/user/kunibe/effect


bathroom_pee.c
	ȥǢեȡ̤ѡ

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big_explosion.c		̤

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blade_flow.c
	ǥѷץեȡ
	ηפǥѤڤФΡ
	Υޥȥꥯɽȣե졼٤Ƥޤ
	ե졼ࡢˤȷΥեåȤȼΥޥȥꥯ
	ȷкɸ򻻽Фե졼ξɸ®٥٥ȥ뤫
	ե졼֤䴰ݥꥴ֤Ƥ
	פΥեɥ󡦥եɥȤϥåǥǥ¦椷ƤäƤ롣

	ƤӽФؿ
	void *NewDemoBladeFlow( int name, FMATRIX *root, int bld_mode, int n_disp )
		int			name		: å̾
		FMATRIX		*root		: ޥȥꥯ
		int			bld_mode	: 
		int			n_disp		: Ĺѥ᡼

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blade_spark.c
	ᤫ礤եȡ

	ƤӽФؿ
	void *NewBladeSpark( FMATRIX *mat )
	void *NewDemoBladeSpark( FVECTOR *pos )

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blade_spark2.c
	ŷʼᤫ礤եȡ
	ᤫ礤եȤŷѤڤФΡ
	в֤ξؤξȤ֤η׻άΤ˰ǥե饰
	Υե饰ǥơʿ̤ι⤵ꤷʿ̤˾Ȥ֤ɽƤ롣

	ƤӽФؿ
	void *NewBladeSpark2( FMATRIX *mat, float height )
		FMATRIX		*mat	: ɽޥȥꥯ
		float		height	: Ȥ֤⤵

	void *NewBladeSparkEffect( FMATRIX *mat, int flag )
		FMATRIX		*mat	: ɽޥȥꥯ
		int			flag	: ơե饰

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blood_smoke.c
	᤭Ф쥨եȡ

	ƤӽФؿ
	void *NewBloodSmoke( FVECTOR* center )
		FVECTOR		*center		: ȯ濴

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blood_smoke_inpact.c
	ӻ쥨ե

	ƤӽФؿ
	void *NewBloodSmokeInpact( FVECTOR *center )
		FVECTOR		*center		: ȯ濴

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body_fire.c
	ץ쥤䡼ǳեȡ

	ƤӽФؿ
	void *NewBodyFire( OBJECT *body, int part )
		OBJECT		*object		: ȯ֥
		int			part		: ȯѡ

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body_smoke.c		̤

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book_fire.c
	ǳեȡ

	ƤӽФؿ
	void *NewBookFire( FMATRIX *mat )
		FMATRIX		*mat	: Υޥȥꥯ

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bridge_exp.c
	Ϣȯ業顣
	PSG1٥ȻϢȯ˥ʥꥪƤӽФ롣
	ϢΥơ˹碌ϢȯեȤ롣
	४С˹碌ơƤӽФ֤ߤƳ롣

	ƤӽФؿ
	void *NewBridgeExplosion( void )
	void *NewBridgeExplosionScn( int name, int map )

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bridge_smoke.c
	Ϣȯ쥨եȡ
	ϥꥢ饹ȯեȤαڤФΡ

	ƤӽФؿ
	void *NewBridgeSmoke( FVECTOR *position )
		FVECTOR		*position	: ȯ

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c_box_fire.c
	ܡǳեȡ
	ޥȥꥯФơĤΥեåȥ٥ȥǰϤޤ̤˱֤롣
	˥ܡ쥨եȤ̤Τǡ쥨եȤΥơꥹơˤʤä
	ޥȥꥯݻޥȥꥯλȤǤڤ롣

	ƤӽФؿ
	void *NewBoxFire( FMATRIX *mat, FVECTOR *bound_max, FVECTOR *bound_min, int *break_flag, int se_flag )
		FMATRIX		*mat			: ޥȥꥯ
		FVECTOR		*bound_max		: ꥨꥢեåȣ
		FVECTOR		*bound_min		: ꥨꥢեåȣ
		int			*break_flag		: 쥹ơ
		int			se_flag			: ӣŸƤӽФե饰

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c_box_smoke.c
	ܡǳ쥨եȡ

	ƤӽФؿ
	void *NewBoxSmoke( FVECTOR* pos, float size )
		FVECTOR		*pos	: ȯ
		float		size	: 쥵

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crash_debris.c
	ȯǥҥեȡ

	ƤӽФؿ
	void *NewCrashDebris( FVECTOR *pos )
		FVECTOR		*pos	: ȯ

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cypher_debris.c
	եȯҡ
	ե졼ϥɥå򤷤ƾɤȤꡢķ֤餻Ƥ롣
	ե졼SMOKE_COUNT˸夫鵰׾˻ĤƤӽФrunning_smoke2.cȡˡ
	̤ãƤӽФƤ롣
	ָ˥եɥȤƳ

	ƤӽФؿ
	void *NewCypherDebris( FVECTOR *pos, int kind, int parts )
		FVECTOR	*pos	: ȯʥե˲ɸ
		int		kind	: ե
		int		parts	: եҼ

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cypher_exp.c
	եȯ
	ȯΥǹƤ롣
	δؿҤƤФΤǰȤƥեμ
	եҸƤӽФϤƤ롣
	ָ˳

	ƤӽФؿ
	void *NewCypherExplosion( FVECTOR* center, float size, int flag )
		FVECTOR		*center	: ȯ濴ɸ
		float		size	: ȯ
		int 		flag	: ե

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cypher_light.c
	եδΥ饤ȥեȡ
	ե¦Υ饤Ȥο٥ȥ˴ƻ뤷
	ΥޥȥꥯȥեåȤ黻Ф֤˥եȤ֤Ƥ롣
	ҥեȤȤƸƤӽФ졢ե˳롣

	ƤӽФؿ
	void *NewCypherLight( FMATRIX *mat, FVECTOR *offset, FVECTOR *color )
		FMATRIX		*mat	: եΤΥޥȥꥯ
		FVECTOR		*offset	: 濴ΰ֤ؤΥեå
		FVECTOR		*color	: ٥ȥ

