Mercurial > touhou
comparison src/th06/ecl_vm.rs @ 725:fbf89cba04e2
ecl_vm: some work on spellcard 11
author | Gauvain "GovanifY" Roussel-Tarbouriech <gauvain@govanify.com> |
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date | Tue, 29 Oct 2019 15:41:23 +0100 |
parents | 8acaf45b47d0 |
children | 414f8611f344 |
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724:8acaf45b47d0 | 725:fbf89cba04e2 |
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1027 //TODO: this variable might not always be correct! it uses the argument in | 1027 //TODO: this variable might not always be correct! it uses the argument in |
1028 //th06: *(int *)(param_1 + 0x9b0) = local_60; | 1028 //th06: *(int *)(param_1 + 0x9b0) = local_60; |
1029 self._setval(-10004, n) | 1029 self._setval(-10004, n) |
1030 */ | 1030 */ |
1031 } | 1031 } |
1032 11 => { | |
1033 self.get_prng().borrow_mut().get_f64(); | |
1034 //TODO: the game does that | |
1035 //drop_particle(&PARTICLES_ARRAY,0xc,enemy->pos,1,0xffffffff); | |
1036 //self._game.new_effect((enemy.x, enemy.y), 17) | |
1037 /* | |
1038 for bullet in game.bullets { | |
1039 if bullet._bullet_type.state != 0 && bullet._bullet_type.state != 5 && (30. <= (bullet.sprites[0].additional_infos)->height) && bullet.speed == 0. { | |
1040 bullet.flags = bullet.flags | 0x10; | |
1041 //TODO: reverse this field and effect | |
1042 bullet->field_0x5ba = 2; | |
1043 new_effect(GAME_OBJECT,(sprite *)bullet, (int)bullet->sprites[0].sometimes_copy_of_UNK1 + (int)bullet->field_0x5ba); | |
1044 bullet.speed=0.01; | |
1045 bullet.frame=0x78; | |
1046 let mut angle = self.get_prng().borrow_mut().get_f64() * (2*std::f64::consts::PI) - std::f64::consts::PI; | |
1047 bullet->attributes[0] = cos(angle) * 0.01000000; | |
1048 bullet->attributes[1] = sin(angle) * 0.01000000; | |
1049 | |
1050 | |
1051 } | |
1052 } | |
1053 */ | |
1054 } | |
1032 13 => { | 1055 13 => { |
1033 if self.frame.ints1[3] % 6 == 0 { | 1056 if self.frame.ints1[3] % 6 == 0 { |
1034 let mut _angle=self.frame.floats[2]; | 1057 let mut _angle=self.frame.floats[2]; |
1035 /* | 1058 /* |
1036 (type_, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, | 1059 (type_, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, |