summaryrefslogtreecommitdiff
path: root/include/effect.h
diff options
context:
space:
mode:
authorfig02 <fig02srl@gmail.com>2025-06-04 14:38:33 -0400
committerGitHub <noreply@github.com>2025-06-04 14:38:33 -0400
commit28cc9d68cfe4a037eb232d5465b84a943539bca3 (patch)
tree4001d36dccb035576f3cbf17cf9a548cdc9c5b3f /include/effect.h
parente8b708a4480e568f409c8e53986c2e96595b9405 (diff)
Remove "z64" prefix from all headers (#2518)
* z64 - a * z64 - b * z64 - c * z64 - d * z64 - e * z64 - f * z64 - g * z64 - h * z64 - i * z64 - l * z64 - m * z64 - o * z64 - p * z64 - q * z64 - r * z64 - s * z64 - t * z64 - v * restore file * fix merge * fix merge --------- Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Diffstat (limited to 'include/effect.h')
-rw-r--r--include/effect.h443
1 files changed, 443 insertions, 0 deletions
diff --git a/include/effect.h b/include/effect.h
new file mode 100644
index 000000000..060b6cd09
--- /dev/null
+++ b/include/effect.h
@@ -0,0 +1,443 @@
+#ifndef EFFECT_H
+#define EFFECT_H
+
+#include "color.h"
+#include "romfile.h"
+#include "light.h"
+#include "z_math.h"
+
+struct Actor;
+struct GraphicsContext;
+struct PlayState;
+
+/* Effects */
+
+#define SPARK_COUNT 3
+#define BLURE_COUNT 25
+#define SHIELD_PARTICLE_COUNT 3
+
+#define TOTAL_EFFECT_COUNT SPARK_COUNT + BLURE_COUNT + SHIELD_PARTICLE_COUNT
+
+typedef struct EffectStatus {
+ /* 0x00 */ u8 active;
+ /* 0x01 */ u8 unk_01;
+ /* 0x02 */ u8 unk_02;
+} EffectStatus; // size = 0x03
+
+typedef struct EffectSparkElement {
+ /* 0x00 */ Vec3f velocity;
+ /* 0x0C */ Vec3f position;
+ /* 0x18 */ Vec3s unkVelocity;
+ /* 0x1E */ Vec3s unkPosition;
+} EffectSparkElement; // size = 0x24
+
+typedef struct EffectSparkInit {
+ /* 0x000 */ Vec3s position;
+ /* 0x008 */ s32 numElements; // "table_size"; calculated as uDiv * vDiv + 2
+ /* 0x00C */ EffectSparkElement elements[32];
+ /* 0x48C */ f32 speed;
+ /* 0x490 */ f32 gravity;
+ /* 0x494 */ u32 uDiv; // "u_div"
+ /* 0x498 */ u32 vDiv; // "v_div"
+ /* 0x49C */ Color_RGBA8 colorStart[4];
+ /* 0x4AC */ Color_RGBA8 colorEnd[4];
+ /* 0x4BC */ s32 timer;
+ /* 0x4C0 */ s32 duration;
+} EffectSparkInit; // size = 0x4C4
+
+typedef struct EffectSpark {
+ /* 0x000 */ Vec3s position;
+ /* 0x008 */ s32 numElements; // "table_size"; calculated as uDiv * vDiv + 2
+ /* 0x00C */ EffectSparkElement elements[32];
+ /* 0x48C */ f32 speed;
+ /* 0x490 */ f32 gravity;
+ /* 0x494 */ u32 uDiv; // "u_div"
+ /* 0x498 */ u32 vDiv; // "v_div"
+ /* 0x49C */ Color_RGBA8 colorStart[4];
+ /* 0x4AC */ Color_RGBA8 colorEnd[4];
+ /* 0x4BC */ s32 timer;
+ /* 0x4C0 */ s32 duration;
+} EffectSpark; // size = 0x4C4
+
+typedef struct EffectBlureElement {
+ /* 0x00 */ s32 state;
+ /* 0x04 */ s32 timer;
+ /* 0x08 */ Vec3s p1;
+ /* 0x0E */ Vec3s p2;
+ /* 0x14 */ u16 flags;
+} EffectBlureElement; // size = 0x18
+
+typedef struct EffectBlureInit1 {
+ /* 0x000 */ char unk_00[0x184];
+ /* 0x184 */ u8 p1StartColor[4];
+ /* 0x188 */ u8 p2StartColor[4];
+ /* 0x18C */ u8 p1EndColor[4];
+ /* 0x190 */ u8 p2EndColor[4];
+ /* 0x194 */ s32 elemDuration;
+ /* 0x198 */ s32 unkFlag;
+ /* 0x19C */ s32 calcMode;
+} EffectBlureInit1; // size = 0x1A0
+
+typedef struct EffectBlureInit2 {
+ /* 0x00 */ s32 calcMode;
+ /* 0x04 */ u16 flags;
+ /* 0x06 */ s16 addAngleChange;
+ /* 0x08 */ u8 p1StartColor[4];
+ /* 0x0C */ u8 p2StartColor[4];
+ /* 0x10 */ u8 p1EndColor[4];
+ /* 0x14 */ u8 p2EndColor[4];
+ /* 0x18 */ u8 elemDuration;
+ /* 0x19 */ u8 unkFlag;
+ /* 0x1A */ u8 drawMode; // 0: simple; 1: simple with alt colors; 2+: smooth