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cypher_plasma.c
	եȯΥץ饺ޡ
	եΥ˹碌ѥ᡼ݻƤơʡ
	ƤӽФΤΥޥȥꥯФơΤ褦˥Ǥޤ˥ץ饤Ȥ֤
	ǥץ饺ޤο򸺿ꤵƤ롣
	ָ˳

	ƤӽФؿ
	void *NewCypherPlasma( FMATRIX *body, float width, FVECTOR *color )
		Υեץ饺޸ƤӽФؿ
		FMATRIX		*body	: եΤΥޥȥꥯ
		float		width	: ץ饺
		FVECTOR		*color	: ץ饺ޤο٥ȥ

	void *NewDemoCypherPlasma( FMATRIX *body, float width, int color )
		ǥѥեץ饺޸ƤӽФؿ̤ѡ
		FMATRIX		*body	: եΤΥޥȥꥯ
		float		width	: ץ饺
		int			color	: ץ饺ޤο

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cypher_rising_smoke.c
	եȯΩ졣
	եΥ᡼֤Υݥ󥿤ꡢ
	ե졼ȯΰ֤ȸե졼αȯ쥹ץ饤ȤǷҤǤ롣
	եλҥեȤȤƸƤФƤΤ
	եȯ˳롣

	ƤӽФؿ
	void *NewCypherRisingSmoke( FVECTOR* pos, float size )
		FVECTOR		*pos	: ȯ
		float		size	: 쥵

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damage_plasma.c

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demo_body_plasma.c
	ǥΥץ饺ޥեȡ
	ŷ⾲Υץ饺ޤǥѤڤФΡ
	Τ˥ץ饺ޤ礦褦˴ȥѥ򤢤餫ѰդƤ
	椫˥ѥ򤷡ѤΥץ饺ޥեȤƤӽФ

	ƤӽФؿ
	void *NewDemoBodyPlasma( int name, OBJECT *body, int color )
		int			name		: å̾
		OBJECT		*body		: ֥
		int			color		: ץ饺޿

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demo_cypher_light.c		̤

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demo_dummypoint_blood.c
	ǥѥߡݥ֤졣
	åȡꤵ줿ߡݥȤXZʿ̾˻ꤵ줿ƥ֤
	ѥγƷƥФƣ示ĳݤƤ
	ʾ˥åǸƤФ줿硢Υѥκǽ˸ƤФ줿ƥϾäƤޤ

	ƤӽФؿ
	void *NewDemoDummyPointBlood( int name, int con_name )
		int		name		: å̾
		int		con_name	: ߡݥ̾

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demo_electric_floor.c
	ǥŷ⾲եȡ
	ŷ⾲եȤ֤̾ΤߤǥѤڤФΡ
	ŷ⾲ΥѥͥݻƤơॷɤˤʥߥ󥰤
	ŷѥͥȡܤŷѥͥδ֤˥ץ饺ޤ餻롣
	åǥ꡼׾֤ȥƥ־֤Ǥ롣

	ƤӽФؿ
	void *NewDemoElectricFloor( int name )
		int		name		: å̾

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demo_plasma_color.c
	d_plasma_line.cڤФƳ鿧Ǥ褦ˤΡ
	ܺ٤/source/user/okajima/demo_effect/d_plasma_line.c򻲾ȡ

	ƤӽФؿ
	void *NewDemoPlasmaLineColor( int con_name0, int con_name1, int radius, int life, int size, int color )
		int		con_name0		: ץ饺ȯ
		int		con_name1		: ץ饺޽濴
		int		radius			: ץ饺޽Ⱦ
		int		life			: ̿
		int		size			: 
		int		color			: ץ饺޿

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demo_plasma_poly_color.c
	d_plasma_poly.cڤФƳ鿧Ǥ褦ˤΡ
	ܺ٤/source/user/okajima/demo_effect/d_plasma_poly.c򻲾ȡ

	ƤӽФؿ
	void *NewPlasmaPolyColor_Demo( FVECTOR *pos0, FVECTOR *pos1, int radius, int width, int branch, 
									int color, int life )
		FVECTOR		*pos0			: ץ饺ȯ
		FVECTOR		*pos1			: ץ饺޽濴
		int			radius			: ץ饺޽Ⱦ
		int			width			: ץ饺
		int			branch			: ʬե饰
		int			color			: ץ饺޿
		int			life			: ̿

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demo_rising_smoke.c
	ǥΩ쥨եȡ
	Υѥ᡼쥹ץ饤Ȥ롼פΩ롣
	ȯϥޥȥꥯߡݥȡ֤бƤꡢ줾ƤӽФؿѤƤ롣
	ѥ᡼ФƥбƤ롣

	ƤӽФؿ
	void *NewDemoRisingSmoke( FMATRIX *mat, float init_speed, float rising_speed,
								float init_size, float last_size, int alpha, int num )
		ȯޥȥꥯɽΩ쥨եȸƤӽФؿ
		FMATRIX 	*mat			: ȯޥȥꥯ
		float		init_speed		: ԡ
		float		rising_speed	: 徺®
		float		init_size		: ȯ	
		float		last_size		: λ
		int			alpha			: ե
		int			num				: ץ饤ȿ

	void *NewDemoRisingSmokeDummy( int con_name, float init_speed, float rising_speed,
									float init_size, float last_size, int alpha, int num )
		ȯߡݥɽΩ쥨եȸƤӽФؿ
		int			con_name		: եȥȥ̾			      
		float		init_speed		: ԡ
		float		rising_speed	: 徺®
		float		init_size		: ȯ	
		float 		last_size		: λ
		int			alpha			: ե
		int			num				: ץ饤ȿ

	void *NewDemoRisingSmokeFix( FVECTOR *pos, SVECTOR *rot, float init_speed, float rising_speed,
									float init_size, float last_size, int alpha, int num )
		ȯ귿Ω쥨եȸƤӽФؿ
		FVECTOR		*pos			: 
		SVECTOR 	*rot			: ž
		float 		init_speed		: ԡ
		float 		rising_speed	: 徺®
		float 		init_size		: ȯ	
		float 		last_size		: λ
		int			alpha			: ե
		int			num				: ץ饤ȿ

