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47c6c36dc3
* [headers] Create z64malloc.h, move protos to z64effect.h, and misc fixups * zelda_arena.h * bss * bss2 * bss3 * bss
441 lines
23 KiB
C
441 lines
23 KiB
C
#ifndef Z64EFFECT_H
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#define Z64EFFECT_H
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#include "color.h"
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#include "romfile.h"
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#include "z64light.h"
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#include "z64math.h"
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struct Actor;
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struct GraphicsContext;
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struct PlayState;
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/* Effects */
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#define SPARK_COUNT 3
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#define BLURE_COUNT 25
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#define SHIELD_PARTICLE_COUNT 3
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#define TOTAL_EFFECT_COUNT SPARK_COUNT + BLURE_COUNT + SHIELD_PARTICLE_COUNT
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typedef struct EffectStatus {
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/* 0x00 */ u8 active;
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/* 0x01 */ u8 unk_01;
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/* 0x02 */ u8 unk_02;
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} EffectStatus; // size = 0x03
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typedef struct EffectSparkElement {
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/* 0x00 */ Vec3f velocity;
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/* 0x0C */ Vec3f position;
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/* 0x18 */ Vec3s unkVelocity;
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/* 0x1E */ Vec3s unkPosition;
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} EffectSparkElement; // size = 0x24
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typedef struct EffectSparkInit {
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/* 0x000 */ Vec3s position;
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/* 0x008 */ s32 numElements; // "table_size"; calculated as uDiv * vDiv + 2
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/* 0x00C */ EffectSparkElement elements[32];
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/* 0x48C */ f32 speed;
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/* 0x490 */ f32 gravity;
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/* 0x494 */ u32 uDiv; // "u_div"
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/* 0x498 */ u32 vDiv; // "v_div"
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/* 0x49C */ Color_RGBA8 colorStart[4];
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/* 0x4AC */ Color_RGBA8 colorEnd[4];
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/* 0x4BC */ s32 timer;
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/* 0x4C0 */ s32 duration;
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} EffectSparkInit; // size = 0x4C4
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typedef struct EffectSpark {
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/* 0x000 */ Vec3s position;
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/* 0x008 */ s32 numElements; // "table_size"; calculated as uDiv * vDiv + 2
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/* 0x00C */ EffectSparkElement elements[32];
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/* 0x48C */ f32 speed;
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/* 0x490 */ f32 gravity;
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/* 0x494 */ u32 uDiv; // "u_div"
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/* 0x498 */ u32 vDiv; // "v_div"
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/* 0x49C */ Color_RGBA8 colorStart[4];
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/* 0x4AC */ Color_RGBA8 colorEnd[4];
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/* 0x4BC */ s32 timer;
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/* 0x4C0 */ s32 duration;
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} EffectSpark; // size = 0x4C4
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typedef struct EffectBlureElement {
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/* 0x00 */ s32 state;
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/* 0x04 */ s32 timer;
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/* 0x08 */ Vec3s p1;
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/* 0x0E */ Vec3s p2;
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/* 0x14 */ u16 flags;
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} EffectBlureElement; // size = 0x18
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typedef struct EffectBlureInit1 {
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/* 0x000 */ char unk_00[0x184];
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/* 0x184 */ u8 p1StartColor[4];
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/* 0x188 */ u8 p2StartColor[4];
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/* 0x18C */ u8 p1EndColor[4];
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/* 0x190 */ u8 p2EndColor[4];
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/* 0x194 */ s32 elemDuration;
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/* 0x198 */ s32 unkFlag;
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/* 0x19C */ s32 calcMode;
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} EffectBlureInit1; // size = 0x1A0
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typedef struct EffectBlureInit2 {
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/* 0x00 */ s32 calcMode;
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/* 0x04 */ u16 flags;
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/* 0x06 */ s16 addAngleChange;
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/* 0x08 */ u8 p1StartColor[4];
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/* 0x0C */ u8 p2StartColor[4];
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/* 0x10 */ u8 p1EndColor[4];
