#ifndef _EFFECTS_INTERNAL_H_ #define _EFFECTS_INTERNAL_H_ #include "effects.h" s32 func_E0200000(s32); s32 func_E0200044(s32, s32); EffectInstance* shim_create_effect_instance(EffectBlueprint* effectBp); s32 shim_load_effect(s32 effectIndex); void shim_remove_effect(EffectInstance*); s32 shim_rand_int(s32); void* shim_general_heap_malloc(s32 size); RenderTask* shim_queue_render_task(RenderTask* task); float shim_sqrtf(float value); f32 shim_atan2(f32 startX, f32 startZ, f32 endX, f32 endZ); f32 shim_sin_deg(f32 x); f32 shim_cos_deg(f32 x); f32 shim_clamp_angle(f32 theta); void shim_get_background_color_blend(u8* r, u8* g, u8* b, u8* a); void shim_guMtxF2L(float mf[4][4], Mtx *m); void shim_guMtxCatF(float m[4][4], float n[4][4], float r[4][4]); void shim_guScaleF(float mf[4][4], float x, float y, float z); void shim_guRotateF(float mf[4][4], float a, float x, float y, float z); void shim_guTranslate(Mtx *m, float x, float y, float z); void shim_guTranslateF(float mf[4][4], float x, float y, float z); void shim_guPositionF(float mf[4][4], float r, float p, float h, float s, float x, float y, float z); void shim_mem_clear(void* data, s32 numBytes); void shim_transform_point(Matrix4f mtx, f32 inX, f32 inY, f32 inZ, f32 inS, f32* outX, f32* outY, f32* outZ, f32* outS); s32 shim_npc_raycast_down_sides(s32, f32*, f32*, f32*, f32*); void shim_sfx_play_sound_at_position(s32 soundID, s32 value2, f32 posX, f32 posY, f32 posZ); // the actual signature is going to be wrong, but it doesn't matter // TODO remove when every effect's main is sorted out #define FX_MAIN(name) void name(void); void big_smoke_puff_main(f32 x, f32 y, f32 z); void landing_dust_main(s32 type, f32 x, f32 y, f32 z, f32); void walking_dust_main(s32, f32, f32, f32, f32, f32); void flower_splash_main(f32, f32, f32, f32); void flower_trail_main(s32, f32, f32, f32, f32, f32); void cloud_puff_main(f32, f32, f32, f32); void cloud_trail_main(s32, f32, f32, f32); void footprint_main(f32, f32, f32, f32, f32, f32, f32, f32); void floating_flower_main(s32, f32, f32, f32, s32); void snowflake_main(f32, f32, f32, s32, s32); EffectInstance* star_main(s32, f32, f32, f32, f32, f32, f32, f32); void emote_main(s32, s32, f32, f32, f32, f32, f32, s32, EffectInstance**); FX_MAIN(sparkles_main); EffectInstance* shape_spell_main(s32, f32, f32, f32, f32, f32, f32, s32); FX_MAIN(gather_energy_pink_main); FX_MAIN(drop_leaves_main); FX_MAIN(dust_main); FX_MAIN(shattering_stones_main); FX_MAIN(smoke_ring_main); FX_MAIN(damage_stars_main); FX_MAIN(explosion_main); FX_MAIN(lens_flare_main); FX_MAIN(got_item_outline_main); FX_MAIN(spiky_white_aura_main); FX_MAIN(smoke_impact_main); void damage_indicator_main(s32, f32, f32, f32, f32, f32, s32, EffectInstance**); FX_MAIN(purple_ring_main); FX_MAIN(flame_main); FX_MAIN(stars_burst_main); FX_MAIN(stars_shimmer_main); FX_MAIN(rising_bubble_main); FX_MAIN(ring_blast_main); FX_MAIN(shockwave_main); void music_note_main(s32, f32, f32, f32); FX_MAIN(smoke_burst_main); FX_MAIN(sweat_main); void