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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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@ -703,7 +703,7 @@ void func_8008F87C(GlobalContext* globalCtx, Player* this, SkelAnime* skelAnime,
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s32 thighLimbIndex, s32 shinLimbIndex, s32 footLimbIndex) {
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Vec3f spA4;
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Vec3f sp98;
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Vec3f sp8C;
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Vec3f footprintPos;
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CollisionPoly* sp88;
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UNK_TYPE sp84;
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f32 sp80;
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@ -737,12 +737,12 @@ void func_8008F87C(GlobalContext* globalCtx, Player* this, SkelAnime* skelAnime,
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Matrix_JointPosition(&D_80126038[(void)0, gSaveContext.linkAge], &skelAnime->limbDrawTbl[shinLimbIndex]);
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Matrix_Translate(D_80126050[(void)0, gSaveContext.linkAge], 0.0f, 0.0f, MTXMODE_APPLY);
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Matrix_MultVec3f(&D_8012602C, &sp98);
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Matrix_MultVec3f(&D_80126070, &sp8C);
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Matrix_MultVec3f(&D_80126070, &footprintPos);
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Matrix_Pull();
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sp8C.y += 15.0f;
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footprintPos.y += 15.0f;
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sp80 = func_8003C9A4(&globalCtx->colCtx, &sp88, &sp84, &this->actor, &sp8C) + sp74;
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sp80 = func_8003C9A4(&globalCtx->colCtx, &sp88, &sp84, &this->actor, &footprintPos) + sp74;
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if (sp98.y < sp80) {
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sp70 = sp98.x - spA4.x;
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@ -786,8 +786,8 @@ void func_8008F87C(GlobalContext* globalCtx, Player* this, SkelAnime* skelAnime,
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temp3 = func_80041D4C(&globalCtx->colCtx, sp88, sp84);
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if ((temp3 >= 2) && (temp3 < 4) && !func_80042108(&globalCtx->colCtx, sp88, sp84)) {
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sp8C.y = sp80;
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func_80029568(globalCtx, &sp8C);
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footprintPos.y = sp80;
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EffectSsGFire_Spawn(globalCtx, &footprintPos);
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}
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}
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}
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