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