+ /* 0x1B */ u8 mode4Param;
+ /* 0x1C */ Color_RGBA8 altPrimColor; // used with drawMode 1
+ /* 0x20 */ Color_RGBA8 altEnvColor; // used with drawMode 1
+} EffectBlureInit2; // size = 0x24
+
+typedef struct EffectBlure {
+ /* 0x000 */ EffectBlureElement elements[16];
+ /* 0x180 */ s32 calcMode;
+ /* 0x184 */ f32 mode4Param;
+ /* 0x188 */ u16 flags;
+ /* 0x18A */ s16 addAngleChange;
+ /* 0x18C */ s16 addAngle;
+ /* 0x18E */ u8 p1StartColor[4];
+ /* 0x192 */ u8 p2StartColor[4];
+ /* 0x196 */ u8 p1EndColor[4];
+ /* 0x19A */ u8 p2EndColor[4];
+ /* 0x19E */ u8 numElements; // "now_edge_num"
+ /* 0x19F */ u8 elemDuration;
+ /* 0x1A0 */ u8 unkFlag;
+ /* 0x1A1 */ u8 drawMode; // 0: simple; 1: simple with alt colors; 2+: smooth
+ /* 0x1A2 */ Color_RGBA8 altPrimColor; // used with drawMode 1
+ /* 0x1A6 */ Color_RGBA8 altEnvColor; // used with drawMode 1
+} EffectBlure; // size = 0x1AC
+
+typedef struct EffectShieldParticleElement {
+ /* 0x00 */ f32 initialSpeed;
+ /* 0x04 */ f32 endXChange;
+ /* 0x08 */ f32 endX;
+ /* 0x0C */ f32 startXChange;
+ /* 0x10 */ f32 startX;
+ /* 0x14 */ s16 yaw;
+ /* 0x16 */ s16 pitch;
+} EffectShieldParticleElement; // size = 0x18
+
+typedef struct EffectShieldParticleInit {
+ /* 0x00 */ u8 numElements;
+ /* 0x02 */ Vec3s position;
+ /* 0x08 */ Color_RGBA8 primColorStart;
+ /* 0x0C */ Color_RGBA8 envColorStart;
+ /* 0x10 */ Color_RGBA8 primColorMid;
+ /* 0x14 */ Color_RGBA8 envColorMid;
+ /* 0x18 */ Color_RGBA8 primColorEnd;
+ /* 0x1C */ Color_RGBA8 envColorEnd;
+ /* 0x20 */ f32 deceleration;
+ /* 0x24 */ f32 maxInitialSpeed;
+ /* 0x28 */ f32 lengthCutoff;
+ /* 0x2C */ u8 duration;
+ /* 0x2E */ LightPoint lightPoint;
+ /* 0x3C */ s32 lightDecay; // halves light radius every frame when set to 1
+} EffectShieldParticleInit; // size = 0x40
+
+typedef struct EffectShieldParticle {
+ /* 0x000 */ EffectShieldParticleElement elements[16];
+ /* 0x180 */ u8 numElements;
+ /* 0x182 */ Vec3s position;
+ /* 0x188 */ Color_RGBA8 primColorStart;
+ /* 0x18C */ Color_RGBA8 envColorStart;
+ /* 0x190 */ Color_RGBA8 primColorMid;
+ /* 0x194 */ Color_RGBA8 envColorMid;
+ /* 0x198 */ Color_RGBA8 primColorEnd;
+ /* 0x19C */ Color_RGBA8 envColorEnd;
+ /* 0x1A0 */ f32 deceleration;
+ /* 0x1A4 */ char unk_1A4[0x04];
+ /* 0x1A8 */ f32 maxInitialSpeed;
+ /* 0x1AC */ f32 lengthCutoff;
+ /* 0x1B0 */ u8 duration;
+ /* 0x1B1 */ u8 timer;
+ /* 0x1B2 */ LightInfo lightInfo;
+ /* 0x1C0 */ LightNode* lightNode;
+ /* 0x1C4 */ s32 lightDecay; // halves light radius every frame when set to 1
+} EffectShieldParticle; // size = 0x1C8
+
+typedef struct EffectContext {
+ /* 0x0000 */ struct PlayState* play;
+ struct {
+ EffectStatus status;
+ EffectSpark effect;
+ } /* 0x0004 */ sparks[SPARK_COUNT];
+ struct {
+ EffectStatus status;
+ EffectBlure effect;
+ } /* 0x0E5C */ blures[BLURE_COUNT];
+ struct {
+ EffectStatus status;
+ EffectShieldParticle effect;
+ } /* 0x388C */ shieldParticles[SHIELD_PARTICLE_COUNT];
+} EffectContext; // size = 0x3DF0
+
+typedef struct EffectInfo {
+ /* 0x00 */ u32 size;
+ /* 0x04 */ void (*init)(void* effect, void* initParams);
+ /* 0x08 */ void (*destroy)(void* effect);
+ /* 0x0C */ s32 (*update)(void* effect);
+ /* 0x10 */ void (*draw)(void* effect, struct GraphicsContext* gfxCtx);
+} EffectInfo; // size = 0x14
+
+typedef enum EffectType {
+ /* 0x00 */ EFFECT_SPARK,
+ /* 0x01 */ EFFECT_BLURE1,
+ /* 0x02 */ EFFECT_BLURE2,
+ /* 0x03 */ EFFECT_SHIELD_PARTICLE
+} EffectType;
+
+/* Effect Soft Sprites */
+
+struct EffectSs;
+
