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Some actor.c docs (in preparation for en_test) (#820)

* renames

* format

* format functions.h

* clean

* arg name

* remove asm
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fig02 2021-06-21 19:51:04 -04:00 committed by GitHub
parent 7984c1c514
commit 0a35c752e7
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109 changed files with 424 additions and 359 deletions

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@ -368,11 +368,13 @@ void BossGoma_Init(Actor* thisx, GlobalContext* globalCtx) {
void BossGoma_PlayEffectsAndSfx(BossGoma* this, GlobalContext* globalCtx, s16 arg2, s16 amountMinus1) {
if (arg2 == 0 || arg2 == 1 || arg2 == 3) {
func_80033260(globalCtx, &this->actor, &this->rightHandBackLimbWorldPos, 25.0f, amountMinus1, 8.0f, 500, 10, 1);
Actor_SpawnFloorDust(globalCtx, &this->actor, &this->rightHandBackLimbWorldPos, 25.0f, amountMinus1, 8.0f, 500,
10, 1);
}
if (arg2 == 0 || arg2 == 2 || arg2 == 3) {
func_80033260(globalCtx, &this->actor, &this->leftHandBackLimbWorldPos, 25.0f, amountMinus1, 8.0f, 500, 10, 1);
Actor_SpawnFloorDust(globalCtx, &this->actor, &this->leftHandBackLimbWorldPos, 25.0f, amountMinus1, 8.0f, 500,
10, 1);
}
if (arg2 == 0) {
@ -1372,7 +1374,7 @@ void BossGoma_FloorLandStruckDown(BossGoma* this, GlobalContext* globalCtx) {
this->framesUntilNextAction = 150;
}
func_80033260(globalCtx, &this->actor, &this->actor.world.pos, 55.0f, 4, 8.0f, 500, 10, 1);
Actor_SpawnFloorDust(globalCtx, &this->actor, &this->actor.world.pos, 55.0f, 4, 8.0f, 500, 10, 1);
}
/**
@ -1398,7 +1400,7 @@ void BossGoma_FloorStunned(BossGoma* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelanime);
if (this->timer == 1) {
func_80033260(globalCtx, &this->actor, &this->actor.world.pos, 55.0f, 4, 8.0f, 500, 10, 1);
Actor_SpawnFloorDust(globalCtx, &this->actor, &this->actor.world.pos, 55.0f, 4, 8.0f, 500, 10, 1);
}
Math_ApproachZeroF(&this->actor.speedXZ, 0.5f, 1.0f);
@ -1819,7 +1821,7 @@ void BossGoma_UpdateHit(BossGoma* this, GlobalContext* globalCtx) {
EffectSsSibuki_SpawnBurst(globalCtx, &this->actor.focus.pos);
} else {
BossGoma_SetupDefeated(this, globalCtx);
func_80032C7C(globalCtx, &this->actor);
Enemy_StartFinishingBlow(globalCtx, &this->actor);
}
this->invincibilityFrames = 10;