800286CC(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep); void func_8002873C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 life); void func_800287AC(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 life); void func_8002881C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor); void func_80028858(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor); void func_80028990(struct PlayState* play, f32 randScale, Vec3f* srcPos); void func_80028A54(struct PlayState* play, f32 randScale, Vec3f* srcPos); void EffectSsKiraKira_SpawnSmallYellow(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel); void EffectSsKiraKira_SpawnSmall(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor); void EffectSsKiraKira_SpawnDispersed(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life); void EffectSsKiraKira_SpawnFocused(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life); void EffectSsBomb_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel); void EffectSsBomb2_SpawnFade(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel); void EffectSsBomb2_SpawnLayered(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep); void EffectSsBlast_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* innerColor, Color_RGBA8* outerColor, s16 scale, s16 scaleStep, s16 scaleStepDecay, s16 life); void EffectSsBlast_SpawnWhiteShockwaveSetScale(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 life); void EffectSsBlast_SpawnShockwaveSetColor(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* innerColor, Color_RGBA8* outerColor, s16 life); void EffectSsBlast_SpawnWhiteShockwave(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel); void EffectSsGSpk_SpawnAccel(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep); void EffectSsGSpk_SpawnNoAccel(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep); void EffectSsGSpk_SpawnFuse(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel); void EffectSsGSpk_SpawnRandColor(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep); void EffectSsGSpk_SpawnSmall(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor); void EffectSsDFire_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 alpha, s16 fadeDelay, s32 life); void EffectSsDFire_SpawnFixedScale(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 alpha, s16 fadeDelay); void EffectSsBubble_Spawn(struct PlayState* play, Vec3f* pos, f32 yPosOffset, f32 yPosRandScale, f32 xzPosRandScale, f32 scale); void EffectSsGRipple_Spawn(struct PlayState* play, Vec3f* pos, s16 radius, s16 radiusMax, s16 life); void EffectSsGSplash_Spawn(struct PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 type, s16 scale); void EffectSsGMagma_Spawn(struct PlayState* play, Vec3f* pos); void EffectSsGFire_Spawn(struct PlayState* play, Vec3f* pos); void EffectSsLightning_Spawn(struct PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 yaw, s16 life, s16 numBolts); void EffectSsDtBubble_SpawnColorProfile(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 life, s16 colorProfile, s16 randXZ); void EffectSsDtBubble_SpawnCustomColor(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 life, s16 randXZ); void EffectSsHahen_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused, s16 scale, s16 objId, s16 life, Gfx* dList); void EffectSsHahen_SpawnBurst(struct PlayState* play, Vec3f* pos, f32 burstScale, s16 unused, s16 scale, s16 randScaleRange, s16 count, s16 objId, s16 life, Gfx* dList); void EffectSsStick_Spawn(struct PlayState* play, Vec3f* pos, s16 yaw); void EffectSsSibuki_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 moveDelay, s16 direction, s16 scale); void EffectSsSibuki_SpawnBurst(struct PlayState* play, Vec3f* pos); void EffectSsSibuki2_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale); void EffectSsGMagma2_Spawn(struct PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 updateRate, s16 drawMode, s16 scale); void EffectSsStone1_Spawn(struct PlayState* play, Vec3f* pos, s32 arg2); void EffectSsHitMark_Spawn(struct PlayState* play, s32 type, s16 scale, Vec3f* pos); void EffectSsHitMark_SpawnFixedScale(struct PlayState* play, s32 type, Vec3f* pos); void EffectSsHitMark_SpawnCustomScale(struct PlayState* play, s32 type, s16 scale, Vec3f* pos); void EffectSsFhgFlash_SpawnLightBall(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, u8 param); void EffectSsFhgFlash_SpawnShock(struct PlayState* play, struct Actor* actor, Vec3f* pos, s16 scale, u8 param); void EffectSsKFire_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scaleMax, u8 type); void EffectSsSolderSrchBall_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused, s16* linkDetected); void EffectSsKakera_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* arg3, s16 gravity, s16 arg5, s16 arg6, s16 arg7, s16 arg8, s16 scale, s16 arg10, s16 arg11, s32 life, s16 colorIdx, s16 objId, Gfx* dList); void EffectSsIcePiece_Spawn(struct PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel, s32 life); void EffectSsIcePiece_SpawnBurst(struct PlayState* play, Vec3f* refPos, f32 scale); void EffectSsEnIce_SpawnFlyingVec3f(struct PlayState* play, struct Actor* actor, Vec3f* pos, s16 primR, s16 primG, s16 primB, s16 primA, s16 envR, s16 envG, s16 envB, f32 scale); void EffectSsEnIce_SpawnFlyingVec3s(struct PlayState* play, struct Actor* actor, Vec3s* pos, s16 primR, s16 primG, s16 primB, s16 primA, s16 envR, s16 envG, s16 envB, f32 scale); void EffectSsEnIce_Spawn(struct PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s32 life); void EffectSsFireTail_Spawn(struct PlayState* play, struct Actor* actor, Vec3f* pos, f32 scale, Vec3f* arg4, s16 arg5, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 type, s16 bodyPart, s32 life); void EffectSsFireTail_SpawnFlame(struct PlayState* play, struct Actor* actor, Vec3f* pos, f32 arg3, s16 bodyPart, f32 colorIntensity); void EffectSsFireTail_SpawnFlameOnPlayer(struct PlayState* play, f32 scale, s16 bodyPart, f32 colorIntensity); void EffectSsEnFire_SpawnVec3f(struct PlayState* play, struct Actor* actor, Vec3f* pos, s16 scale, s16 arg4, s16 flags, s16 bodyPart); void EffectSsEnFire_SpawnVec3s(struct PlayState* play, struct Actor* actor, Vec3s* pos, s16 scale, s16 arg4, s16 flags, s16 bodyPart); void EffectSsExtra_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scoreIdx); void EffectSsFCircle_Spawn(struct PlayState* play, struct Actor* actor, Vec3f* pos, s16 radius, s16 height); void EffectSsDeadDb_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 primR, s16 primG, s16 primB, s16 primA, s16 envR, s16 envG, s16 envB, s16 unused, s32 arg14, s16 playSfx); void EffectSsDeadDd_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 primR, s16 primG, s16 primB, s16 alpha, s16 envR, s16 envG, s16 envB, s16 alphaStep, s32 life); void EffectSsDeadDd_SpawnRandYellow(struct PlayState* play, Vec3f* pos, s16 scale, s16 scaleStep, f32 randPosScale, s32 randIter, s32 life); void EffectSsDeadDs_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 alpha, s32 life); void EffectSsDeadDs_SpawnStationary(struct PlayState* play, Vec3f* pos, s16 scale, s16 scaleStep, s16 alpha, s32 life); void EffectSsDeadSound_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, u16 sfxId, s16 lowerPriority, s16 repeatMode, s32 life); void EffectSsDeadSound_SpawnStationary(struct PlayState* play, Vec3f* pos, u16 sfxId, s16 lowerPriority, s16 repeatMode, s32 life); void EffectSsIceSmoke_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale); #endif