mm/src/code/z_quake.c

808 lines
24 KiB
C

#include "global.h"
QuakeRequest sQuakeRequest[4];
DistortionContext sDistortionContext;
static s16 sIsQuakeInitialized = true;
static s16 sQuakeRequestCount = 0;
f32 Quake_Random(void) {
return 2.0f * (Rand_ZeroOne() - 0.5f);
}
void Quake_UpdateShakeInfo(QuakeRequest* req, ShakeInfo* shake, f32 verticalPertubation, f32 horizontalPertubation) {
Vec3f* at = &req->camera->at;
Vec3f* eye = &req->camera->eye;
Vec3f atEyeOffset;
VecSph atEyeOffsetSph2;
VecSph eyeAtAngle;
// isShakePerpendicular is always set to 1 before reaching this conditional
// alternative is an unused fixed vertical shake
if (req->isShakePerpendicular) {
atEyeOffset.x = 0;
atEyeOffset.y = 0;
atEyeOffset.z = 0;
OLib_Vec3fDiffToVecSphGeo(&eyeAtAngle, eye, at);
atEyeOffsetSph2.r = req->verticalMag * verticalPertubation;
atEyeOffsetSph2.pitch = eyeAtAngle.pitch + req->shakePlaneOffset.x + 0x4000;
atEyeOffsetSph2.yaw = eyeAtAngle.yaw + req->shakePlaneOffset.y;
OLib_VecSphAddToVec3f(&atEyeOffset, &atEyeOffset, &atEyeOffsetSph2);
atEyeOffsetSph2.r = req->horizontalMag * horizontalPertubation;
atEyeOffsetSph2.pitch = eyeAtAngle.pitch + req->shakePlaneOffset.x;
atEyeOffsetSph2.yaw = eyeAtAngle.yaw + req->shakePlaneOffset.y + 0x4000;
OLib_VecSphAddToVec3f(&atEyeOffset, &atEyeOffset, &atEyeOffsetSph2);
} else {
atEyeOffset.x = 0;
atEyeOffset.y = req->verticalMag * verticalPertubation;
atEyeOffset.z = 0;
atEyeOffsetSph2.r = req->horizontalMag * horizontalPertubation;
atEyeOffsetSph2.pitch = req->shakePlaneOffset.x;
atEyeOffsetSph2.yaw = req->shakePlaneOffset.y;
OLib_VecSphAddToVec3f(&atEyeOffset, &atEyeOffset, &atEyeOffsetSph2);
}
shake->atOffset = shake->eyeOffset = atEyeOffset;
shake->rollOffset = req->rollOffset * verticalPertubation;
shake->zoom = req->zoom * verticalPertubation;
}
s16 Quake_Callback1(QuakeRequest* req, ShakeInfo* shake) {
if (req->countdown > 0) {
f32 perpendicularPertubation = Math_SinS(req->speed * req->countdown);
Quake_UpdateShakeInfo(req, shake, perpendicularPertubation, Rand_ZeroOne() * perpendicularPertubation);
req->countdown--;
}
return req->countdown;
}
s16 Quake_Callback5(QuakeRequest* req, ShakeInfo* shake) {
if (req->countdown > 0) {
f32 perpendicularPertubation = Math_SinS(req->speed * req->countdown);
Quake_UpdateShakeInfo(req, shake, perpendicularPertubation, perpendicularPertubation);
req->countdown--;
}
return req->countdown;
}
s16 Quake_Callback6(QuakeRequest* req, ShakeInfo* shake) {
f32 perpendicularPertubation;
req->countdown--;
perpendicularPertubation = Math_SinS(req->speed * ((req->countdown & 0xF) + 500));
Quake_UpdateShakeInfo(req, shake, perpendicularPertubation, Rand_ZeroOne() * perpendicularPertubation);
return 1;
}
s16 Quake_Callback3(QuakeRequest* req, ShakeInfo* shake) {
if (req->countdown > 0) {
f32 perpendicularPertubation =
Math_SinS(req->speed * req->countdown) * ((f32)req->countdown / (f32)req->countdownMax);
Quake_UpdateShakeInfo(req, shake, perpendicularPertubation, perpendicularPertubation);
req->countdown--;
}
return req->countdown;
}