+typedef u32 (*EffectSsInitFunc)(struct PlayState* play, u32 index, struct EffectSs* effectSs, void* initParams);
+typedef void (*EffectSsUpdateFunc)(struct PlayState* play, u32 index, struct EffectSs* effectSs);
+typedef void (*EffectSsDrawFunc)(struct PlayState* play, u32 index, struct EffectSs* effectSs);
+
+typedef struct EffectSsProfile {
+ /* 0x00 */ u32 type;
+ /* 0x04 */ EffectSsInitFunc init;
+} EffectSsProfile; // size = 0x08
+
+typedef struct EffectSsOverlay {
+ /* 0x00 */ RomFile file;
+ /* 0x08 */ void* vramStart;
+ /* 0x0C */ void* vramEnd;
+ /* 0x10 */ void* loadedRamAddr;
+ /* 0x14 */ EffectSsProfile* profile;
+ /* 0x18 */ u8 unk_18;
+} EffectSsOverlay; // size = 0x1C
+
+typedef struct EffectSs {
+ /* 0x00 */ Vec3f pos;
+ /* 0x0C */ Vec3f velocity;
+ /* 0x18 */ Vec3f accel;
+ /* 0x24 */ EffectSsUpdateFunc update;
+ /* 0x28 */ EffectSsDrawFunc draw;
+ /* 0x2C */ Vec3f vec; // usage specific per effect
+ /* 0x38 */ void* gfx; // mostly used for display lists, sometimes textures
+ /* 0x3C */ struct Actor* actor; // interfacing actor, usually the actor that spawned the effect
+ /* 0x40 */ s16 regs[13]; // specific per effect
+ /* 0x5A */ u16 flags;
+ /* 0x5C */ s16 life; // -1 means this entry is free
+ /* 0x5E */ u8 priority; // Lower value means higher priority
+ /* 0x5F */ u8 type;
+} EffectSs; // size = 0x60
+
+typedef struct EffectSsInfo {
+ /* 0x00 */ EffectSs* table; // "data_table"
+ /* 0x04 */ s32 searchStartIndex;
+ /* 0x08 */ s32 tableSize;
+} EffectSsInfo; // size = 0x0C
+
+/* G Effect Regs */
+
+#define rgTexIdx regs[0]
+#define rgScale regs[1]
+#define rgTexIdxStep regs[2]
+#define rgPrimColorR regs[3]
+#define rgPrimColorG regs[4]
+#define rgPrimColorB regs[5]
+#define rgPrimColorA regs[6]
+#define rgEnvColorR regs[7]
+#define rgEnvColorG regs[8]
+#define rgEnvColorB regs[9]
+#define rgEnvColorA regs[10]
+#define rgObjectSlot regs[11]
+
+#define DEFINE_EFFECT_SS(_0, enum) enum,
+#define DEFINE_EFFECT_SS_UNSET(enum) enum,
+
+typedef enum EffectSsType {
+ #include "tables/effect_ss_table.h"
+ /* 0x25 */ EFFECT_SS_TYPE_MAX // originally "EFFECT_SS2_TYPE_LAST_LABEL"
+} EffectSsType;
+
+#undef DEFINE_EFFECT_SS
+#undef DEFINE_EFFECT_SS_UNSET
+
+extern EffectSsOverlay gEffectSsOverlayTable[EFFECT_SS_TYPE_MAX];
+
+void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2);
+void EffectBlure_AddSpace(EffectBlure* this);
+void EffectBlure_Init1(void* thisx, void* initParamsx);
+void EffectBlure_Init2(void* thisx, void* initParamsx);
+void EffectBlure_Destroy(void* thisx);
+s32 EffectBlure_Update(void* thisx);
+void EffectBlure_Draw(void* thisx, struct GraphicsContext* gfxCtx);
+void EffectShieldParticle_Init(void* thisx, void* initParamsx);
+void EffectShieldParticle_Destroy(void* thisx);
+s32 EffectShieldParticle_Update(void* thisx);
+void EffectShieldParticle_Draw(void* thisx, struct GraphicsContext* gfxCtx);
+void EffectSpark_Init(void* thisx, void* initParamsx);
+void EffectSpark_Destroy(void* thisx);
+s32 EffectSpark_Update(void* thisx);
+void EffectSpark_Draw(void* thisx, struct GraphicsContext* gfxCtx);
+void func_80026230(struct PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
+void func_80026400(struct PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
+void func_80026608(struct PlayState* play);
+void func_80026690(struct PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
+void func_80026860(struct PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
+void func_80026A6C(struct PlayState* play);
+struct PlayState* Effect_GetPlayState(void);