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/* 0x14 */ u8 p2EndColor[4];
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/* 0x18 */ u8 elemDuration;
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/* 0x19 */ u8 unkFlag;
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/* 0x1A */ u8 drawMode; // 0: simple; 1: simple with alt colors; 2+: smooth
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/* 0x1B */ u8 mode4Param;
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/* 0x1C */ Color_RGBA8 altPrimColor; // used with drawMode 1
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/* 0x20 */ Color_RGBA8 altEnvColor; // used with drawMode 1
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} EffectBlureInit2; // size = 0x24
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typedef struct EffectBlure {
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/* 0x000 */ EffectBlureElement elements[16];
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/* 0x180 */ s32 calcMode;
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/* 0x184 */ f32 mode4Param;
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/* 0x188 */ u16 flags;
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/* 0x18A */ s16 addAngleChange;
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/* 0x18C */ s16 addAngle;
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/* 0x18E */ u8 p1StartColor[4];
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/* 0x192 */ u8 p2StartColor[4];
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/* 0x196 */ u8 p1EndColor[4];
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/* 0x19A */ u8 p2EndColor[4];
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/* 0x19E */ u8 numElements; // "now_edge_num"
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/* 0x19F */ u8 elemDuration;
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/* 0x1A0 */ u8 unkFlag;
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/* 0x1A1 */ u8 drawMode; // 0: simple; 1: simple with alt colors; 2+: smooth
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/* 0x1A2 */ Color_RGBA8 altPrimColor; // used with drawMode 1
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/* 0x1A6 */ Color_RGBA8 altEnvColor; // used with drawMode 1
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} EffectBlure; // size = 0x1AC
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typedef struct EffectShieldParticleElement {
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/* 0x00 */ f32 initialSpeed;
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/* 0x04 */ f32 endXChange;
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/* 0x08 */ f32 endX;
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/* 0x0C */ f32 startXChange;
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/* 0x10 */ f32 startX;
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/* 0x14 */ s16 yaw;
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/* 0x16 */ s16 pitch;
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} EffectShieldParticleElement; // size = 0x18
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typedef struct EffectShieldParticleInit {
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/* 0x00 */ u8 numElements;
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/* 0x02 */ Vec3s position;
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/* 0x08 */ Color_RGBA8 primColorStart;
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/* 0x0C */ Color_RGBA8 envColorStart;
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/* 0x10 */ Color_RGBA8 primColorMid;
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/* 0x14 */ Color_RGBA8 envColorMid;
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/* 0x18 */ Color_RGBA8 primColorEnd;
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/* 0x1C */ Color_RGBA8 envColorEnd;
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/* 0x20 */ f32 deceleration;
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/* 0x24 */ f32 maxInitialSpeed;
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/* 0x28 */ f32 lengthCutoff;
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/* 0x2C */ u8 duration;
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/* 0x2E */ LightPoint lightPoint;
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/* 0x3C */ s32 lightDecay; // halves light radius every frame when set to 1
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} EffectShieldParticleInit; // size = 0x40
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typedef struct EffectShieldParticle {
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/* 0x000 */ EffectShieldParticleElement elements[16];
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/* 0x180 */ u8 numElements;
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/* 0x182 */ Vec3s position;
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/* 0x188 */ Color_RGBA8 primColorStart;
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/* 0x18C */ Color_RGBA8 envColorStart;
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/* 0x190 */ Color_RGBA8 primColorMid;
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/* 0x194 */ Color_RGBA8 envColorMid;
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/* 0x198 */ Color_RGBA8 primColorEnd;
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/* 0x19C */ Color_RGBA8 envColorEnd;
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/* 0x1A0 */ f32 deceleration;
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/* 0x1A4 */ char unk_1A4[0x04];
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/* 0x1A8 */ f32 maxInitialSpeed;
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/* 0x1AC */ f32 lengthCutoff;
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/* 0x1B0 */ u8 duration;
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/* 0x1B1 */ u8 timer;
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/* 0x1B2 */ LightInfo lightInfo;
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/* 0x1C0 */ LightNode* lightNode;
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/* 0x1C4 */ s32 lightDecay; // halves light radius every frame when set to 1
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} EffectShieldParticle; // size = 0x1C8
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typedef struct EffectContext {
