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Decompile some more objects (#848)
* Object_FU limbs and skel OK * limbs OK * Object_FU textures OK * Object_FU face textures OK * Symbols in en_fu.c * en_fu.c limb enum * Remove Object_fu from undefined_syms, move textures to draw, and small cleanup * Object_bird OK * Object_Bird OK, added cutscene for shot sun, and song of storms * Rainbow Bridge CS * Great fairy CS * Cutscene -> Cs * remove '&' from Cutscenes * Cleanup object_bird * Update z_en_fu.c * Update z_en_fu.h * Update z_en_fu.c * Update z_en_fu.h * Update z_en_fu.h * DC intro CS * Zeldas lullaby CS * Nabooru Knuckle CS * Owl Lake Hylia CS * Sun song CS * Undefined sym in Boss Dodongo * Missed a few more * DC tex name * Windmill man limbs
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parent
a6bd227137
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27 changed files with 179 additions and 204 deletions
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@ -6,6 +6,7 @@
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#include "z_shot_sun.h"
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#include "overlays/actors/ovl_En_Elf/z_en_elf.h"
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#include "scenes/overworld/spot06/spot06_scene.h"
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#include "vt.h"
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#define FLAGS 0x00000009
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@ -21,8 +22,6 @@ void ShotSun_TriggerFairy(ShotSun* this, GlobalContext* globalCtx);
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void func_80BADF0C(ShotSun* this, GlobalContext* globalCtx);
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void ShotSun_UpdateHyliaSun(ShotSun* this, GlobalContext* globalCtx);
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extern CutsceneData D_02007020[];
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const ActorInit Shot_Sun_InitVars = {
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ACTOR_SHOT_SUN,
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ACTORCAT_PROP,
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@ -166,7 +165,7 @@ void ShotSun_UpdateHyliaSun(ShotSun* this, GlobalContext* globalCtx) {
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osSyncPrintf(VT_FGCOL(CYAN) "SHOT_SUN HIT!!!!!!!\n" VT_RST);
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if (INV_CONTENT(ITEM_ARROW_FIRE) == ITEM_NONE) {
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_ITEM_ETCETERA, 700.0f, -800.0f, 7261.0f, 0, 0, 0, 7);
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globalCtx->csCtx.segment = SEGMENTED_TO_VIRTUAL(D_02007020);
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globalCtx->csCtx.segment = SEGMENTED_TO_VIRTUAL(gFireArrowsCS);
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if (1) {}
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gSaveContext.cutsceneTrigger = 1;
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} else {
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