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Bomb Related Effect Overlays (#283)
* fix colliderinit typo * dead sound done * deadsound documentation * blast done * progress * spk init * progress * spark done * ss bomb ok * bomb done * cleanup * progress * progress * almost done with bomb2 * clean up gossip stone * more * cleanup and format * remove unused asm file * nonmatching reloc * done i think * mistakes * fix headers * idk how that got in here * match bomb2 * asm file * pr review
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82 changed files with 822 additions and 2416 deletions
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@ -279,7 +279,8 @@ void EnBom_Update(Actor* thisx, GlobalContext* globalCtx) {
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effPos.y += 30.0f;
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}
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func_80028E84(globalCtx, &effPos, &effVelocity, &bomb2Accel, 0x64, (thisx->shape.rot.z * 6) + 0x13);
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EffectSsBomb2_SpawnLayered(globalCtx, &effPos, &effVelocity, &bomb2Accel, 100,
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(thisx->shape.rot.z * 6) + 19);
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effPos.y = thisx->groundY;
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if (thisx->groundY > -32000.0f) {
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@ -313,7 +314,7 @@ void EnBom_Update(Actor* thisx, GlobalContext* globalCtx) {
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if ((thisx->scale.x >= 0.01f) && (thisx->params != BOMB_EXPLOSION)) {
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if (thisx->waterY >= 20.0f) {
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func_8002A9F4(globalCtx, &thisx->projectedPos, NA_SE_IT_BOMB_UNEXPLOSION, 1, 1, 0xA);
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EffectSsDeadSound_SpawnStationary(globalCtx, &thisx->projectedPos, NA_SE_IT_BOMB_UNEXPLOSION, 1, 1, 10);
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Actor_Kill(thisx);
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return;
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}
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