---------------------------------------------------------------------------------------------------------------

demo_splash_blood.c
	ǥѿ᤭Ф쥨եȡ
	Σľ¤줿ȤľݥꥴФƤ롣
	ο᤭ФϽΤФвƤե졼вƿ᤭Ф򻻽ФƤ롣
	ο᤭ФꤷƤߥ󥰤ϥǥ¦å椷ƤäƤ롣

	ƤӽФؿ
	void *NewDemoSplashBlood( int name, FMATRIX *root, FMATRIX *node1, FMATRIX *node2, FVECTOR *vec )
		int			name	: å̾
		FMATRIX		*root	: Υޥȥꥯ
		FMATRIX		*node1	: ¤ᣱ
		FMATRIX		*node2	: ¤ᣲ
		FVECTOR		*vec	: ᤭Ф٥ȥ

---------------------------------------------------------------------------------------------------------------

demo_sun.c
	ǥۥեȡ
	ۤڤФ顣
	ͼۤ뤿ˡǥ¦å®٤䡢ۤοѲ椹뵡ɲäƤ롣
	󥺥ե쥢οۤο˹碌ɽƤ롣
	̾Ȥ֤ϤΥν˸ƤӽФƤ롣
	
	ƤӽФؿ
	void *NewDemoSun( int name, FMATRIX *mat, float speed, float scale,
						int w, int h, int col, int alpha )
		int			name	: å̾
		FMATRIX		*mat	: ۽ɸ
		float		speed	: ®
		float		scale	: 
		int			w		: ۥץ饤
		int			h		: ۥץ饤
		int			col		: 
		int 		alpha	: ե

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dogtag_flash.c
	ɥåꥨեȡ
	Ũʼζᤫɥåκɸ򻻽Фơե졼ƥ㥢˥᡼ΥɽƤ롣
	ɽɽŨʼ¦Υե饰ߤƤ롣

	ƤӽФؿ
	void *NewDogtagFlash( OBJECT *object, int *flag )
		OBJECT		*object		: Ũʼ֥
		int			*flag		: ưե饰

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door_pannel_spark.c
	ɥѥͥ˲եȡ

	ƤӽФؿ
	void *NewDoorPannelSpark( int name, int map )
	
	㥷ʥꥪƤӽФ
	chara ɥѥͥŷ[NewDoorPannelSpark] $s:̾
			-pos		$v:濴
			-rot		$v:ž
			-width		$i:
			-height		$i:⤵
			-mode		$i:SE⡼   :  0:ϰϻʤΡޥ륫 1:ϰϻΡޥ륫 
			-length		$i:SEϰ     : SE⡼ɤϰϻˤȤΤɬ

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e3_missile_exp.c
	顼ȯեȸƤӽФؿ

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electric_floor.c
	ʥꥪƤӽФŷ⾲եȡ
	̾ϡʥߥ󥰤ŷ⾲ܤѥ֤ͥ˥ץ饺ޤ餻Ƥ롣
	ץ쥤䡼ŷ⾲ꥢä硢ʥѥͥ뤫ץ쥤䡼δ˥ץ饺ޤ餻
	ץ쥤䡼δ֤ˤץ饺ޤ餻Ƥ롣
	ޤGM_Bomblist򸫤ơƷϤ郎ꤲޤ줿Υץ饺ȯ䡢
	ܡ뤬ǳ륨եȤθƤӽФ⤳δؿǹԤƤ롣
	Ÿѥͥ˲׻˥ʥꥪ饭å곫롣

	ƤӽФؿ
	void *NewElectricFloor( int name, int map )

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emma_body_fire.c
	ǳեȡ
	ܺ٤/source/user/kunibe/effect/body_fire.c򻲾ȡ
	
	ƤӽФؿ
	void *NewEmmaBodyFire( OBJECT *body, int se_flag )
		OBJECT		*body		: ޥ֥
		int			se_flag		: ӣťե饰

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exp_smoke.c
	ñȯեȡ

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fatman_demo_scratch_smoke.c
	ǥѥեåȥޥ顼֥졼ɱ졣

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fatman_scratch.c
	եåȥޥ­եȡ
	ΥХå֥졼Υե饰򸫤­Ȳв֤ƤӽФƤ롣

	ƤӽФؿ
	void *NewFatmanScratch( CONTROL *control, int *flag )
		CONTROL		*control	: եåȥޥΥȥ
		int			*flag		: Хå֥졼ե饰

---------------------------------------------------------------------------------------------------------------

fatman_scratch_smoke.c
	եåȥޥ­쥨եȡ

	ƤӽФؿ
	void *NewFatmanScratchSmoke( FMATRIX *mat, FVECTOR *vec, int *flag )
		FMATRIX		*mat	: ­ޥȥꥯ
		FVECTOR		*vec	: ư٥ȥ
		int			*flag	: ȯե饰

---------------------------------------------------------------------------------------------------------------

fatman_scratch_spark.c
	եåȥޥ­в֥եȡ
	ҤȤĤҤȤĤβв֤ȯǤʤ顼֥졼ɤܿƤľ˻餷Ƥ롣

	ƤӽФؿ
	void *NewFatmanScratchSpark( int n_prims, FMATRIX *world, FMATRIX *node_mat, float min_speed, 
								float speed_wide, float gravity, SVECTOR *rot, SVECTOR *rot_wide,
								FVECTOR *color, float length, int count )
		int			n_prims			: вֿ
		FMATRIX		*world			: ȯޥȥꥯ
		FMATRIX		*node_mat		: եåȥޥ­ޥȥꥯ
		float		min_speed		: 㥹ԡ
		float		speed_wide		: ԡ
		float		gravity			: ϥѥ᡼
		SVECTOR		*rot			: ž
		SVECTOR		*rot_wide		: ž
		FVECTOR		*color			: 
		float		length			: ®٤ФĹѥ᡼
		int			count			: ̿

