/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᡼



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



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



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



blood_smoke.c

	᤭Ф쥨եȡ



	ƤӽФؿ

	void *NewBloodSmoke( FVECTOR* center )

		FVECTOR		*center		: ȯ濴



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



blood_smoke_inpact.c

	ӻ쥨ե



	ƤӽФؿ

	void *NewBloodSmokeInpact( FVECTOR *center )

		FVECTOR		*center		: ȯ濴



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



body_fire.c

	ץ쥤䡼ǳեȡ



	ƤӽФؿ

	void *NewBodyFire( OBJECT *body, int part )

		OBJECT		*object		: ȯ֥

		int			part		: ȯѡ



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



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



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



c_box_smoke.c

	ܡǳ쥨եȡ



	ƤӽФؿ

	void *NewBoxSmoke( FVECTOR* pos, float size )

		FVECTOR		*pos	: ȯ

		float		size	: 쥵



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



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



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



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



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



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



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



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޿



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



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



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



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



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



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޿



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



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			: ̿



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



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



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



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



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



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



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



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 )



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



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



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



exp_smoke.c

	ñȯեȡ



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



fatman_demo_scratch_smoke.c

	ǥѥեåȥޥ顼֥졼ɱ졣



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



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		̤



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



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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