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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
This commit is contained in:
fig02 2020-07-28 15:49:00 -04:00 committed by GitHub
parent c76c584006
commit 19c990b852
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GPG key ID: 4AEE18F83AFDEB23
82 changed files with 822 additions and 2416 deletions

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@ -279,7 +279,8 @@ void EnBom_Update(Actor* thisx, GlobalContext* globalCtx) {
effPos.y += 30.0f;
}
func_80028E84(globalCtx, &effPos, &effVelocity, &bomb2Accel, 0x64, (thisx->shape.rot.z * 6) + 0x13);
EffectSsBomb2_SpawnLayered(globalCtx, &effPos, &effVelocity, &bomb2Accel, 100,
(thisx->shape.rot.z * 6) + 19);
effPos.y = thisx->groundY;
if (thisx->groundY > -32000.0f) {
@ -313,7 +314,7 @@ void EnBom_Update(Actor* thisx, GlobalContext* globalCtx) {
if ((thisx->scale.x >= 0.01f) && (thisx->params != BOMB_EXPLOSION)) {
if (thisx->waterY >= 20.0f) {
func_8002A9F4(globalCtx, &thisx->projectedPos, NA_SE_IT_BOMB_UNEXPLOSION, 1, 1, 0xA);
EffectSsDeadSound_SpawnStationary(globalCtx, &thisx->projectedPos, NA_SE_IT_BOMB_UNEXPLOSION, 1, 1, 10);
Actor_Kill(thisx);
return;
}