---------------------------------------------------------------------------------------------------------------

fire_powder.c		̤

---------------------------------------------------------------------------------------------------------------

flying_warm.c
	եȡ

	ƤӽФؿ
	void *NewFlyingWarmScn( int name, int where ) 

	㥷ʥꥪƤӽФ
	chara [NewFlyingWarmScn] $s:̾ \
			-n		$i:ɤ \		: ɤʾϣɤñ̤ǡ 1,2,3,4,8,12... 
			-p		$v: \		: 饤Ȱ֡ʥץ쥤䡼ͶƳ̵
			-b		$i:ե饰 \		: ΥХǥ󥰥ܥåɤȤ긫뤫
			-s		$v:Хɣ \	: Ǿܥåɸ
			-l		$v:Хɣ	: ܥåɸ

---------------------------------------------------------------------------------------------------------------

har_missile_smoke.c		̤

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harrier_claster_exp.c
	饹ȯ顣
	饹ȯοʹԤȯեȤƤӽФƤ롣
	ơư֤ץ쥤䡼Ƥʤɤξϥե饰𤷤ƥϥꥢ¦Ϥ
	ơ쥨ꥢȯʹԤȡơ˲PROCƤӽФ˲她ơѤ
	쥨եȤƤӽФ롣

	ƤӽФؿ
	void *NewHarrierClasterExplosion( FVECTOR *pos, int *flag, int brk_proc )
		FVECTOR		*pos		: 
		int			*flag		: ȯϤե饰
		int			brk_proc	: ơ˲PROC

---------------------------------------------------------------------------------------------------------------

harrier_claster_smoke.c
	饹ʬ쥨եȡ

	ƤӽФؿ
	void *NewHarrierClasterSmoke( FVECTOR *position, FVECTOR *vector )
		FVECTOR		*position		: ΰ
		FVECTOR		*vector			: ΰư٥ȥ

---------------------------------------------------------------------------------------------------------------

harrier_claster_spark.c
	饹ȯեȡ

	ƤӽФؿ
	void *NewHarrierClasterSpark( FVECTOR *pos )
		FVECTOR		*pos			: եɽ

---------------------------------------------------------------------------------------------------------------

harrier_clasterunit_smoke.c
	ϥꥢ饹쥨եȡ

	ƤӽФؿ
	void *NewHarrierClasterUnitSmoke( FVECTOR *position )
		FVECTOR		*position		: ȯ

---------------------------------------------------------------------------------------------------------------

harrier_damage_smoke.c
	ϥꥢ᡼쥨եȡ
	ե졼ȯ֤ȸե졼Υ᡼֤쥹ץ饤Ȥ䴰Ƥ롣
	쥹ץ饤ȤϥեɥȤȡƤӽƥ᡼֤ȯ롣
	ǥѤϡϥꥢΥޥȥꥯȥ᡼֤ؤΥեåȤ
	᡼֤кɸ򻻽ФƤ롣

	ƤӽФؿ
	void *NewHarrierDamageSmoke( FVECTOR *pos, float size, char *flag )
		FVECTOR		*pos		: ȯ
		float		size		: 쥵
		char		*flag		: ߥե饰

	void *NewDemoHarrierDamageSmoke( int name, FMATRIX *mat, FVECTOR *shift, float size )
		int			name		: å̾
		FMATRIX		*mat		: ȯޥȥꥯ
		FVECTOR		*shift		: ȯ֥եå
		float		size		: 쥵

---------------------------------------------------------------------------------------------------------------

harrier_flare.c
	ϥꥢե쥢եȡ
	ե쥢εưϥϥꥢ椷ƤΤǡե¦Ϥΰ֤򻲾ȤƥեȤɽƤ롣

	ƤӽФؿ
	void *NewHarrierFlare( FVECTOR *pos, float size, int life )
		FVECTOR		*pos		: ե쥢
		float		size		; ե쥢
		int			life		; ̿

---------------------------------------------------------------------------------------------------------------

harrier_flare_smoke.c
	ϥꥢե쥢쥨եȡ

	ƤӽФؿ
	void *NewHarrierFlareSmoke( FVECTOR* pos, float size )
		FVECTOR		*pos		: ե쥢
		float		size		: 쥵

---------------------------------------------------------------------------------------------------------------

harrier_flash.c
	ϥꥢꥨեȡ
	ɥåꥨեȤڤФƥץ饤ȥ礭Ρ
	ܺ٤/source/user/kunibe/point_dogtag_flash.cȡ

	ƤӽФؿ
	void *NewHarrierFlash( FVECTOR *pos )
		FVECTOR		*pos	: ɽɸ

---------------------------------------------------------------------------------------------------------------

harrier_light.c
	ϥꥢǥ饤ȥեȡ
	ߤɤˡ֤饫˰Υ餷֤˥饤ȥƥɽƤ롣
	Ǥϥץ饤ȤΥɽƤ롣
	ϥꥢλҥեȤȤƸƤӽФ졢ϥꥢ˳롣

	ƤӽФؿ
	void *NewHarrierLight( FVECTOR *pos, int color )
		FVECTOR		*pos	: 饤Ȱ
		int			color	: 饤Ȥο

---------------------------------------------------------------------------------------------------------------

harrier_missile_fire.c
	ϥꥢåȥߥХåեեȡ

	ƤӽФؿ
		void *NewHarrierMissileFire( FVECTOR *pos, FVECTOR *vec, char *flag, int color1, int color2 )
		FVECTOR		*pos		: ߥɸ
		FVECTOR		*vec		: ߥ٥ȥ
		char		*flag		: ƥե饰
		int			color1		: 
		int			color2		: ü

---------------------------------------------------------------------------------------------------------------

harrier_missile_fire2.c
	顼Хåեեȡ

	ƤӽФؿ
	void *NewHarrierMissileFire2( FMATRIX *mat, char *flag, int color1, int color2 )
		FMATRIX		*mat		: Υޥȥꥯ
		char		*flag		: ƥե饰
		int			color1		: 
		int			color2		: ü

