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MorsGames
GitHub Repository: MorsGames/sm64plus
Path: blob/master/src/game/envfx_snow.h
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#ifndef ENVFX_SNOW_H
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#define ENVFX_SNOW_H
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#include <PR/ultratypes.h>
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#include "types.h"
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#define ENVFX_MODE_NONE 0 // no effects
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#define ENVFX_SNOW_NORMAL 1 // CCM, SL
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#define ENVFX_SNOW_WATER 2 // Secret Aquarium, Sunken Ship
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#define ENVFX_SNOW_BLIZZARD 3 // unused
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#define ENVFX_BUBBLE_START 10 // Separates snow effects and flower/bubble effects
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#define ENVFX_FLOWERS 11 // unused
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#define ENVFX_LAVA_BUBBLES 12 // LLL, BitFS, Bowser 2
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#define ENVFX_WHIRLPOOL_BUBBLES 13 // DDD
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#define ENVFX_JETSTREAM_BUBBLES 14 // JRB, DDD (submarine area)
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struct EnvFxParticle {
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s8 isAlive;
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s16 animFrame; // lava bubbles and flowers have frame animations
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s32 xPos;
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s32 yPos;
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s32 zPos;
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s32 angleAndDist[2]; // for whirpools, [0] = angle from center, [1] = distance from center
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s32 unusedBubbleVar; // set to zero for bubbles when respawning, never used elsewhere
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s32 bubbleY; // for Bubbles, yPos is always set to this
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//s8 filler20[56 - 0x20];
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u32 spawnTimestamp;
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};
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extern s8 gEnvFxMode;
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extern UNUSED s32 D_80330644;
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extern struct EnvFxParticle *gEnvFxBuffer;
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extern Vec3i gSnowCylinderLastPos;
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extern s16 gSnowParticleCount;
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Gfx *envfx_update_particles(s32 snowMode, Vec3s marioPos, Vec3s camTo, Vec3s camFrom);
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void orbit_from_positions(Vec3s from, Vec3s to, s16 *radius, s16 *pitch, s16 *yaw);
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void rotate_triangle_vertices(Vec3s vertex1, Vec3s vertex2, Vec3s vertex3, s16 pitch, s16 yaw);
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#endif // ENVFX_SNOW_H
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