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/* 0x0000 */ struct PlayState* play;
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struct {
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EffectStatus status;
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EffectSpark effect;
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} /* 0x0004 */ sparks[SPARK_COUNT];
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struct {
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EffectStatus status;
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EffectBlure effect;
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} /* 0x0E5C */ blures[BLURE_COUNT];
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struct {
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EffectStatus status;
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EffectShieldParticle effect;
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} /* 0x388C */ shieldParticles[SHIELD_PARTICLE_COUNT];
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} EffectContext; // size = 0x3DF0
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typedef struct EffectInfo {
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/* 0x00 */ u32 size;
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/* 0x04 */ void (*init)(void* effect, void* initParams);
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/* 0x08 */ void (*destroy)(void* effect);
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/* 0x0C */ s32 (*update)(void* effect);
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/* 0x10 */ void (*draw)(void* effect, struct GraphicsContext* gfxCtx);
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} EffectInfo; // size = 0x14
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typedef enum EffectType {
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/* 0x00 */ EFFECT_SPARK,
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/* 0x01 */ EFFECT_BLURE1,
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/* 0x02 */ EFFECT_BLURE2,
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/* 0x03 */ EFFECT_SHIELD_PARTICLE
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} EffectType;
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/* Effect Soft Sprites */
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struct EffectSs;
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typedef u32 (*EffectSsInitFunc)(struct PlayState* play, u32 index, struct EffectSs* effectSs, void* initParams);
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typedef void (*EffectSsUpdateFunc)(struct PlayState* play, u32 index, struct EffectSs* effectSs);
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typedef void (*EffectSsDrawFunc)(struct PlayState* play, u32 index, struct EffectSs* effectSs);
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typedef struct EffectSsProfile {
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/* 0x00 */ u32 type;
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/* 0x04 */ EffectSsInitFunc init;
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} EffectSsProfile; // size = 0x08
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typedef struct EffectSsOverlay {
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/* 0x00 */ RomFile file;
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/* 0x08 */ void* vramStart;
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/* 0x0C */ void* vramEnd;
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/* 0x10 */ void* loadedRamAddr;
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/* 0x14 */ EffectSsProfile* profile;
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/* 0x18 */ u8 unk_18;
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} EffectSsOverlay; // size = 0x1C
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typedef struct EffectSs {
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/* 0x00 */ Vec3f pos;
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/* 0x0C */ Vec3f velocity;
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/* 0x18 */ Vec3f accel;
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/* 0x24 */ EffectSsUpdateFunc update;
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/* 0x28 */ EffectSsDrawFunc draw;
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/* 0x2C */ Vec3f vec; // usage specific per effect
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/* 0x38 */ void* gfx; // mostly used for display lists, sometimes textures
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/* 0x3C */ struct Actor* actor; // interfacing actor, usually the actor that spawned the effect
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/* 0x40 */ s16 regs[13]; // specific per effect
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/* 0x5A */ u16 flags;
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/* 0x5C */ s16 life; // -1 means this entry is free
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/* 0x5E */ u8 priority; // Lower value means higher priority
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/* 0x5F */ u8 type;
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} EffectSs; // size = 0x60
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typedef struct EffectSsInfo {
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/* 0x00 */ EffectSs* table; // "data_table"
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/* 0x04 */ s32 searchStartIndex;
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/* 0x08 */ s32 tableSize;
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} EffectSsInfo; // size = 0x0C
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/* G Effect Regs */
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#define rgTexIdx regs[0]
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#define rgScale regs[1]
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#define rgTexIdxStep regs[2]
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#define rgPrimColorR regs[3]
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#define rgPrimColorG regs[4]
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#define rgPrimColorB regs[5]
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#define rgPrimColorA regs[6]