---------------------------------------------------------------------------------------------------------------

harrier_missile_smoke.c
	ϥꥢåȥߥڱ쥨եȡ

---------------------------------------------------------------------------------------------------------------

harrier_missile_smoke2.c
	顼ڱ쥨եȡ

---------------------------------------------------------------------------------------------------------------

harrier_pod_smoke.c
	ϥꥢߥݥåɱ쥨եȡ

	ƤӽФؿ
	void *NewHarrierPodSmoke( FVECTOR *position, FVECTOR *vector, FMATRIX *mat )
		FVECTOR		*position		: 
		FVECTOR		*vector			; 
		FMATRIX		*mat			: 

---------------------------------------------------------------------------------------------------------------

harrier_stage_break.c
	饹Ƥˤ륹ơ֥ӡ
	Υǥ֥ޥȥꥯ˽ä֤ե饰Ωäե졼फӥե˰ܹԤ롣

	ƤӽФؿ
	void *NewHarrierStageObjs( int objcode, FMATRIX *mat, int *flag )
		int			objcode		: ǥID
		FMATRIX		*mat		: ֥ޥȥꥯ
		int			*flag		: ӥե饰

---------------------------------------------------------------------------------------------------------------

harrier_tank_break.c
	饹Ƥˤǳ󥯿ӡ
	ΥǥǻäƤ֤֤ե饰Ωäե졼फӥե˰ܹԤ롣
	ָ塢ǳʬե˰ܹԤΤޤư򤹤롣

	ƤӽФؿ
	void *NewHarrierTankBreak( int *flag )
		int			*flag		: ӥե饰

---------------------------------------------------------------------------------------------------------------

harrier_vernier.c
	ϥꥢС˥ꥨեȡ

	ƤӽФؿ
	void *NewHarrierVernier( FVECTOR *pos, FVECTOR *vec, char *flag, int color1, int color2 )
		FVECTOR		*pos	: С˥
		FVECTOR		*vec	: С˥
		char		*flag	: С˥ȯե饰
		int			color1	: οʥС˥
		int			color2	: οʱü

---------------------------------------------------------------------------------------------------------------

harrier_vernier_smoke.c
	ϥꥢС˥夲쥨եȡ

	ƤӽФؿ
	void *NewHarrierVernierSmoke( FVECTOR* center, char *flag )
		FVECTOR		*center		: 夲濴ɸ
		char		*flag		: եɥե饰

---------------------------------------------------------------------------------------------------------------

harrier_vulcan.c		̤

---------------------------------------------------------------------------------------------------------------

harrier_vulcan_fire.c
	ϥꥢХ륫ޥեå奨եȡ

	ƤӽФؿ
	void *NewHarrierVulcanFire( FVECTOR *pos, FVECTOR *vec, char *flag )
		FVECTOR		*pos		: ޥɸ
		FVECTOR		*vec		: Х륫ȯ٥ȥ
		char		*flag		: ɽե饰

---------------------------------------------------------------------------------------------------------------

harrier_wing_smoke.c
	ϥꥢڱեȡ

---------------------------------------------------------------------------------------------------------------

landing_smoke.c
	ϱ쥨եȡ

---------------------------------------------------------------------------------------------------------------

light_spark.c
	в֥եȡ

	ƤӽФؿ
	void *NewLightSpark( int n_prims, FMATRIX *world, float min_speed, float speed_wide,
						float gravity, SVECTOR *rot, SVECTOR *rot_wide, FVECTOR *color,
						float length, int count )
		int			n_prims			
		FMATRIX		*world			
		float		min_speed		
		float		speed_wide		
		float		gravity			
		SVECTOR		*rot			
		SVECTOR		*rot_wide		
		FVECTOR		*color			
		float		length			
		int			count			

---------------------------------------------------------------------------------------------------------------

light_spark2.c
	ŷʼв֥եȡ

---------------------------------------------------------------------------------------------------------------

missile_exp.c		
	ñȯեȡ

---------------------------------------------------------------------------------------------------------------

morn_sky.c			̤

---------------------------------------------------------------------------------------------------------------

pee.c
	Ǣեȡ
	ե졼ȯѡƥΰ֤ȸե졼ȯ䴰ǥѡƥǷҤǤ롣
	Хץޥåԥ󥰤ѤѡƥϥΡХåեǲûѡƥΥХåե˼դƤ롣
	եǥץ쥤䡼ȤȽΤ˥åȤ֤
	ǢεפΣҤ饤󥿡åȤȤߤȤ®٤ѴƤ롣
	ȤϰٰʲΥѡƥ򾲤ܿȤѴƤ롣
	ǢСưեŨʼΥե饰ߤƤ롣

	ƤӽФؿ
	void *NewPeeShower( OBJECT *body, FVECTOR *target_pos, int *flag )
		OBJECT	*body			: ŨʼΥ֥
		FVECTOR	*target_pos		: ۡߥ󥰰֡ʥۡߥ󥰼ΤʤʤäΤ̤ѡ
		int		*flag			: ưեե饰

---------------------------------------------------------------------------------------------------------------

pipe_gas.c			̤

---------------------------------------------------------------------------------------------------------------

point_debug.c		̤

---------------------------------------------------------------------------------------------------------------

point_dogtag_flash.c
	ɥåΥꥨեȡ̾ɥåꥨեȤڤФ
	äɸ饫˥եåȤȤä֤
	ե졼ƥ㥢˥᡼ΥꥨեȤɽ롣
	˥᡼λ塢롣

	ƤӽФؿ
	void *NewPointDogtagFlash( FVECTOR *pos )
		FVECTOR		*pos	: ɥåɸ

---------------------------------------------------------------------------------------------------------------

point_fire.c		
	ݥ֤ꡣ

---------------------------------------------------------------------------------------------------------------

point_splash_blood.c
	᤭Ф쥨եȡ
	᡼ݥȺɸ˺Ƕܤĺǡ򸡺ݥꥴФƤ롣
	ο᤭Фϡ᡼ȿФΥ٥ȥвݻƤ
	ե졼ࡢޥȥꥯФвƻФƤ롣

	void *NewPointSplashBlood( FVECTOR *damage_pos, FVECTOR *vec, FMATRIX *mat, int joint, int model_name )
		FVECTOR		*damage_pos		: ᡼ݥȺɸ
		FVECTOR		*vec			: ᡼
		FMATRIX		*mat			: Ƕܴޥȥꥯ
		int			joint			: ǶܴID
		int			model_name		: ǥ̾CV2ǡ˻ѡ

