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All Effect Overlays and z_effect_soft_sprite_old_init.c OK (#396)
* 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 * EffectSsStick OK * progress * fix conflicting name * progress * splash OK * uname fields * progress * lightning OK * remove unwanted files * kirakira ok * kirakira done * magma OK * remove files * ss_g_fire OK * name funcs * progress * progress * magma2 and kakera OK * eff_ss_dead_dd OK * fcircle OK * stone1 OK * sibuki2 OK * dt_bubble OK * deaddb OK * sibuki OK * dead_ds OK * ice_smoke OK * hitmark OK * hahen OK * k_fire OK * en_fire OK * starting colors * color changes 1 * color switch done * init file data migrated * data cleanup * ice_piece OK * en_ice OK * progress * progress * docs progress * fix blast color names * documentation pass 1 * progress * cleanup pass 2 * touchups * added to functions.h * small changes * fix functions.h * renaming progress * name progress * color enum * more cleanups * enice changes * final cleanups * remove unwanted file * lightning -> shock * pr suggestions * fix comment * remove unwanted comments
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541 changed files with 5667 additions and 15639 deletions
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@ -1210,7 +1210,7 @@ void func_8002E4B4(GlobalContext* globalCtx, Actor* actor, f32 arg2, f32 arg3, f
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f32 sp58;
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UNK_TYPE sp54;
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f32 sp50;
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Vec3f sp44;
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Vec3f ripplePos;
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sp74 = actor->posRot.pos.y - actor->pos4.y;
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@ -1258,12 +1258,12 @@ void func_8002E4B4(GlobalContext* globalCtx, Actor* actor, f32 arg2, f32 arg3, f
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if (!(actor->bgCheckFlags & 0x20)) {
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actor->bgCheckFlags |= 0x40;
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if (!(arg5 & 0x40)) {
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sp44.x = actor->posRot.pos.x;
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sp44.y = sp50;
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sp44.z = actor->posRot.pos.z;
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func_80029444(globalCtx, &sp44, 100, 500, 0);
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func_80029444(globalCtx, &sp44, 100, 500, 4);
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func_80029444(globalCtx, &sp44, 100, 500, 8);
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ripplePos.x = actor->posRot.pos.x;
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ripplePos.y = sp50;
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ripplePos.z = actor->posRot.pos.z;
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EffectSsGRipple_Spawn(globalCtx, &ripplePos, 100, 500, 0);
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EffectSsGRipple_Spawn(globalCtx, &ripplePos, 100, 500, 4);
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EffectSsGRipple_Spawn(globalCtx, &ripplePos, 100, 500, 8);
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}
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}
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actor->bgCheckFlags |= 0x20;
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@ -1850,7 +1850,8 @@ void func_8002FBAC(GlobalContext* globalCtx) {
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spA4.y = Math_Rand_ZeroOne() * 6.0f + gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y + 80.0f;
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spA4.z = Math_Rand_CenteredFloat(6.0f) + gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z;
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func_80028BB0(globalCtx, &spA4, &D_80116048, &D_80116054, &D_80116060, &D_80116064, 1000, 0x10);
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EffectSsKiraKira_SpawnDispersed(globalCtx, &spA4, &D_80116048, &D_80116054, &D_80116060, &D_80116064, 1000,
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16);
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if (D_8015BC18 == 0.0f) {
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gSaveContext.respawn[RESPAWN_MODE_TOP] = gSaveContext.respawn[RESPAWN_MODE_DOWN];
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@ -2184,8 +2185,8 @@ void Actor_Draw(GlobalContext* globalCtx, Actor* actor) {
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gSPSegment(oGfxCtx->polyXlu.p++, 0x06, globalCtx->objectCtx.status[actor->objBankIndex].segment);
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if (actor->dmgEffectTimer != 0) {
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// Must be inline data to match
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Color_RGBA8 sp2C = { 0, 0, 0, 255 };
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if (actor->dmgEffectParams & 0x8000) {
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sp2C.r = sp2C.g = sp2C.b = ((actor->dmgEffectParams & 0x1F00) >> 5) | 7;
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} else if (actor->dmgEffectParams & 0x4000) {
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@ -3966,7 +3967,7 @@ void func_8003555C(GlobalContext* globalCtx, Vec3f* arg1, Vec3f* arg2, Vec3f* ar
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color2.g = 90;
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color2.b = 50;
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func_80028B74(globalCtx, arg1, arg2, arg3, &color1, &color2);
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EffectSsKiraKira_SpawnSmall(globalCtx, arg1, arg2, arg3, &color1, &color2);
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}
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Vec3f D_80116268 = { 0.0f, -1.5f, 0.0f };
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