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* First bash * Another batch * Another bunch * Update actorfixer * run format * Apply suggestions from code review Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * Suggestion * context renaming * Update include/functions.h Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * Fix renamings * fix Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
281 lines
8.3 KiB
C
281 lines
8.3 KiB
C
#include <ultra64.h>
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#include <global.h>
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void EffectSS_Init(GlobalContext* globalCtx, s32 numEntries) {
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u32 i;
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EffectSs* effectsSs;
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ParticleOverlay* overlay;
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EffectSS2Info.data_table = (EffectSs*)THA_AllocEndAlign16(&globalCtx->state.heap, numEntries * sizeof(EffectSs));
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EffectSS2Info.searchIndex = 0;
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EffectSS2Info.size = numEntries;
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for (effectsSs = &EffectSS2Info.data_table[0]; effectsSs < &EffectSS2Info.data_table[EffectSS2Info.size];
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effectsSs++) {
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EffectSS_ResetEntry(effectsSs);
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}
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overlay = &particleOverlayTable[0];
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for (i = 0; i < EFFECT_SS2_TYPE_LAST_LABEL; i++) {
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overlay->loadedRamAddr = NULL;
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overlay++;
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}
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}
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void EffectSS_Clear(GlobalContext* globalCtx) {
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u32 i;
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EffectSs* effectsSs;
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ParticleOverlay* overlay;
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void* addr;
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EffectSS2Info.data_table = NULL;
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EffectSS2Info.searchIndex = 0;
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EffectSS2Info.size = 0;
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// This code is completely useless, as data_table was just set to NULL and size to 0
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for (effectsSs = EffectSS2Info.data_table; effectsSs < EffectSS2Info.data_table + EffectSS2Info.size; effectsSs++) {
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EffectSS_Delete(effectsSs);
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}
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// Free memory from loaded particle overlays
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overlay = &particleOverlayTable[0];
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for (i = 0; i < EFFECT_SS2_TYPE_LAST_LABEL; i++) {
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addr = overlay->loadedRamAddr;
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if (addr != NULL) {
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zelda_free(addr);
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}
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overlay->loadedRamAddr = 0;
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overlay++;
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}
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}
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EffectSs* EffectSS_GetTable() {
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return EffectSS2Info.data_table;
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}
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void EffectSS_Delete(EffectSs* effectSs) {
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if (effectSs->flags & 2) {
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func_801A72CC(&effectSs->pos);
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}
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if (effectSs->flags & 4) {
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func_801A72CC(&effectSs->vec);
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}
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EffectSS_ResetEntry(effectSs);
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}
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void EffectSS_ResetEntry(EffectSs* particle) {
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u32 i;
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particle->type = EFFECT_SS2_TYPE_LAST_LABEL;
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particle->accel.x = particle->accel.y = particle->accel.z = 0;
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particle->velocity.x = particle->velocity.y = particle->velocity.z = 0;
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particle->vec.x = particle->vec.y = particle->vec.z = 0;
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particle->pos.x = particle->pos.y = particle->pos.z = 0;
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particle->life = -1;
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particle->flags = 0;
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particle->priority = 128;
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particle->draw = NULL;
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particle->update = NULL;
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particle->gfx = NULL;
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particle->actor = NULL;
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for (i = 0; i < ARRAY_COUNT(particle->regs); i++) {
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particle->regs[i] = 0;
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}
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}
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s32 EffectSS_FindFreeSpace(s32 priority, s32* tableEntry) {
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s32 foundFree;
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s32 i;
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if (EffectSS2Info.searchIndex >= EffectSS2Info.size) {
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EffectSS2Info.searchIndex = 0;
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}
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// Search for a unused entry
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i = EffectSS2Info.searchIndex;
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foundFree = false;
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while (true) {
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if (EffectSS2Info.data_table[i].life == -1) {
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foundFree = true;
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break;
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}
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i++;
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if (i >= EffectSS2Info.size) {
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i = 0; // Loop around the whole table
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}
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// After a full loop, break out
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if (i == EffectSS2Info.searchIndex) {
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break;
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}
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}
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if (foundFree == true) {
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*tableEntry = i;
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return false;
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}
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// If all slots are in use, search for a slot with a lower priority
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// Note that a lower priority is representend by a higher value
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i = EffectSS2Info.searchIndex;
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while (true) {
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// Equal priority should only be considered "lower" if flag 0 is set
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if ((priority <= EffectSS2Info.data_table[i].priority) &&
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!((priority == EffectSS2Info.data_table[i].priority) && (EffectSS2Info.data_table[i].flags & 1))) {
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break;
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}
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i++;
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if (i >= EffectSS2Info.size) {
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i = 0; // Loop around the whole table
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}
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// After a full loop, return 1 to indicate that we failed to find a suitable slot