---------------------------------------------------------------------------------------------------------------

poly_plasma.c			̤

---------------------------------------------------------------------------------------------------------------

poly_plasma2.c			̤

---------------------------------------------------------------------------------------------------------------

poly_plasma3.c			̤

---------------------------------------------------------------------------------------------------------------

power_pannel_spark.c	̤

---------------------------------------------------------------------------------------------------------------

punch_smoke.c			̤

---------------------------------------------------------------------------------------------------------------

rainbow.c				̤

---------------------------------------------------------------------------------------------------------------

ray_blood_smoke.c
	RAY᡼쥨եȡ

	ƤӽФؿ
	void *NewRayBloodSmoke( FVECTOR *center )
		FVECTOR		*center		: ȯ

---------------------------------------------------------------------------------------------------------------

ray_fall_blood.c
	RAY᡼쥨եȡ

	ƤӽФؿ
	void *NewRayFallBlood( FMATRIX *mat, FMATRIX *mat_rot )
		RAY쥨եȸƤӽФؿ
		FMATRIX		*mat		: ᡼Ƕܴޥȥꥯ
		FMATRIX		*mat_rot	: եåȥޥȥꥯ

	void *NewDemoRayFallBlood( int name, int con_name )
		ǥRAY쥨եȸƤӽФؿ
		int			name		: å̾
		int			con_name	: եȥȥ̾

---------------------------------------------------------------------------------------------------------------

rising_smoke.c
	Ω쥨եȡ

	ƤӽФؿ
	void *NewRisingSmokeScn( int name, int where )

	㥷ʥꥪƤӽФ
	chara ƥȾ[NewRisingSmokeScn] $s:̾ \
			-radius		$i:Ⱦ \		: Ⱦ 500
			-pos		$v:			: ȯ

---------------------------------------------------------------------------------------------------------------

rising_smoke2.c		̤

---------------------------------------------------------------------------------------------------------------

running_smoke.c
	ȯʤӤ쥨եȡ
	Ƥ®٥٥ȥȾˡ٥ȥ뤫ΤʤӤ򻻽Ф쥹ץ饤ȤҤƤ
	ϥꥢΥߥȯǻѡ

	ƤӽФؿ
	void *NewRunningSmoke( FVECTOR *hit_pos, FVECTOR *n_vector, FVECTOR *bullet_vec )
		FVECTOR		*hit_pos		: äɸ
		FVECTOR		*n_vector		: ä̤ˡ٥ȥ
		FVECTOR		*bullet_vec		: ƥ٥ȥ

---------------------------------------------------------------------------------------------------------------

running_smoke2.c
	ױ쥨եȡ
	ȯ֤򻲾Ȥ³ε׾˱쥹ץ饤Ȥ֤Ƥ
	եҤɽǻѡ

	ƤӽФؿ
	void *NewRunningSmoke2( FVECTOR* pos, float size )
		FVECTOR		*pos	: ȯ
		float		size	: 쥵

---------------------------------------------------------------------------------------------------------------

separate_plasma.c		̤

---------------------------------------------------------------------------------------------------------------

shower.c				̤

---------------------------------------------------------------------------------------------------------------

solidas_dash_fire.c			
	Υåꥨեȡ
	ΡξȤ֤ФʴǹƤ롣
	θƤӽФؿdelay٤Ʊȯε׾˱ꡢФʴȯ
	ФƾξȤ֤롣
	ƤӽФ塢fade_time֤ФĤȱ꤬⡼ɤ
	٤Ƥα꤬®ٰʲˤʤȥ餬롣

	ƤӽФؿ
	void *NewSolidusDashFire( FVECTOR *pos, int *pflag, int fade_time )
		ΥåθƤӽФؿ
			FVECTOR *pos		: ȯ
			int		*pflag		: ե饰Υݥ
			int		fade_time	: θ곫ϻ

	void *NewDemoSolidusDashFire( FMATRIX *mat, int *pflag )
		ǥѥåƤӽФؿ
			FMATRIX *mat		: ȯޥȥꥯ
			int		*pflag		: ե饰̤ѡ

	void *NewDemoSolidusDashFire2( FMATRIX *mat, int delay, int fade_time )
		ǥѥåƤӽФؿʲǡ
			FMATRIX	*mat		: ȯޥȥꥯ
			int		delay		: ٱ
			int 	fade_time	: θ곫ϻ

---------------------------------------------------------------------------------------------------------------

solidus_blade_aura.c	̤

---------------------------------------------------------------------------------------------------------------

solidus_blade_light.c
	򤤸եȡ
	μäƤΥޥȥꥯꡢθǥ֤Ƥ롣
	ϰΥե饰ǡǥǤϥåǸǥΥեɥ󡦥եɥȤ椷Ƥ롣

	ƤӽФؿ
	void *NewSolidusBladeLight( FMATRIX *root, int kind, int *flag )
		ΥθեȸƤӽФؿ
		FMATRIX		*root	: μΥޥȥꥯ
		int			kind	: μʶoṟ
		int			*flag	: ե饰

	void *NewDemoSolidusBladeLight( int name, FMATRIX *root, int kind )
		ǥѥθեȸƤӽФؿ
		int			name	: å̾
		FMATRIX		*root	: μΥޥȥꥯ
		int			kind	: μʶoṟ