+void* Effect_GetByIndex(s32 index);
+void Effect_InitContext(struct PlayState* play);
+void Effect_Add(struct PlayState* play, s32* pIndex, s32 type, u8 arg3, u8 arg4, void* initParams);
+void Effect_DrawAll(struct GraphicsContext* gfxCtx);
+void Effect_UpdateAll(struct PlayState* play);
+void Effect_Delete(struct PlayState* play, s32 index);
+void Effect_DeleteAll(struct PlayState* play);
+void EffectSs_InitInfo(struct PlayState* play, s32 tableSize);
+void EffectSs_ClearAll(struct PlayState* play);
+void EffectSs_Delete(EffectSs* effectSs);
+void EffectSs_Reset(EffectSs* effectSs);
+void EffectSs_Insert(struct PlayState* play, EffectSs* effectSs);
+void EffectSs_Spawn(struct PlayState* play, s32 type, s32 priority, void* initParams);
+void EffectSs_UpdateAll(struct PlayState* play);
+void EffectSs_DrawAll(struct PlayState* play);
+s16 EffectSs_LerpInv(s16 a, s16 b, s32 weightInv);
+s16 EffectSs_LerpS16(s16 a, s16 b, f32 weight);
+u8 EffectSs_LerpU8(u8 a, u8 b, f32 weight);
+void EffectSs_DrawGEffect(struct PlayState* play, EffectSs* this, void* texture);
+void EffectSsDust_Spawn(struct PlayState* play, u16 drawFlags, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
+ Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life,
+ u8 updateMode);
+void func_8002829C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
+ Color_RGBA8* envColor, s16 scale, s16 scaleStep);
+void func_80028304(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
+ Color_RGBA8* envColor, s16 scale, s16 scaleStep);
+void func_8002836C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
+ Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
+void func_800283D4(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
+ Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
+void func_8002843C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
+ Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
+void func_800284A4(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
+ Color_RGBA8* envColor, s16 scale, s16 scaleStep);
+void func_80028510(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
+ Color_RGBA8* envColor, s16 scale, s16 scaleStep);
+void func_8002857C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
+void func_800285EC(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
+void func_8002865C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep);
+void func_800286CC(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep);
+void func_8002873C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
+ s16 life);
+void func_800287AC(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
+ s16 life);
+void func_8002881C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
+ Color_RGBA8* envColor);
+void func_80028858(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
+ Color_RGBA8* envColor);
+void func_80028990(struct PlayState* play, f32 randScale, Vec3f* srcPos);
+void func_80028A54(struct PlayState* play, f32 randScale, Vec3f* srcPos);
+void EffectSsKiraKira_SpawnSmallYellow(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
+void EffectSsKiraKira_SpawnSmall(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
+ Color_RGBA8* primColor, Color_RGBA8* envColor);
+void EffectSsKiraKira_SpawnDispersed(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
+ Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life);
+void EffectSsKiraKira_SpawnFocused(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
+ Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life);