s16 Quake_Callback2(QuakeRequest* req, ShakeInfo* shake) {
if (req->countdown > 0) {
f32 perpendicularPertubation = Quake_Random();
Quake_UpdateShakeInfo(req, shake, perpendicularPertubation, Rand_ZeroOne() * perpendicularPertubation);
req->countdown--;
}
return req->countdown;
}
s16 Quake_Callback4(QuakeRequest* req, ShakeInfo* shake) {
if (req->countdown > 0) {
f32 perpendicularPertubation = Quake_Random() * ((f32)req->countdown / (f32)req->countdownMax);
Quake_UpdateShakeInfo(req, shake, perpendicularPertubation, Rand_ZeroOne() * perpendicularPertubation);
req->countdown--;
}
return req->countdown;
}
s16 Quake_GetFreeIndex(void) {
s32 i;
s32 ret = 0;
s32 min = 0x10000;
for (i = 0; i < ARRAY_COUNT(sQuakeRequest); i++) {
if (sQuakeRequest[i].callbackIdx == 0) {
ret = i;
break;
}
if (sQuakeRequest[i].countdown < min) {
min = sQuakeRequest[i].countdown;
ret = i;
}
}
return ret;
}
QuakeRequest* Quake_AddImpl(Camera* camera, u32 callbackIdx) {
s16 idx = Quake_GetFreeIndex();
QuakeRequest* req = &sQuakeRequest[idx];
__osMemset(req, 0, sizeof(QuakeRequest));
req->camera = camera;
req->camId = camera->camId;
req->callbackIdx = callbackIdx;
req->isShakePerpendicular = true;
req->randIdx = ((s16)(Rand_ZeroOne() * (f32)0x10000) & ~3) + idx;
sQuakeRequestCount++;
return req;
}
void Quake_Remove(QuakeRequest* req) {
req->callbackIdx = 0;
req->countdown = -1;
sQuakeRequestCount--;
}
QuakeRequest* Quake_GetRequest(s16 idx) {
QuakeRequest* req = &sQuakeRequest[idx & 3];
if (req->callbackIdx == 0) {
return NULL;
}
if (idx != req->randIdx) {
return NULL;
}
return req;
}
u32 Quake_SetValue(s16 idx, s16 valueType, s16 value) {
QuakeRequest* req = Quake_GetRequest(idx);
if (req == NULL) {
return false;
} else {
switch (valueType) {
case QUAKE_SPEED:
req->speed = value;
break;
case QUAKE_VERTICAL_MAG:
req->verticalMag = value;
break;
case QUAKE_HORIZONTAL_MAG:
req->horizontalMag = value;
break;
case QUAKE_ZOOM:
req->zoom = value;
break;
case QUAKE_ROLL_OFFSET:
req->rollOffset = value;
break;
case QUAKE_SHAKE_PLANE_OFFSET_X:
req->shakePlaneOffset.x = value;
break;
case QUAKE_SHAKE_PLANE_OFFSET_Y:
req->shakePlaneOffset.y = value;
break;
case QUAKE_SHAKE_PLANE_OFFSET_Z:
req->shakePlaneOffset.z = value;
break;
case QUAKE_COUNTDOWN:
req->countdown = value;
req->countdownMax = req->countdown;
break;
case QUAKE_IS_SHAKE_PERPENDICULAR:
req->isShakePerpendicular = value;
break;
}
return true;
}
}
u32 Quake_SetSpeed(s16 idx, s16 value) {
QuakeRequest* req = Quake_GetRequest(idx);
if (req != NULL) {
req->speed = value;
return true;
}
return false;
}
u32 Quake_SetCountdown(s16 idx, s16 value) {
QuakeRequest* req = Quake_GetRequest(idx);
if (req != NULL) {
req->countdown = value;
req->countdownMax = req->countdown;
return true;
}
return false;
}
s16 Quake_GetCountdown(s16 idx) {
QuakeRequest* req = Quake_GetRequest(idx);
if (req != NULL) {
return req->countdown;
}
return 0;
}
u32 Quake_SetQuakeValues(s16 idx, s16 verticalMag, s16 horizontalMag, s16 zoom, s16 rollOffset) {
QuakeRequest* req = Quake_GetRequest(idx);
if (req != NULL) {
req->verticalMag = verticalMag;
