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document most navi enemies as enum type (#1110)
* document most navi enemies as enum type * enum value auto increments, add enemy default for 0 * also define and comment navi enemy tektite blue * Update include/z64actor.h Co-authored-by: mzxrules <mzxrules@gmail.com> * Update include/z64actor.h Co-authored-by: mzxrules <mzxrules@gmail.com> * Update include/z64actor.h Co-authored-by: mzxrules <mzxrules@gmail.com> * Update include/z64actor.h Co-authored-by: mzxrules <mzxrules@gmail.com> * Update include/z64actor.h Co-authored-by: mzxrules <mzxrules@gmail.com> * Update include/z64actor.h Co-authored-by: mzxrules <mzxrules@gmail.com> * apply navi enemy updates accepted so far * update names * review * review * freezzard -> freezard Co-authored-by: mzxrules <mzxrules@gmail.com> Co-authored-by: fig02 <fig02srl@gmail.com>
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71 changed files with 215 additions and 112 deletions
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@ -339,7 +339,7 @@ void EnBb_Init(Actor* thisx, GlobalContext* globalCtx) {
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Actor_SetScale(thisx, 0.01f);
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switch (thisx->params) {
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case ENBB_BLUE:
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thisx->naviEnemyId = 0x1C;
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thisx->naviEnemyId = NAVI_ENEMY_BLUE_BUBBLE;
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thisx->colChkInfo.damageTable = &sDamageTableBlueGreen;
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this->flamePrimBlue = this->flameEnvColor.b = 255;
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thisx->world.pos.y += 50.0f;
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@ -347,14 +347,14 @@ void EnBb_Init(Actor* thisx, GlobalContext* globalCtx) {
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thisx->flags |= ACTOR_FLAG_14;
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break;
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case ENBB_RED:
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thisx->naviEnemyId = 0x24;
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thisx->naviEnemyId = NAVI_ENEMY_RED_BUBBLE;
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thisx->colChkInfo.damageTable = &sDamageTableRed;
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this->flameEnvColor.r = 255;
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this->collider.elements[0].info.toucher.effect = 1;
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EnBb_SetupRed(globalCtx, this);
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break;
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case ENBB_WHITE:
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thisx->naviEnemyId = 0x1D;
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thisx->naviEnemyId = NAVI_ENEMY_WHITE_BUBBLE;
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thisx->colChkInfo.damageTable = &sDamageTableWhite;
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this->path = this->actionState;
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blureInit.p1StartColor[0] = blureInit.p1StartColor[1] = blureInit.p1StartColor[2] =
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@ -379,8 +379,9 @@ void EnBb_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->path = this->actionState >> 4;
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this->collider.elements[0].dim.modelSphere.radius = 0x16;
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Actor_SetScale(thisx, 0.03f);
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// fallthrough
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case ENBB_GREEN:
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thisx->naviEnemyId = 0x1E;
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thisx->naviEnemyId = NAVI_ENEMY_GREEN_BUBBLE;
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this->bobSize = (this->actionState & 0xF) * 20.0f;
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thisx->colChkInfo.damageTable = &sDamageTableBlueGreen;
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this->flameEnvColor.g = 255;
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