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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
This commit is contained in:
fig02 2020-09-29 20:18:46 -04:00 committed by GitHub
parent a506801cd7
commit 82968a7381
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GPG key ID: 4AEE18F83AFDEB23
541 changed files with 5667 additions and 15639 deletions

View file

@ -69,7 +69,7 @@ void EffectSs_Delete(EffectSs* effectSs) {
}
if (effectSs->flags & 4) {
func_800F89E8(&effectSs->unk_2C);
func_800F89E8(&effectSs->vec);
}
EffectSs_Reset(effectSs);
@ -81,15 +81,15 @@ void EffectSs_Reset(EffectSs* effectSs) {
effectSs->type = EFFECT_SS_TYPE_MAX;
effectSs->accel.x = effectSs->accel.y = effectSs->accel.z = 0;
effectSs->velocity.x = effectSs->velocity.y = effectSs->velocity.z = 0;
effectSs->unk_2C.x = effectSs->unk_2C.y = effectSs->unk_2C.z = 0;
effectSs->vec.x = effectSs->vec.y = effectSs->vec.z = 0;
effectSs->pos.x = effectSs->pos.y = effectSs->pos.z = 0;
effectSs->life = -1;
effectSs->flags = 0;
effectSs->priority = 128;
effectSs->draw = NULL;
effectSs->update = NULL;
effectSs->displayList = NULL;
effectSs->unk_3C = NULL;
effectSs->gfx = NULL;
effectSs->actor = NULL;
for (i = 0; i < ARRAY_COUNT(effectSs->regs); i++) {
effectSs->regs[i] = 0;