---------------------------------------------------------------------------------------------------------------

solidus_blade_wind.c
	եȡ

	ƤӽФؿ
	void *NewSolidusBladeWind( FVECTOR *pos_bottom, FVECTOR *pos_top, int *alpha )
		FVECTOR		*pos_bottom		: ɸ
		FVECTOR		*pos_top		: üɸ
		int			*alpha			: ե

---------------------------------------------------------------------------------------------------------------

solidus_damage_plasma.c		̤

---------------------------------------------------------------------------------------------------------------

solidus_damage_spark.c		
	᡼ץ饺ޡ

---------------------------------------------------------------------------------------------------------------

solidus_dash_light.c
	åΥƥץ饤業顣
	ե졼ࡢåꥭ餫Ͽ
	˺ǶܤƤɸȡ饤ǥ˺ǶܤƤɸ򤷡
	αζ˱ƥץ饤Ȥ֤롣
	ޤ饤ǥȤκǶܵΥλǳեȤƤӽФƤ롣
	åꥭ餬ʤʤȤΥⳫ뤬
	Ƥӥå꤬ȯ졢åꥭ餬ʤʤޤ³롣

	ƤӽФؿ
	void *NewSolidusDashFireLight( void )

	ƥץ饤Ͽؿ
	void SetSolDashFireLightPos( FVECTOR *sol_lit_pos, FVECTOR *rai_lit_pos,
			     				float sol_lit_len2, float rai_lit_len2, float sol_lit_str, float rai_lit_str,
			     				int bodyfire_flag )
		FVECTOR		*sol_lit_pos	: åΥȤκǶɸ
		FVECTOR		*rai_lit_pos	: åΥ饤ǥȤκǶɸ
		float		sol_lit_len2	: ȾκǶȤεΥ
		float		rai_lit_len2	: 饤ǥȾκǶȤεΥ
		float		sol_lit_str		: ΥǶαζ
		float		rai_lit_str		: Υ饤ǥǶαζ
		int			bodyfire_flag	: Τ˱夯ե饰
		
---------------------------------------------------------------------------------------------------------------

solidus_dunk_smoke.c
	ؼáդڱ쥨եȡ

	ƤӽФؿ
	void *NewSolidusDunkSmoke( FVECTOR* center, float radius )
		FVECTOR		*center	: ȯ
		float		radius	: ȻȾ

---------------------------------------------------------------------------------------------------------------

solidus_energy_prim.c
	Υѡƥ륨եȡ
	Υ֥Ȥȼؼꥪ֥Ȥ
	ι˹碌ƴᤫ齸«򻻽Фѡƥ«Ȼ롣
	ѡƥưϥϥե饰ǡǥϥå椵롣

	ƤӽФؿ
	void *NewSolidusEnergyPrim( OBJECT *body, int *mode )
		Υѡƥ륨եȸƤӽФؿ
		OBJECT		*body	: ֥
		int			*mode	: ѡƥ⡼

	void *NewDemoSolidusEnergyPrim( int name, OBJECT *body, DG_EVMOBJ *evmobj )
		ǥѥѡƥ륨եȸƤӽФؿ
		int			name	: å̾
		OBJECT		*body	: ֥
		DG_EVMOBJ	*evmobj	: ؼEVMOBJ

---------------------------------------------------------------------------------------------------------------

solidus_mant_fire.c
	Υ饦ǳեȡ
	饦¦饷饦ɤξäʬδ򲼤αȯؿϤƤ餤
	ΥݥȤݤȲФʴ֤Ƥ
	ϼ̿᤮ݥȤˤ֤ƤݥȤ֤ƤΤ
	꤬饦ɤβήƤ褦˸Ƥ롣

	ƤӽФؿ
	void *NewSolidusMantFire( void )

	ȯؿ
	void SolidusMantGetFirePoint( FVECTOR *new_pos, int num ) 
		FVECTOR		*new_pos	: ȯɸƬɥ쥹
		int			num			: ȯ

---------------------------------------------------------------------------------------------------------------

solidus_missile_barn.c
	ؼߥǳեȡ

	ƤӽФؿ
	void *NewSolidusMissileBarn( FMATRIX *mat )
		FMATRIX		*mat		: ʬǥߥޥȥꥯ

---------------------------------------------------------------------------------------------------------------

solidus_missile_fire.c
	ؼߥХåեեȡ

	ƤӽФؿ
	void *NewSolidusMissileFire( FVECTOR *pos, FVECTOR *vec, int *phase )
		FVECTOR		*pos		: ߥɸ
		FVECTOR		*vec		: ߥ
		int			*phase		: ߥե

	void *NewDemoSolidusMissileFire( int name, FMATRIX *mat )
		int			name		: å̾
		FMATRIX		*mat		: Υޥȥꥯ

---------------------------------------------------------------------------------------------------------------

solidus_missile_smoke.c
	ؼߥ쥨եȡ

	ƤӽФؿ
	void *NewSolidusMissileSmoke( FVECTOR* pos, FVECTOR *vec, float size, int *flag )
		FVECTOR		*pos		: ߥɸ
		FVECTOR		*vec		: ߥ
		float		size		: 쥵
		int			*flag		: ƥե饰

	void *NewDemoSolidusMissileSmoke( int name, FMATRIX *mat )
		int			name		: å̾
		FMATRIX		*mat		: Υޥȥꥯ

---------------------------------------------------------------------------------------------------------------

solidus_snakearm_flow.c
	ؼꥪ饨եȡ
	ե졼ؼγƴɸ򻻽Ф֤䴰褦˥ץ饤Ȥ֤Ƥ
	ƥץ饤Ȥְ֤IDݻƤơե졼ID򹹿ؼ˱äƥץ饤ȤήƤ롣
	եȤΥեɥ󡦥եɥȤϥϥե饰ǡǥϥå
	椵Ƥ롣

	ƤӽФؿ
	void *NewSolidusSnakearmFlow( DG_EVMOBJ *evmobj, int *flag )
		DG_EVMOBJ	*evmobj		: ؼꥪ֥
		int			*flag		: ɽե饰
		
	void *NewDemoSolidusSnakearmFlow( int name, DG_EVMOBJ *evmobj )
		int			name		: å̾
		DG_EVMOBJ	*evmobj		: ؼꥪ֥