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#define rgEnvColorR regs[7]
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#define rgEnvColorG regs[8]
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#define rgEnvColorB regs[9]
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#define rgEnvColorA regs[10]
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#define rgObjectSlot regs[11]
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#define DEFINE_EFFECT_SS(_0, enum) enum,
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#define DEFINE_EFFECT_SS_UNSET(enum) enum,
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typedef enum EffectSsType {
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#include "tables/effect_ss_table.h"
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/* 0x25 */ EFFECT_SS_TYPE_MAX // originally "EFFECT_SS2_TYPE_LAST_LABEL"
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} EffectSsType;
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#undef DEFINE_EFFECT_SS
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#undef DEFINE_EFFECT_SS_UNSET
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void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2);
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void EffectBlure_AddSpace(EffectBlure* this);
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void EffectBlure_Init1(void* thisx, void* initParamsx);
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void EffectBlure_Init2(void* thisx, void* initParamsx);
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void EffectBlure_Destroy(void* thisx);
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s32 EffectBlure_Update(void* thisx);
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void EffectBlure_Draw(void* thisx, struct GraphicsContext* gfxCtx);
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void EffectShieldParticle_Init(void* thisx, void* initParamsx);
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void EffectShieldParticle_Destroy(void* thisx);
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s32 EffectShieldParticle_Update(void* thisx);
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void EffectShieldParticle_Draw(void* thisx, struct GraphicsContext* gfxCtx);
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void EffectSpark_Init(void* thisx, void* initParamsx);
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void EffectSpark_Destroy(void* thisx);
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s32 EffectSpark_Update(void* thisx);
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void EffectSpark_Draw(void* thisx, struct GraphicsContext* gfxCtx);
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void func_80026230(struct PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
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void func_80026400(struct PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
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void func_80026608(struct PlayState* play);
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void func_80026690(struct PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
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void func_80026860(struct PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
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void func_80026A6C(struct PlayState* play);
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struct PlayState* Effect_GetPlayState(void);
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void* Effect_GetByIndex(s32 index);
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void Effect_InitContext(struct PlayState* play);
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void Effect_Add(struct PlayState* play, s32* pIndex, s32 type, u8 arg3, u8 arg4, void* initParams);
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void Effect_DrawAll(struct GraphicsContext* gfxCtx);
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void Effect_UpdateAll(struct PlayState* play);
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void Effect_Delete(struct PlayState* play, s32 index);
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void Effect_DeleteAll(struct PlayState* play);
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void EffectSs_InitInfo(struct PlayState* play, s32 tableSize);
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void EffectSs_ClearAll(struct PlayState* play);
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void EffectSs_Delete(EffectSs* effectSs);
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void EffectSs_Reset(EffectSs* effectSs);
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void EffectSs_Insert(struct PlayState* play, EffectSs* effectSs);
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void EffectSs_Spawn(struct PlayState* play, s32 type, s32 priority, void* initParams);
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void EffectSs_UpdateAll(struct PlayState* play);
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void EffectSs_DrawAll(struct PlayState* play);
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s16 EffectSs_LerpInv(s16 a, s16 b, s32 weightInv);
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s16 EffectSs_LerpS16(s16 a, s16 b, f32 weight);
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u8 EffectSs_LerpU8(u8 a, u8 b, f32 weight);
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void EffectSs_DrawGEffect(struct PlayState* play, EffectSs* this, void* texture);
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void EffectSsDust_Spawn(struct PlayState* play, u16 drawFlags, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life,
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u8 updateMode);
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void func_8002829C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void func_80028304(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void func_8002836C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
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void func_800283D4(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
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void func_8002843C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
