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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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541 changed files with 5667 additions and 15639 deletions

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@ -142,7 +142,7 @@ void Lights_BindDirectional(Lights* lights, LightParams* params, Vec3f* vec) {
}
}
/*
/**
* For every light in a provided list, try to find a free slot in the provided Lights group and bind
* a light to it. Then apply color and positional/directional info for each light
* based on the parameters supplied by the node.
@ -216,7 +216,7 @@ void func_8007A698(LightContext* lightCtx, u8 arg1, u8 arg2, u8 arg3, s16 numLig
lightCtx->unk_0C = arg5;
}
/*
/**
* Allocate a new Lights group and initilize the ambient color with that provided by LightContext
*/
Lights* LightContext_NewLights(LightContext* lightCtx, GraphicsContext* gfxCtx) {
@ -234,7 +234,7 @@ void LightContext_DestroyList(GlobalContext* globalCtx, LightContext* lightCtx)
}
}
/*
/**
* Insert a new light into the list pointed to by LightContext
*
* Note: Due to the limited number of slots in a Lights group, inserting too many lights in the