1
0
mirror of https://github.com/zeldaret/oot.git synced 2024-09-21 12:54:51 +00:00

doc for menkuri_eye (#1580)

This commit is contained in:
krm01 2023-11-14 11:20:23 -08:00 committed by GitHub
parent 4c75260097
commit 0a48348f8d
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

View File

@ -26,7 +26,7 @@ ActorInit Bg_Menkuri_Eye_InitVars = {
/**/ BgMenkuriEye_Draw, /**/ BgMenkuriEye_Draw,
}; };
static s32 D_8089C1A0; static s32 sNumEyesShot;
static ColliderJntSphElementInit sJntSphElementsInit[1] = { static ColliderJntSphElementInit sJntSphElementsInit[1] = {
{ {
@ -72,7 +72,7 @@ void BgMenkuriEye_Init(Actor* thisx, PlayState* play) {
colliderList = this->collider.elements; colliderList = this->collider.elements;
colliderList->dim.worldSphere.radius = colliderList->dim.modelSphere.radius; colliderList->dim.worldSphere.radius = colliderList->dim.modelSphere.radius;
if (!Flags_GetSwitch(play, this->actor.params)) { if (!Flags_GetSwitch(play, this->actor.params)) {
D_8089C1A0 = 0; sNumEyesShot = 0;
} }
this->framesUntilDisable = -1; this->framesUntilDisable = -1;
} }
@ -93,7 +93,7 @@ void BgMenkuriEye_Update(Actor* thisx, PlayState* play) {
} }
if (this->framesUntilDisable == 0) { if (this->framesUntilDisable == 0) {
this->framesUntilDisable = -1; this->framesUntilDisable = -1;
D_8089C1A0--; sNumEyesShot--;
} }
} }
} }
@ -102,11 +102,11 @@ void BgMenkuriEye_Update(Actor* thisx, PlayState* play) {
this->collider.base.acFlags &= ~AC_HIT; this->collider.base.acFlags &= ~AC_HIT;
if (this->framesUntilDisable == -1) { if (this->framesUntilDisable == -1) {
Actor_PlaySfx(&this->actor, NA_SE_EN_AMOS_DAMAGE); Actor_PlaySfx(&this->actor, NA_SE_EN_AMOS_DAMAGE);
D_8089C1A0++; sNumEyesShot++;
D_8089C1A0 = CLAMP_MAX(D_8089C1A0, 4); sNumEyesShot = CLAMP_MAX(sNumEyesShot, 4);
} }
this->framesUntilDisable = 416; this->framesUntilDisable = 416;
if (D_8089C1A0 == 4) { if (sNumEyesShot == 4) {
Flags_SetSwitch(play, this->actor.params); Flags_SetSwitch(play, this->actor.params);
Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME); Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
} }