Alchemy
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EffectPosition Struct Reference

A point projected onto the screen, with its depth. More...

#include <field/effect_step.h>

Data Fields

s32 x
 screen pixels
s32 y
 screen pixels
s32 depth
 projected depth, larger further away

Detailed Description

A point projected onto the screen, with its depth.

Definition at line 46 of file effect_step.h.

Field Documentation

◆ x

s32 EffectPosition::x

screen pixels

Definition at line 58 of file effect_step.h.

Referenced by BattleFx_PlayUnitElementEffect(), BattleFx_RunAnnihilation(), BattleFx_RunAstralBlast(), BattleFx_RunAtalanta(), BattleFx_RunBeamSequence(), BattleFx_RunBind(), BattleFx_RunBladeRain(), BattleFx_RunBolt(), BattleFx_RunBreak(), BattleFx_RunBurstScene(), BattleFx_RunBurstShower(), BattleFx_RunCastingImpact(), BattleFx_RunCondemn(), BattleFx_RunCurse(), BattleFx_RunCybele(), BattleFx_RunDeathPlunge(), BattleFx_RunDjinnBeams(), BattleFx_RunDjinnHeal(), BattleFx_RunDjinniEntrance(), BattleFx_RunDragonCloud(), BattleFx_RunDrain(), BattleFx_RunElementBurst(), BattleFx_RunElementPillar(), BattleFx_RunEruption(), BattleFx_RunFire(), BattleFx_RunFrost(), BattleFx_RunFroth(), BattleFx_RunGatheringLights(), BattleFx_RunGround(), BattleFx_RunHail(), BattleFx_RunHaunt(), BattleFx_RunHealingMotes(), BattleFx_RunHelmSplitter(), BattleFx_RunJudgment(), BattleFx_RunKirin(), BattleFx_RunLobbedShells(), BattleFx_RunMirroredWall(), BattleFx_RunMoteFountain(), BattleFx_RunNeptune(), BattleFx_RunOrbitingSkulls(), BattleFx_RunOrbitingSpirals(), BattleFx_RunPaletteParticles(), BattleFx_RunParticleStreams(), BattleFx_RunPlanetDiver(), BattleFx_RunProcne(), BattleFx_RunProjectileVolley(), BattleFx_RunQuake(), BattleFx_RunRingAndSparkScene(), BattleFx_RunRushingStrike(), BattleFx_RunShiningStar(), BattleFx_RunSparkGroups(), BattleFx_RunSpiderWeb(), BattleFx_RunSpire(), BattleFx_RunStatBoost(), BattleFx_RunStatReduction(), BattleFx_RunStreakVolley(), BattleFx_RunSwirlingStars(), BattleFx_RunSwirlSwipe(), BattleFx_RunTargetBursts(), BattleFx_RunTargetMotes(), BattleFx_RunTargetStrike(), BattleFx_RunThor(), BattleFx_RunTitanBlade(), BattleFx_RunTriangleStrike(), BattleFx_RunUndeadSword(), BattleFx_RunVine(), BattleFx_RunVolcano(), BattleTarget_RunSelection(), EffectPosition_Coordinates(), and SelectionScreen_Draw().

◆ y

s32 EffectPosition::y

screen pixels

Definition at line 59 of file effect_step.h.

Referenced by BattleFx_PlayUnitElementEffect(), BattleFx_RunAnnihilation(), BattleFx_RunAstralBlast(), BattleFx_RunAtalanta(), BattleFx_RunBeamSequence(), BattleFx_RunBind(), BattleFx_RunBolt(), BattleFx_RunBreak(), BattleFx_RunBurstScene(), BattleFx_RunBurstShower(), BattleFx_RunCastingImpact(), BattleFx_RunCurse(), BattleFx_RunCybele(), BattleFx_RunDeathPlunge(), BattleFx_RunDjinnBeams(), BattleFx_RunDjinnHeal(), BattleFx_RunDjinniEntrance(), BattleFx_RunDragonCloud(), BattleFx_RunDrain(), BattleFx_RunElementBurst(), BattleFx_RunElementPillar(), BattleFx_RunEruption(), BattleFx_RunFire(), BattleFx_RunFrost(), BattleFx_RunFroth(), BattleFx_RunGatheringLights(), BattleFx_RunGround(), BattleFx_RunHail(), BattleFx_RunHaunt(), BattleFx_RunHealingMotes(), BattleFx_RunHelmSplitter(), BattleFx_RunJudgment(), BattleFx_RunKirin(), BattleFx_RunLobbedShells(), BattleFx_RunMirroredWall(), BattleFx_RunMoteFountain(), BattleFx_RunOrbitingSkulls(), BattleFx_RunOrbitingSpirals(), BattleFx_RunPaletteParticles(), BattleFx_RunParticleStreams(), BattleFx_RunPlanetDiver(), BattleFx_RunProcne(), BattleFx_RunProjectileVolley(), BattleFx_RunQuake(), BattleFx_RunRingAndSparkScene(), BattleFx_RunRushingStrike(), BattleFx_RunShiningStar(), BattleFx_RunSparkGroups(), BattleFx_RunStatBoost(), BattleFx_RunStatReduction(), BattleFx_RunStreakVolley(), BattleFx_RunSwirlingStars(), BattleFx_RunTargetBursts(), BattleFx_RunTargetMotes(), BattleFx_RunTargetStrike(), BattleFx_RunThor(), BattleFx_RunTriangleStrike(), BattleFx_RunVolcano(), BattleTarget_RunSelection(), EffectPosition_ProjectBattler(), EffectPosition_ProjectPoint(), EffectPosition_ProjectScaledBattler(), EffectPosition_ProjectSprite(), and SelectionScreen_Draw().

◆ depth