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void func_800284A4(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void func_80028510(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void func_8002857C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void func_800285EC(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void func_8002865C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep);
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void func_800286CC(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep);
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void func_8002873C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 life);
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void func_800287AC(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 life);
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void func_8002881C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor);
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void func_80028858(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor);
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void func_80028990(struct PlayState* play, f32 randScale, Vec3f* srcPos);
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void func_80028A54(struct PlayState* play, f32 randScale, Vec3f* srcPos);
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void EffectSsKiraKira_SpawnSmallYellow(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsKiraKira_SpawnSmall(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor);
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void EffectSsKiraKira_SpawnDispersed(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life);
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void EffectSsKiraKira_SpawnFocused(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life);
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void EffectSsBomb_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsBomb2_SpawnFade(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsBomb2_SpawnLayered(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
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s16 scaleStep);
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void EffectSsBlast_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* innerColor,
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Color_RGBA8* outerColor, s16 scale, s16 scaleStep, s16 scaleStepDecay, s16 life);
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void EffectSsBlast_SpawnWhiteShockwaveSetScale(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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s16 scale, s16 scaleStep, s16 life);
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void EffectSsBlast_SpawnShockwaveSetColor(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* innerColor, Color_RGBA8* outerColor, s16 life);
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void EffectSsBlast_SpawnWhiteShockwave(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsGSpk_SpawnAccel(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void EffectSsGSpk_SpawnNoAccel(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void EffectSsGSpk_SpawnFuse(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsGSpk_SpawnRandColor(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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s16 scale, s16 scaleStep);
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void EffectSsGSpk_SpawnSmall(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor);
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void EffectSsDFire_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 alpha, s16 fadeDelay, s32 life);
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void EffectSsDFire_SpawnFixedScale(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 alpha,
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s16 fadeDelay);
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void EffectSsBubble_Spawn(struct PlayState* play, Vec3f* pos, f32 yPosOffset, f32 yPosRandScale, f32 xzPosRandScale,
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f32 scale);
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void EffectSsGRipple_Spawn(struct PlayState* play, Vec3f* pos, s16 radius, s16 radiusMax, s16 life);
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void EffectSsGSplash_Spawn(struct PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 type,
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s16 scale);
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void EffectSsGMagma_Spawn(struct PlayState* play, Vec3f* pos);
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void EffectSsGFire_Spawn(struct PlayState* play, Vec3f* pos);
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void EffectSsLightning_Spawn(struct PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor,
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s16 scale, s16 yaw, s16 life, s16 numBolts);
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void EffectSsDtBubble_SpawnColorProfile(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
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s16 life, s16 colorProfile, s16 randXZ);
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void EffectSsDtBubble_SpawnCustomColor(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 life, s16 randXZ);
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void EffectSsHahen_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused, s16 scale,
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s16 objId, s16 life, Gfx* dList);
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void EffectSsHahen_SpawnBurst(struct PlayState* play, Vec3f* pos, f32 burstScale, s16 unused, s16 scale,
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s16 randScaleRange, s16 count, s16 objId, s16 life, Gfx* dList);
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void EffectSsStick_Spawn(struct PlayState* play, Vec3f* pos, s16 yaw);
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void EffectSsSibuki_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 moveDelay,
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s16 direction, s16 scale);
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void EffectSsSibuki_SpawnBurst(struct PlayState* play, Vec3f* pos);
