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