sleep_bubble_main(s32, f32, f32, f32, f32, f32, EffectInstance**); FX_MAIN(windy_leaves_main); FX_MAIN(falling_leaves_main); FX_MAIN(stars_spread_main); FX_MAIN(steam_burst_main); FX_MAIN(stars_orbiting_main); FX_MAIN(big_snowflakes_main); EffectInstance* debuff_main(s32, f32, f32, f32); FX_MAIN(green_impact_main); FX_MAIN(radial_shimmer_main); FX_MAIN(ending_decals_main); FX_MAIN(light_rays_main); FX_MAIN(lightning_main); EffectInstance* fire_breath_main(s32, f32, f32, f32, f32, f32, f32, s32, s32, s32); FX_MAIN(shimmer_burst_main); FX_MAIN(energy_shockwave_main); FX_MAIN(shimmer_wave_main); void aura_main(s32, f32, f32, f32, f32, EffectInstance**); FX_MAIN(fx_3C_main); FX_MAIN(fx_3D_main); void blast_main(s32, f32, f32, f32, f32, s32); EffectInstance* fire_flower_main(s32, f32, f32, f32, s32); FX_MAIN(recover_main); EffectInstance* disable_x_main(s32, f32, f32, f32, s32); FX_MAIN(bombette_breaking_main); FX_MAIN(firework_main); FX_MAIN(confetti_main); FX_MAIN(snowfall_main); FX_MAIN(fx_46_main); FX_MAIN(gather_magic_main); EffectInstance* attack_result_text_main(s32, f32, f32, f32, f32, s32); EffectInstance* small_gold_sparkle_main(EffectInstanceDataThing*, f32, f32, f32, f32); FX_MAIN(flashing_box_shockwave_main); EffectInstance* balloon_main(s32, f32, f32, f32, f32, s32); FX_MAIN(floating_rock_main); FX_MAIN(chomp_drop_main); FX_MAIN(quizmo_stage_main); FX_MAIN(radiating_energy_orb_main); FX_MAIN(quizmo_answer_main); FX_MAIN(motion_blur_flame_main); FX_MAIN(energy_orb_wave_main); FX_MAIN(merlin_house_stars_main); FX_MAIN(quizmo_audience_main); FX_MAIN(butterflies_main); EffectInstance* stat_change_main(s32, f32, f32, f32, f32, s32); FX_MAIN(snaking_static_main); FX_MAIN(thunderbolt_ring_main); FX_MAIN(squirt_main); FX_MAIN(water_block_main); FX_MAIN(waterfall_main); FX_MAIN(water_fountain_main); FX_MAIN(underwater_main); FX_MAIN(lightning_bolt_main); FX_MAIN(water_splash_main); FX_MAIN(snowman_doll_main); FX_MAIN(fright_jar_main); FX_MAIN(stop_watch_main); FX_MAIN(fx_63_main); EffectInstance* throw_spiny_main(s32, f32, f32, f32, f32, f32, f32, f32, s32); FX_MAIN(fx_65_main); FX_MAIN(tubba_heart_attack_main); FX_MAIN(whirlwind_main); FX_MAIN(red_impact_main); FX_MAIN(floating_cloud_puff_main); FX_MAIN(energy_in_out_main); EffectInstance* tattle_window_main(s32, f32, f32, f32, f32, s32); FX_MAIN(shiny_flare_main); FX_MAIN(huff_puff_breath_main); FX_MAIN(cold_breath_main); FX_MAIN(embers_main); FX_MAIN(hieroglyphs_main); FX_MAIN(misc_particles_main); FX_MAIN(static_status_main); FX_MAIN(moving_cloud_main); FX_MAIN(fx_75_main); FX_MAIN(firework_rocket_main); FX_MAIN(peach_star_beam_main); FX_MAIN(chapter_change_main); FX_MAIN(ice_shard_main); FX_MAIN(spirit_card_main); FX_MAIN(lil_oink_main); FX_MAIN(something_rotating_main); FX_MAIN(breaking_junk_main); FX_MAIN(partner_buff_main); FX_MAIN(quizmo_assistant_main); FX_MAIN(ice_pillar_main); FX_MAIN(sun_main); FX_MAIN(star_spirits_energy_main); FX_MAIN(pink_sparkles_main); FX_MAIN(star_outline_main); EffectInstance* fx_86_main(s32, f32, f32, f32, f32, s32); #endif