req->horizontalMag = horizontalMag;
req->zoom = zoom;
req->rollOffset = rollOffset;
return true;
}
return false;
}
u32 Quake_SetQuakeValues2(s16 idx, s16 isShakePerpendicular, Vec3s shakePlaneOffset) {
QuakeRequest* req = Quake_GetRequest(idx);
if (req != NULL) {
req->isShakePerpendicular = isShakePerpendicular;
req->shakePlaneOffset = shakePlaneOffset;
return true;
}
return false;
}
void Quake_Init(void) {
s16 i;
for (i = 0; i < ARRAY_COUNT(sQuakeRequest); i++) {
sQuakeRequest[i].callbackIdx = 0;
sQuakeRequest[i].countdown = 0;
}
sIsQuakeInitialized = true;
sQuakeRequestCount = 0;
}
s16 Quake_Add(Camera* camera, u32 callbackIdx) {
return Quake_AddImpl(camera, callbackIdx)->randIdx;
}
u32 Quake_RemoveFromIdx(s16 idx) {
QuakeRequest* req = Quake_GetRequest(idx);
if (req != NULL) {
Quake_Remove(req);
return true;
}
return false;
}
static QuakeCallbackFunc sQuakeCallbacks[] = {
NULL, Quake_Callback1, Quake_Callback2, Quake_Callback3, Quake_Callback4, Quake_Callback5, Quake_Callback6,
};
s16 Quake_Calc(Camera* camera, QuakeCamCalc* camData) {
s32 pad;
QuakeRequest* req;
ShakeInfo shake;
f32 absSpeedDiv;
f32 maxCurr;
f32 maxNext;
s32 idx;
s32 ret;
u32 eq;
Vec3f originVec;
PlayState* play = camera->play;
originVec.x = 0.0f;
originVec.y = 0.0f;
originVec.z = 0.0f;
camData->atOffset.x = 0.0f;
camData->atOffset.y = 0.0f;
camData->atOffset.z = 0.0f;
camData->eyeOffset.x = 0.0f;
camData->eyeOffset.y = 0.0f;
camData->eyeOffset.z = 0.0f;
camData->rollOffset = 0;
camData->zoom = 0;
camData->max = 0.0f;
if (sQuakeRequestCount == 0) {
return 0;
}
ret = 0;
for (idx = 0; idx < ARRAY_COUNT(sQuakeRequest); idx++) {
req = &sQuakeRequest[idx];
if (req->callbackIdx != 0) {
if (play->cameraPtrs[req->camId] == NULL) {
Quake_Remove(req);
} else {
eq = (camera->camId != req->camera->camId);
absSpeedDiv = ABS(req->speed) / (f32)0x8000;
if (sQuakeCallbacks[req->callbackIdx](req, &shake) == 0) {
Quake_Remove(req);
} else if (eq == 0) {
if (fabsf(camData->atOffset.x) < fabsf(shake.atOffset.x)) {
camData->atOffset.x = shake.atOffset.x;
}
if (fabsf(camData->atOffset.y) < fabsf(shake.atOffset.y)) {
camData->atOffset.y = shake.atOffset.y;
}
if (fabsf(camData->atOffset.z) < fabsf(shake.atOffset.z)) {
camData->atOffset.z = shake.atOffset.z;
}
if (fabsf(camData->eyeOffset.x) < fabsf(shake.eyeOffset.x)) {
camData->eyeOffset.x = shake.eyeOffset.x;
}
if (fabsf(camData->eyeOffset.y) < fabsf(shake.eyeOffset.y)) {
camData->eyeOffset.y = shake.eyeOffset.y;
}
if (fabsf(camData->eyeOffset.z) < fabsf(shake.eyeOffset.z)) {
camData->eyeOffset.z = shake.eyeOffset.z;
}
if (camData->rollOffset < shake.rollOffset) {
camData->rollOffset = shake.rollOffset;
}
if (camData->zoom < shake.zoom) {
camData->zoom = shake.zoom;
}
maxCurr = OLib_Vec3fDist(&shake.atOffset, &originVec) * absSpeedDiv;
maxNext = OLib_Vec3fDist(&shake.eyeOffset, &originVec) * absSpeedDiv;
maxCurr = CLAMP_MIN(maxCurr, maxNext);
maxNext = (camData->rollOffset * (7.0f / 2500.0f)) * absSpeedDiv;
maxCurr = CLAMP_MIN(maxCurr, maxNext);
maxNext = (camData->zoom * (7.0f / 2500.0f)) * absSpeedDiv;
maxCurr = CLAMP_MIN(maxCurr, maxNext);
