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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

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