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Minor Misc Cleanup 3 (#1502)
* more misc cleanup * remove z64 conflicts * undo ISVDbg
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54638f9768
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0ce0313342
27 changed files with 155 additions and 151 deletions
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@ -722,7 +722,7 @@ void ObjectKankyo_DrawSnow(Actor* thisx, PlayState* play2) {
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}
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void ObjectKankyo_Lightning(ObjectKankyo* this, PlayState* play) {
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if (play->csCtx.state != 0 && play->csCtx.actorCues[0] != NULL) {
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if (play->csCtx.state != CS_STATE_IDLE && play->csCtx.actorCues[0] != NULL) {
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switch (this->effects[0].state) {
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case 0:
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this->effects[0].timer = 0;
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@ -797,7 +797,7 @@ void ObjectKankyo_WaitForSunGraveSparkObject(ObjectKankyo* this, PlayState* play
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}
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void ObjectKankyo_SunGraveSpark(ObjectKankyo* this, PlayState* play) {
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if (play->csCtx.state != 0) {
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if (play->csCtx.state != CS_STATE_IDLE) {
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if (play->csCtx.actorCues[1] != NULL && play->csCtx.actorCues[1]->id == 2) {
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Actor_PlaySfx(&this->actor, NA_SE_EN_BIRI_SPARK - SFX_FLAG);
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if ((s16)this->effects[0].alpha + 20 > 255) {
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@ -818,7 +818,7 @@ void ObjectKankyo_DrawSunGraveSpark(Actor* thisx, PlayState* play2) {
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f32 weight;
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OPEN_DISPS(play->state.gfxCtx, "../z_object_kankyo.c", 1324);
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if (play->csCtx.state != 0) {
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if (play->csCtx.state != CS_STATE_IDLE) {
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if (play->csCtx.actorCues[1] != NULL && play->csCtx.actorCues[1]->id == 2 && this->requiredObjectLoaded) {
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// apparently, light waves with larger amplitudes look brighter, so the name 'amplitude' kind of works here
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if (this->effects[0].state == 0) {
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@ -896,7 +896,7 @@ void ObjectKankyo_WaitForBeamObject(ObjectKankyo* this, PlayState* play) {
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void ObjectKankyo_Beams(ObjectKankyo* this, PlayState* play) {
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u8 i;
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if (play->csCtx.state != 0) {
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if (play->csCtx.state != CS_STATE_IDLE) {
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for (i = 0; i < 6; i++) {
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if (play->csCtx.actorCues[i + 1] != NULL && play->csCtx.actorCues[i + 1]->id == 2) {
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if (this->effects[i].size == 0.1f) {
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