if (camData->max < maxCurr) {
camData->max = maxCurr;
}
ret++;
}
}
}
}
return ret;
}
void Distortion_Init(PlayState* play) {
sDistortionContext.play = play;
View_ClearDistortion(&play->view);
sDistortionContext.type = 0;
sDistortionContext.countdown = 0;
sDistortionContext.state = DISTORTION_INACTIVE;
}
void Distortion_SetCountdown(s16 countdown) {
sDistortionContext.countdown = countdown;
sDistortionContext.state = DISTORTION_SETUP;
}
s16 Distortion_GetCountdown(void) {
return sDistortionContext.countdown;
}
s16 Distortion_GetType(void) {
return sDistortionContext.type;
}
void Distortion_SetType(s32 type) {
if (sDistortionContext.type < type) {
sDistortionContext.type = type;
}
}
void Distortion_ClearType(s32 type) {
if (sDistortionContext.type == type) {
sDistortionContext.type = 0;
}
}
/**
* Checks that the bg surface is an underwater conveyor type and if so, returns the conveyor speed
*/
s32 Distortion_GetUnderwaterCurrentSpeed(Player* player) {
if (SurfaceType_GetConveyorType(&sDistortionContext.play->colCtx, player->actor.floorPoly,
player->actor.floorBgId) == CONVEYOR_WATER) {
return SurfaceType_GetConveyorSpeed(&sDistortionContext.play->colCtx, player->actor.floorPoly,
player->actor.floorBgId);
}
return 0;
}
void Distortion_Update(void) {
static s16 depthPhase = 0x3F0;
static s16 screenPlanePhase = 0x156;
static s16 countdownMax = 1;
f32 xyScaleFactor;
f32 zScaleFactor;
f32 speedScaleFactor;
f32 countdownRatio;
f32 waterYScaleFactor;
f32 depthPhaseStep;
f32 screenPlanePhaseStep;
f32 rotX;
f32 rotY;
f32 rotZ;
f32 xScale;
f32 yScale;
f32 zScale;
f32 speed;
Player* player;
PlayState* play = sDistortionContext.play;
PosRot playerPosRot;
Camera* camera = GET_ACTIVE_CAM(play);
f32 speedRatio = CLAMP_MAX(camera->speedRatio, 1.0f);
if (sDistortionContext.type != 0) {
if (sDistortionContext.type & 0x800) {
sDistortionContext.countdown = 2;
depthPhase = 0x3F0;
screenPlanePhase = 0x156;
depthPhaseStep = 0.0f;
screenPlanePhaseStep = 170.0f;
rotX = 0.0f;
rotY = 0.0f;
rotZ = 0.0f;
xScale = -0.01f;
yScale = 0.01f;
zScale = 0.0f;
speed = 0.6f;
xyScaleFactor = zScaleFactor = sDistortionContext.countdown / 60.0f;
speedScaleFactor = 1.0f;
} else if (sDistortionContext.type & 0x400) {
if (sDistortionContext.state == DISTORTION_SETUP) {
countdownMax = sDistortionContext.countdown;
depthPhase = 0x3F0;
screenPlanePhase = 0x156;
}
depthPhaseStep = 0.0f;
screenPlanePhaseStep = 50.0f / countdownMax;
rotX = 0.0f;
rotY = 0.0f;
rotZ = 0.0f;
xScale = 0.01f;
yScale = 100.0f;
zScale = 0.0f;
speed = 0.4f;
xyScaleFactor = zScaleFactor = ((f32)countdownMax - sDistortionContext.countdown) / (f32)countdownMax;
speedScaleFactor = 0.5f;
} else if (sDistortionContext.type & 0x200) {
if (sDistortionContext.state == DISTORTION_SETUP) {
countdownMax = sDistortionContext.countdown;
depthPhase = 0x1FC;
screenPlanePhase = 0x156;
}
depthPhaseStep = -5.0f;
screenPlanePhaseStep = 5.0f;
rotX = 0.0f;
rotY = 0.0f;
rotZ = 2.0f;
xScale = 0.3f;
yScale = 0.3f;
zScale = 0.0f;
speed = 0.1f;
xyScaleFactor = zScaleFactor = ((f32)countdownMax - sDistortionContext.countdown) / (f32)countdownMax;