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if (i == EffectSS2Info.searchIndex) {
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return true;
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}
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}
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*tableEntry = i;
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return false;
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}
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void EffectSS_Copy(GlobalContext* globalCtx, EffectSs* effectsSs) {
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s32 index;
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if (FrameAdvance_IsEnabled(globalCtx) != true) {
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if (EffectSS_FindFreeSpace(effectsSs->priority, &index) == 0) {
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EffectSS2Info.searchIndex = index + 1;
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EffectSS2Info.data_table[index] = *effectsSs;
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}
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}
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}
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void EffectSs_Spawn(GlobalContext* globalCtx, s32 type, s32 priority, void* initData) {
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s32 index;
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u32 overlaySize;
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ParticleOverlay* entry = &particleOverlayTable[type];
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ParticleOverlayInfo* overlayInfo;
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if (EffectSS_FindFreeSpace(priority, &index) != 0) {
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// Abort because we couldn't find a suitable slot to add this effect in
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return;
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}
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EffectSS2Info.searchIndex = index + 1;
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overlaySize = (u32)entry->vramEnd - (u32)entry->vramStart;
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if (entry->vramStart == NULL) {
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overlayInfo = entry->overlayInfo;
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} else {
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if (entry->loadedRamAddr == NULL) {
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entry->loadedRamAddr = zelda_mallocR(overlaySize);
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if (entry->loadedRamAddr == NULL) {
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return;
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}
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Load2_LoadOverlay(entry->vromStart, entry->vromEnd, entry->vramStart, entry->vramEnd, entry->loadedRamAddr);
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}
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overlayInfo = (void*)(u32)(
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entry->overlayInfo != NULL
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? (ParticleOverlayInfo*)(-((u32)entry->vramStart - (u32)entry->loadedRamAddr) + (u32)entry->overlayInfo)
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: NULL);
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}
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if (overlayInfo->init != NULL) {
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// Delete the previous effect in the slot, in case the slot wasn't free
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EffectSS_Delete(&EffectSS2Info.data_table[index]);
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EffectSS2Info.data_table[index].type = type;
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EffectSS2Info.data_table[index].priority = priority;
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if (overlayInfo->init(globalCtx, index, &EffectSS2Info.data_table[index], initData) == 0) {
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EffectSS_ResetEntry(&EffectSS2Info.data_table[index]);
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}
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}
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}
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void EffectSS_UpdateParticle(GlobalContext* globalCtx, s32 index) {
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EffectSs* particle = &EffectSS2Info.data_table[index];
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if (particle->update != NULL) {
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particle->velocity.x += particle->accel.x;
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particle->velocity.y += particle->accel.y;
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particle->velocity.z += particle->accel.z;
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particle->pos.x += particle->velocity.x;
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particle->pos.y += particle->velocity.y;
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particle->pos.z += particle->velocity.z;
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particle->update(globalCtx, index, particle);
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}
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}
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void EffectSS_UpdateAllParticles(GlobalContext* globalCtx) {
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s32 i;
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for (i = 0; i < EffectSS2Info.size; i++) {
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if (EffectSS2Info.data_table[i].life > -1) {
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EffectSS2Info.data_table[i].life--;
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if (EffectSS2Info.data_table[i].life < 0) {
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EffectSS_Delete(&EffectSS2Info.data_table[i]);
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}
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}
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if (EffectSS2Info.data_table[i].life > -1) {
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EffectSS_UpdateParticle(globalCtx, i);
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}
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}
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}
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void EffectSS_DrawParticle(GlobalContext* globalCtx, s32 index) {
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EffectSs* entry = &EffectSS2Info.data_table[index];
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if (entry->draw != NULL) {
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entry->draw(globalCtx, index, entry);
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}
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}
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void EffectSS_DrawAllParticles(GlobalContext* globalCtx) {
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Lights* lights = LightContext_NewLights(&globalCtx->lightCtx, globalCtx->state.gfxCtx);
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s32 i;
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Lights_BindAll(lights, globalCtx->lightCtx.listHead, NULL, globalCtx);
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Lights_Draw(lights, globalCtx->state.gfxCtx);
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for (i = 0; i < EffectSS2Info.size; i++) {
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if (EffectSS2Info.data_table[i].life > -1) {
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if ((EffectSS2Info.data_table[i].pos.x > 32000.0f) || (EffectSS2Info.data_table[i].pos.x < -32000.0f) ||
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(EffectSS2Info.data_table[i].pos.y > 32000.0f) || (EffectSS2Info.data_table[i].pos.y < -32000.0f) ||
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(EffectSS2Info.data_table[i].pos.z > 32000.0f) || (EffectSS2Info.data_table[i].pos.z < -32000.0f)) {
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EffectSS_Delete(&EffectSS2Info.data_table[i]);
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} else {
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EffectSS_DrawParticle(globalCtx, i);
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}
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}
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}
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}
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s16 func_800B096C(s16 arg0, s16 arg1, s32 arg2) {
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s16 ret = (arg2 == 0) ? arg1 : arg0 + (s32)((arg1 - arg0) / (f32)arg2);
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return ret;
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}
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s16 func_800B09D0(s16 arg0, s16 arg1, f32 arg2) {
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return arg2 * (arg1 - arg0) + arg0;
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}
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u8 func_800B0A24(u8 arg0, u8 arg1, f32 arg2) {
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return arg2 * ((f32)arg1 - (f32)arg0) + arg0;
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}
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