Finish more of board/bowser.c

Particle struct changes are also present
This commit is contained in:
gamemasterplc 2024-03-12 13:26:35 -05:00
parent eeff144f1c
commit 1a019c7c11
11 changed files with 990 additions and 71 deletions

View file

@ -74,7 +74,7 @@ static s16 CreateEffectStar(s16 arg0, float arg1, float arg2, float arg3, float
static s16 CreateEffectWarn(s16 arg0, float arg1, float arg2, float arg3, float arg4, EffectParamData *arg5);
static s16 CreateEffectBird(s16 arg0, float arg1, float arg2, float arg3, float arg4, EffectParamData *arg5);
static s16 CreateEffect(s16 arg0, s16 arg1, float arg2, float arg3, float arg4, float arg5, EffectParamData *arg6);
static void UpdateEffect(s32 arg0, ParticleData *arg1);
static void UpdateEffect(ModelData *model, ParticleData *particle, Mtx matrix);
static void RotateEffect(HsfanimStruct01 *arg0);
static void PlayEffectSound(HsfanimStruct01 *arg0);
static void UpdateItemHook(void);
@ -887,21 +887,21 @@ static s16 CreateEffect(s16 arg0, s16 arg1, float arg2, float arg3, float arg4,
return i;
}
static void UpdateEffect(s32 arg0, ParticleData *arg1) {
static void UpdateEffect(ModelData *model, ParticleData *particle, Mtx matrix) {
EffectParamData *temp_r30;
HsfanimStruct01 *var_r31;
s16 var_r28;
s16 i;
temp_r30 = arg1->unk_1C;
if (arg1->unk_34 == 0) {
var_r31 = arg1->unk_48;
for (i = 0; i < arg1->unk_30; i++, var_r31++) {
temp_r30 = particle->unk_1C;
if (particle->unk_34 == 0) {
var_r31 = particle->unk_48;
for (i = 0; i < particle->unk_30; i++, var_r31++) {
var_r31->unk2C = 0.0f;
}
}
var_r31 = arg1->unk_48;
for (i = 0; i < arg1->unk_30; i++, var_r31++) {
var_r31 = particle->unk_48;
for (i = 0; i < particle->unk_30; i++, var_r31++) {
if (var_r31->unk2C) {
if (var_r31->unk02 == -1) {
var_r31->unk08.x *= temp_r30[i].unk18;
@ -962,7 +962,7 @@ static void UpdateEffect(s32 arg0, ParticleData *arg1) {
}
}
}
DCStoreRangeNoSync(arg1->unk_48, arg1->unk_30 * sizeof(HsfanimStruct01));
DCStoreRangeNoSync(particle->unk_48, particle->unk_30 * sizeof(HsfanimStruct01));
}
static void RotateEffect(HsfanimStruct01 *arg0) {