speedScaleFactor = 1.0f;
} else if (sDistortionContext.type & 0x100) {
if (sDistortionContext.state == DISTORTION_SETUP) {
countdownMax = sDistortionContext.countdown;
depthPhase = 0x2710;
screenPlanePhase = 0x3E8;
}
depthPhaseStep = 0.0f;
screenPlanePhaseStep = 150.0f;
rotX = 0;
rotY = 0;
rotZ = 0.2f;
xScale = 0.025f;
yScale = 0.02f;
zScale = 0.01f;
speed = 1.5f;
if (sDistortionContext.countdown < 5) {
xyScaleFactor = zScaleFactor = ((f32)countdownMax - sDistortionContext.countdown) / (f32)countdownMax;
} else {
xyScaleFactor = zScaleFactor = 0.0f;
}
speedScaleFactor = 1.0f;
} else if (sDistortionContext.type & 0x80) {
if (sDistortionContext.state == DISTORTION_SETUP) {
countdownMax = sDistortionContext.countdown;
depthPhase = 0x4B0;
screenPlanePhase = 0x7D0;
}
depthPhaseStep = 0.0f;
screenPlanePhaseStep = 150.0f;
rotX = 0;
rotY = 0;
rotZ = 0;
xScale = 0.03f;
yScale = 0.02f;
zScale = 0.01f;
speed = 1.5f;
xyScaleFactor = zScaleFactor = sDistortionContext.countdown / (f32)countdownMax;
speedScaleFactor = 1.0f;
} else if (sDistortionContext.type & 0x40) {
if (sDistortionContext.state == DISTORTION_SETUP) {
countdownMax = sDistortionContext.countdown;
depthPhase = 0x9C4;
screenPlanePhase = 0xBB8;
}
depthPhaseStep = 0.0f;
screenPlanePhaseStep = 150.0f;
rotX = 0;
rotY = 0;
rotZ = 0;
xScale = 0.03f;
yScale = 0.03f;
zScale = 0.01f;
speed = 1.3f;
if (sDistortionContext.countdown < 4) {
xyScaleFactor = zScaleFactor = sDistortionContext.countdown / (f32)countdownMax;
} else {
xyScaleFactor = zScaleFactor = 0.0f;
}
speedScaleFactor = 1.0f;
} else if (sDistortionContext.type & 0x20) {
sDistortionContext.countdown = 2;
if (sDistortionContext.state == DISTORTION_SETUP) {
depthPhase = 0x9C4;
screenPlanePhase = 0xBB8;
}
depthPhase += 0xB1;
screenPlanePhase -= 0x2B;
depthPhaseStep = -107.0f;
screenPlanePhaseStep = 158.0f;
rotX = 0.2f;
rotY = 1.7f;
rotZ = -2.9f;
xScale = -0.6f;
yScale = -0.7f;
zScale = 0.6f;
speed = 0.2f;
zScaleFactor = 1.0f;
xyScaleFactor = 1.0f;
speedScaleFactor = 1.0f;
} else if (sDistortionContext.type & 0x10) {
if (sDistortionContext.state == DISTORTION_SETUP) {
countdownMax = sDistortionContext.countdown;
depthPhase = 0x760;
screenPlanePhase = 0x1BC;
}
depthPhaseStep = 248.0f;
screenPlanePhaseStep = -90.0f;
rotX = 0.0f;
rotY = 0.0f;
rotZ = 0.0f;
xScale = -0.4f;
yScale = 0.4f;
zScale = 0.2f;
speed = 0.25f;
countdownRatio = sDistortionContext.countdown / (f32)countdownMax;
zScaleFactor = xyScaleFactor = countdownRatio;
speedScaleFactor = 1.0f;
} else if (sDistortionContext.type & 8) {
depthPhase = 0x3F0;
screenPlanePhase = 0x156;
sDistortionContext.countdown = 2;
player = GET_PLAYER(play);
if (player != NULL) {
Actor_GetWorldPosShapeRot(&playerPosRot, &player->actor);
}
depthPhaseStep = 359.2f;
screenPlanePhaseStep = -18.5f;
rotX = 0.0f;
rotY = 0.0f;
rotZ = 0.3f;
switch (Distortion_GetUnderwaterCurrentSpeed(player)) {
case 3:
xScale = -0.06f;
yScale = 0.1f;
zScale = 0.03f;
speed = 0.33f;
break;
case 2:
xScale = -0.06f;
yScale = 0.1f;
zScale = 0.03f;
speed = 0.33f;
break;
