static void Effect_AnimateVerticalPositive(union FieldObject *object)
Rises beside the linked actor, expanding and shrinking over half a sine wave.
static void Effect_AnimateVerticalNegative(union FieldObject *object)
Mirrors the rising particle vertically and passes behind the linked actor.
Field effects, their scripts and the flags that spawn them.
s32 Engine_MathSin(s32 angle)
void Engine_ObjectDispatchRelease(struct FieldActor *object)
Field objects and actors, and the scene transition styles.
The scene table formats: entrances, exits, placements and events, and the macros that write them.
16.16 fixed-point constants, sine and cosine, and the library division.
#define Q16_ONE
One in the engine's signed 16.16 fixed-point format.
A field actor: a person or thing on the field with a position, motion toward a target,...
s16 timer
The parameter its action script reads (a follow distance or an angle to face), the player's frames to...
struct FieldActor * linkedObject
The object its action script follows or faces.
union FieldCoordinate x
16.16 fixed-point pixels
union FieldCoordinate y
16.16 fixed-point pixels
union FieldCoordinate z
16.16 fixed-point pixels
s32 scaleX
16.16 fixed point, 0x10000 full size
s32 scaleY
16.16 fixed point, 0x10000 full size
The integer types, TRUE, UNUSED and the fixed-address macros.
s32 fixed
16.16 fixed-point pixels
An object on the field, read as an actor or as an effect.