+void EffectSsBomb_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
+void EffectSsBomb2_SpawnFade(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
+void EffectSsBomb2_SpawnLayered(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
+ s16 scaleStep);
+void EffectSsBlast_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* innerColor,
+ Color_RGBA8* outerColor, s16 scale, s16 scaleStep, s16 scaleStepDecay, s16 life);
+void EffectSsBlast_SpawnWhiteShockwaveSetScale(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
+ s16 scale, s16 scaleStep, s16 life);
+void EffectSsBlast_SpawnShockwaveSetColor(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
+ Color_RGBA8* innerColor, Color_RGBA8* outerColor, s16 life);
+void EffectSsBlast_SpawnWhiteShockwave(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
+void EffectSsGSpk_SpawnAccel(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
+ Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
+void EffectSsGSpk_SpawnNoAccel(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
+ Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
+void EffectSsGSpk_SpawnFuse(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
+void EffectSsGSpk_SpawnRandColor(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
+ s16 scale, s16 scaleStep);
+void EffectSsGSpk_SpawnSmall(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
+ Color_RGBA8* primColor, Color_RGBA8* envColor);
+void EffectSsDFire_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
+ s16 alpha, s16 fadeDelay, s32 life);
+void EffectSsDFire_SpawnFixedScale(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 alpha,
+ s16 fadeDelay);
+void EffectSsBubble_Spawn(struct PlayState* play, Vec3f* pos, f32 yPosOffset, f32 yPosRandScale, f32 xzPosRandScale,
+ f32 scale);
+void EffectSsGRipple_Spawn(struct PlayState* play, Vec3f* pos, s16 radius, s16 radiusMax, s16 life);
+void EffectSsGSplash_Spawn(struct PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 type,
+ s16 scale);
+void EffectSsGMagma_Spawn(struct PlayState* play, Vec3f* pos);
+void EffectSsGFire_Spawn(struct PlayState* play, Vec3f* pos);
+void EffectSsLightning_Spawn(struct PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor,
+ s16 scale, s16 yaw, s16 life, s16 numBolts);
+void EffectSsDtBubble_SpawnColorProfile(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
+ s16 life, s16 colorProfile, s16 randXZ);
+void EffectSsDtBubble_SpawnCustomColor(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
+ Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 life, s16 randXZ);
+void EffectSsHahen_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused, s16 scale,
+ s16 objId, s16 life, Gfx* dList);
+void EffectSsHahen_SpawnBurst(struct PlayState* play, Vec3f* pos, f32 burstScale, s16 unused, s16 scale,
+ s16 randScaleRange, s16 count, s16 objId, s16 life, Gfx* dList);
+void EffectSsStick_Spawn(struct PlayState* play, Vec3f* pos, s16 yaw);
+void EffectSsSibuki_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 moveDelay,
+ s16 direction, s16 scale);
+void EffectSsSibuki_SpawnBurst(struct PlayState* play, Vec3f* pos);
+void EffectSsSibuki2_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale);
+void EffectSsGMagma2_Spawn(struct PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor,
+ s16 updateRate, s16 drawMode, s16 scale);
+void EffectSsStone1_Spawn(struct PlayState* play, Vec3f* pos, s32 arg2);
+void EffectSsHitMark_Spawn(struct PlayState* play, s32 type, s16 scale, Vec3f* pos);