---------------------------------------------------------------------------------------------------------------

solidus_snakearm_plasma.c
	ؼץ饺ޥեȡ

	ƤӽФؿ
	void *NewSolidusSnakearmPlasma( DG_EVMOBJ *evmobj, FVECTOR *color, int life )
		DG_EVMOBJ		*evmobj		: ؼꥪ֥
		FVECTOR			*color		: ץ饺޿
		int				life		: ̿

---------------------------------------------------------------------------------------------------------------

solidus_test_fire.c		̤

---------------------------------------------------------------------------------------------------------------

solidus_test_fire2.c	̤

---------------------------------------------------------------------------------------------------------------

splash_blood.c			̤

---------------------------------------------------------------------------------------------------------------

sprt_plasma.c
	ѥץ饤ȥץ饺ޥեȡ

---------------------------------------------------------------------------------------------------------------

sprt_plasma2.c
	ѥץ饤ȥץ饺ޥեȡ

	ƤӽФؿ
	void *NewSpritePlasma2( FVECTOR *from, FVECTOR *middle, FVECTOR *to, float width, FVECTOR *color, int life )

---------------------------------------------------------------------------------------------------------------

stage_fire.c
	ơ֤ꥨեȡ

	ƤӽФؿ
	void *NewStageFireScn( int name, int where )
	void *NewDemoStageFire( int name, FVECTOR *pos )

	㥷ʥꥪƤӽФ
	chara ơ֤[NewStageFireScn] $s:̾
			-pos		$v:ȯ
			-status		$i:ơ	:  0:̾ 1:òи 2:äʤ 
			-prOc		$p:ɾäץå
			-exec 		{ $:ذ $:ٰ $:ڰ }
			-flag 		$i:ɥե饰		:  0:ɤʤ 1:ɤ 
			-xwidth		$i:ɣ	: default : 250
			-zwidth		$i:ɣ 	: default : 250

---------------------------------------------------------------------------------------------------------------

test_fire.c				̤

---------------------------------------------------------------------------------------------------------------

test_fire2.c			̤

---------------------------------------------------------------------------------------------------------------

test_fire3.c			̤

---------------------------------------------------------------------------------------------------------------

test_missile_smoke.c	̤

---------------------------------------------------------------------------------------------------------------

test_spiral2.c			̤

---------------------------------------------------------------------------------------------------------------

test_water_pillar.c		̤

---------------------------------------------------------------------------------------------------------------

tng_monitor_control.c
	ʥꥪƤӽФw45aơѶ˥業顣
	餬ƤӽФȡơλ֤˻ꤵ줿˥եȤƤӽФ
	˥ΥΥƱ뤿ˡΥΰ򤷡
	ƥ˥ϡΥΥե饰򸫤ƥΥΥ󥪥դԤäƤ롣
	ޤΥơΥ˥ǥѤΥåˤ˥ԲĻ뵡ǽƤ롣

	ƤӽФؿ
	void *NewTengMonitorControl( int name, int map )
		int		name	: ̾
		int		map		: ޥåID

---------------------------------------------------------------------------------------------------------------

tng_monitor_control_42a.c
	ʥꥪƤӽФw42aơѶ˥業顣
	Ƥtng_monitor_control.cȡ

	ƤӽФؿ
	void *NewTengMonitorControlW42a( int name, int map )
		int		name	: ̾
		int		map		: ޥåID

---------------------------------------------------------------------------------------------------------------

tng_monitor_control_44a.c
	ʥꥪƤӽФw44aơѶ˥業顣
	Ƥtng_monitor_control.cȡ

	ƤӽФؿ
	void *NewTengMonitorControlW44a( int name, int map )
		int		name	: ̾
		int		map		: ޥåID

---------------------------------------------------------------------------------------------------------------

tng_stage_monitor.c
	ŷʼơζ˥եȡ
	βžȾ¤ǻꤵ줿֤˥˥ɽ롣
	˥Υƥɽꥢ䡢륹ԡ
	γƥѥ᡼ǻꤷƤ餦
	˥業Υե饰ȤƼꡢΥե饰򸫤ƥΥȯƤ롣

	ƤӽФؿ
	void *NewTengStageMonitor( 	FVECTOR *pole_pos, SVECTOR *pole_rot, float radius, float offset_y,
								float width, float height,
						   		int flame_tex, int scroll_tex, int noise_tex,
						   		float scroll_x, float scroll_y, float scroll_w, float scroll_h,
						   		float v_start, float v_end, float v_width, float v_time, int *mode )
		FVECTOR		*pole_pos	: ༴濴
		SVECTOR		*pole_rot	: ༴ž
		float		radius		: εΥ
		float		offset_y	: ⤵Υեå
		float		width		: ˥
		float		height		: ˥⤵
		int			flame_tex	: ˥ե졼ƥ
		int			scroll_tex	: ˥ƥ
		int			noise_tex	: ˥Υƥ
		float		scroll_x	: ƥɽեå
		float		scroll_y	: ƥɽեå
		float		scroll_w	: ƥɽ
		float		scroll_h	: ƥɽ⤵
		float		v_start		: 볫ϰ
		float		v_end		: 뽪λ
		float		v_width		: ɽꥢ
		float		v_time		: 
		int			*mode		: Υե饰

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vamp_knife_aura.c
	ױʥե饨եȡ

	ƤӽФؿ
	void *NewVampKnifeAura( FVECTOR *pos, FVECTOR *vec )

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wine.c
	ǥѥ磻󥨥եȡ
	ȾƩΥ饹ȶȾƩΥ磻ΤޥȥꥯФ֤
	磻Υǥĺ˥᡼󤵤ɤ餮ɽƤ롣
	ǥ⤫å磻ɤ餮ȥߥ󥰤椷Ƥ롣

	ƤӽФؿ
	void *NewWine( FMATRIX *mat, int name )
		FMATRIX		*mat	: եåȥޥμΥޥȥꥯ
		int			name	: å̾

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