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void EffectSsSibuki2_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale);
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void EffectSsGMagma2_Spawn(struct PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor,
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s16 updateRate, s16 drawMode, s16 scale);
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void EffectSsStone1_Spawn(struct PlayState* play, Vec3f* pos, s32 arg2);
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void EffectSsHitMark_Spawn(struct PlayState* play, s32 type, s16 scale, Vec3f* pos);
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void EffectSsHitMark_SpawnFixedScale(struct PlayState* play, s32 type, Vec3f* pos);
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void EffectSsHitMark_SpawnCustomScale(struct PlayState* play, s32 type, s16 scale, Vec3f* pos);
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void EffectSsFhgFlash_SpawnLightBall(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
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u8 param);
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void EffectSsFhgFlash_SpawnShock(struct PlayState* play, struct Actor* actor, Vec3f* pos, s16 scale, u8 param);
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void EffectSsKFire_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scaleMax, u8 type);
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void EffectSsSolderSrchBall_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused,
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s16* linkDetected);
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void EffectSsKakera_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* arg3, s16 gravity, s16 arg5,
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s16 arg6, s16 arg7, s16 arg8, s16 scale, s16 arg10, s16 arg11, s32 life, s16 colorIdx,
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s16 objId, Gfx* dList);
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void EffectSsIcePiece_Spawn(struct PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel, s32 life);
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void EffectSsIcePiece_SpawnBurst(struct PlayState* play, Vec3f* refPos, f32 scale);
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void EffectSsEnIce_SpawnFlyingVec3f(struct PlayState* play, struct Actor* actor, Vec3f* pos, s16 primR, s16 primG,
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s16 primB, s16 primA, s16 envR, s16 envG, s16 envB, f32 scale);
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void EffectSsEnIce_SpawnFlyingVec3s(struct PlayState* play, struct Actor* actor, Vec3s* pos, s16 primR, s16 primG,
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s16 primB, s16 primA, s16 envR, s16 envG, s16 envB, f32 scale);
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void EffectSsEnIce_Spawn(struct PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s32 life);
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void EffectSsFireTail_Spawn(struct PlayState* play, struct Actor* actor, Vec3f* pos, f32 scale, Vec3f* arg4, s16 arg5,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 type, s16 bodyPart, s32 life);
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void EffectSsFireTail_SpawnFlame(struct PlayState* play, struct Actor* actor, Vec3f* pos, f32 arg3, s16 bodyPart,
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f32 colorIntensity);
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void EffectSsFireTail_SpawnFlameOnPlayer(struct PlayState* play, f32 scale, s16 bodyPart, f32 colorIntensity);
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void EffectSsEnFire_SpawnVec3f(struct PlayState* play, struct Actor* actor, Vec3f* pos, s16 scale, s16 arg4, s16 flags,
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s16 bodyPart);
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void EffectSsEnFire_SpawnVec3s(struct PlayState* play, struct Actor* actor, Vec3s* pos, s16 scale, s16 arg4, s16 flags,
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s16 bodyPart);
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void EffectSsExtra_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scoreIdx);
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void EffectSsFCircle_Spawn(struct PlayState* play, struct Actor* actor, Vec3f* pos, s16 radius, s16 height);
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void EffectSsDeadDb_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 primR, s16 primG, s16 primB, s16 primA, s16 envR, s16 envG, s16 envB, s16 unused,
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s32 arg14, s16 playSfx);
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void EffectSsDeadDd_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
|
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s16 primR, s16 primG, s16 primB, s16 alpha, s16 envR, s16 envG, s16 envB, s16 alphaStep,
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s32 life);
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void EffectSsDeadDd_SpawnRandYellow(struct PlayState* play, Vec3f* pos, s16 scale, s16 scaleStep, f32 randPosScale,
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s32 randIter, s32 life);
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void EffectSsDeadDs_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
|
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s16 alpha, s32 life);
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void EffectSsDeadDs_SpawnStationary(struct PlayState* play, Vec3f* pos, s16 scale, s16 scaleStep, s16 alpha, s32 life);
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void EffectSsDeadSound_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, u16 sfxId,
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s16 lowerPriority, s16 repeatMode, s32 life);
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void EffectSsDeadSound_SpawnStationary(struct PlayState* play, Vec3f* pos, u16 sfxId, s16 lowerPriority, s16 repeatMode,
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s32 life);
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void EffectSsIceSmoke_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale);
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#endif
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