+void EffectSsHitMark_SpawnFixedScale(struct PlayState* play, s32 type, Vec3f* pos);
+void EffectSsHitMark_SpawnCustomScale(struct PlayState* play, s32 type, s16 scale, Vec3f* pos);
+void EffectSsFhgFlash_SpawnLightBall(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
+ u8 param);
+void EffectSsFhgFlash_SpawnShock(struct PlayState* play, struct Actor* actor, Vec3f* pos, s16 scale, u8 param);
+void EffectSsKFire_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scaleMax, u8 type);
+void EffectSsSolderSrchBall_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused,
+ s16* linkDetected);
+void EffectSsKakera_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* arg3, s16 gravity, s16 arg5,
+ s16 arg6, s16 arg7, s16 arg8, s16 scale, s16 arg10, s16 arg11, s32 life, s16 colorIdx,
+ s16 objId, Gfx* dList);
+void EffectSsIcePiece_Spawn(struct PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel, s32 life);
+void EffectSsIcePiece_SpawnBurst(struct PlayState* play, Vec3f* refPos, f32 scale);
+void EffectSsEnIce_SpawnFlyingVec3f(struct PlayState* play, struct Actor* actor, Vec3f* pos, s16 primR, s16 primG,
+ s16 primB, s16 primA, s16 envR, s16 envG, s16 envB, f32 scale);
+void EffectSsEnIce_SpawnFlyingVec3s(struct PlayState* play, struct Actor* actor, Vec3s* pos, s16 primR, s16 primG,
+ s16 primB, s16 primA, s16 envR, s16 envG, s16 envB, f32 scale);
+void EffectSsEnIce_Spawn(struct PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel,
+ Color_RGBA8* primColor, Color_RGBA8* envColor, s32 life);
+void EffectSsFireTail_Spawn(struct PlayState* play, struct Actor* actor, Vec3f* pos, f32 scale, Vec3f* arg4, s16 arg5,
+ Color_RGBA8* primColor, Color_RGBA8* envColor, s16 type, s16 bodyPart, s32 life);
+void EffectSsFireTail_SpawnFlame(struct PlayState* play, struct Actor* actor, Vec3f* pos, f32 arg3, s16 bodyPart,
+ f32 colorIntensity);
+void EffectSsFireTail_SpawnFlameOnPlayer(struct PlayState* play, f32 scale, s16 bodyPart, f32 colorIntensity);
+void EffectSsEnFire_SpawnVec3f(struct PlayState* play, struct Actor* actor, Vec3f* pos, s16 scale, s16 arg4, s16 flags,
+ s16 bodyPart);
+void EffectSsEnFire_SpawnVec3s(struct PlayState* play, struct Actor* actor, Vec3s* pos, s16 scale, s16 arg4, s16 flags,
+ s16 bodyPart);
+void EffectSsExtra_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scoreIdx);
+void EffectSsFCircle_Spawn(struct PlayState* play, struct Actor* actor, Vec3f* pos, s16 radius, s16 height);
+void EffectSsDeadDb_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
+ s16 primR, s16 primG, s16 primB, s16 primA, s16 envR, s16 envG, s16 envB, s16 unused,
+ s32 arg14, s16 playSfx);
+void EffectSsDeadDd_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
+ s16 primR, s16 primG, s16 primB, s16 alpha, s16 envR, s16 envG, s16 envB, s16 alphaStep,
+ s32 life);
+void EffectSsDeadDd_SpawnRandYellow(struct PlayState* play, Vec3f* pos, s16 scale, s16 scaleStep, f32 randPosScale,
+ s32 randIter, s32 life);
+void EffectSsDeadDs_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
+ s16 alpha, s32 life);
+void EffectSsDeadDs_SpawnStationary(struct PlayState* play, Vec3f* pos, s16 scale, s16 scaleStep, s16 alpha, s32 life);
+void EffectSsDeadSound_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, u16 sfxId,
+ s16 lowerPriority, s16 repeatMode, s32 life);
+void EffectSsDeadSound_SpawnStationary(struct PlayState* play, Vec3f* pos, u16 sfxId, s16 lowerPriority, s16 repeatMode,
+ s32 life);
+void EffectSsIceSmoke_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale);
+
+#endif