case 1:
xScale = -0.06f;
yScale = 0.1f;
zScale = 0.03f;
speed = 0.33f;
break;
default:
xScale = -0.06f;
yScale = 0.1f;
zScale = 0.03f;
speed = 0.23f;
break;
}
if (player->unk_B88 < 0) {
xyScaleFactor = (player->unk_B88 - (f32)0x4000) / (f32)0xC000;
} else {
xyScaleFactor = (player->unk_B88 + (f32)0x4000) / (f32)0xC000;
}
zScaleFactor = -xyScaleFactor;
speedScaleFactor = 1.0f;
} else if (sDistortionContext.type & 4) {
depthPhase = 0x3F0;
screenPlanePhase = 0x156;
sDistortionContext.countdown = 2;
player = GET_PLAYER(play);
depthPhaseStep = 359.2f;
screenPlanePhaseStep = -18.5f;
rotX = 0.0f;
rotY = 0.0f;
rotZ = 0.0f;
switch (Distortion_GetUnderwaterCurrentSpeed(player)) {
case 3:
xScale = 0.12f;
yScale = 0.12f;
zScale = 0.08f;
speed = 0.18f;
break;
case 2:
xScale = 0.12f;
yScale = 0.12f;
zScale = 0.08f;
speed = 0.12f;
break;
case 1:
xScale = 0.12f;
yScale = 0.12f;
zScale = 0.08f;
speed = 0.08f;
break;
default:
xScale = 0.12f;
yScale = 0.12f;
zScale = 0.08f;
speed = 0.05f;
break;
}
if ((camera->waterYPos - camera->eye.y) > 2000.0f) {
waterYScaleFactor = 1.0f;
} else {
waterYScaleFactor = (camera->waterYPos - camera->eye.y) / 2000.0f;
}
xyScaleFactor = speedScaleFactor = (waterYScaleFactor * 0.15f) + 0.35f + (speedRatio * 0.4f);
zScaleFactor = 0.9f - xyScaleFactor;
} else if (sDistortionContext.type & 1) {
// Gives a small mirage-like appearance
depthPhase = 0x3F0;
screenPlanePhase = 0x156;
sDistortionContext.countdown = 2;
depthPhaseStep = 0.0f;
screenPlanePhaseStep = 150.0f;
rotX = 0.0f;
rotY = 0.0f;
rotZ = 0.0f;
xScale = -0.01f;
yScale = 0.01f;
zScale = 0.01f;
speed = 0.6f;
speedScaleFactor = 1.0f;
zScaleFactor = 1.0f;
xyScaleFactor = 1.0f;
} else {
return;
}
depthPhase += CAM_DEG_TO_BINANG(depthPhaseStep);
screenPlanePhase += CAM_DEG_TO_BINANG(screenPlanePhaseStep);
View_SetDistortionDirRot(&sDistortionContext.play->view,
Math_CosS(depthPhase) * (DEGF_TO_RADF(rotX) * xyScaleFactor),
Math_SinS(depthPhase) * (DEGF_TO_RADF(rotY) * xyScaleFactor),
Math_SinS(screenPlanePhase) * (DEGF_TO_RADF(rotZ) * zScaleFactor));
View_SetDistortionScale(&sDistortionContext.play->view,
(Math_SinS(screenPlanePhase) * (xScale * xyScaleFactor)) + 1.0f,
(Math_CosS(screenPlanePhase) * (yScale * xyScaleFactor)) + 1.0f,
(Math_CosS(depthPhase) * (zScale * zScaleFactor)) + 1.0f);
View_SetDistortionSpeed(&sDistortionContext.play->view, speed * speedScaleFactor);
sDistortionContext.state = DISTORTION_ACTIVE;
} else if (sDistortionContext.state != DISTORTION_INACTIVE) {
View_ClearDistortion(&play->view);
sDistortionContext.state = DISTORTION_INACTIVE;
sDistortionContext.countdown = 0;
}
if (sDistortionContext.countdown != 0) {
sDistortionContext.countdown--;
if (sDistortionContext.countdown == 0) {
sDistortionContext.type = 0;
}
}
}
s32 Quake_NumActiveQuakes(void) {
QuakeRequest* req = sQuakeRequest;
s32 numActiveQuakes = 0;
if (req[0].callbackIdx != 0) {
numActiveQuakes++;
}
if (req[1].callbackIdx != 0) {
numActiveQuakes++;
}
if (req[2].callbackIdx != 0) {
numActiveQuakes++;
}
if (req[3].callbackIdx != 0) {
numActiveQuakes++;
}
return numActiveQuakes;
}