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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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@ -5,6 +5,7 @@
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*/
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#include "z_en_bom.h"
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#include "overlays/effects/ovl_Effect_Ss_Dead_Sound/z_eff_ss_dead_sound.h"
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#define FLAGS 0x00000030
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@ -199,7 +200,7 @@ void EnBom_Update(Actor* thisx, GlobalContext* globalCtx) {
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Vec3f effAccel = { 0.0f, 0.0f, 0.0f };
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Vec3f effPos;
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Vec3f dustAccel = { 0.0f, 0.6f, 0.0f };
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Color_RGBA8_n dustColor = { 255, 255, 255, 255 };
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Color_RGBA8 dustColor = { 255, 255, 255, 255 };
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s32 pad[2];
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EnBom* this = THIS;
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@ -230,13 +231,13 @@ void EnBom_Update(Actor* thisx, GlobalContext* globalCtx) {
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effPos = thisx->posRot.pos;
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effPos.y += 17.0f;
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if ((globalCtx->gameplayFrames % 2) == 0) {
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func_80029184(globalCtx, thisx, &effPos, &effVelocity, &effAccel);
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EffectSsGSpk_SpawnFuse(globalCtx, thisx, &effPos, &effVelocity, &effAccel);
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}
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Audio_PlayActorSound2(thisx, NA_SE_IT_BOMB_IGNIT - SFX_FLAG);
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effPos.y += 3.0f;
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func_8002829C(globalCtx, &effPos, &effVelocity, &dustAccel, &dustColor, &dustColor, 0x32, 5);
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func_8002829C(globalCtx, &effPos, &effVelocity, &dustAccel, &dustColor, &dustColor, 50, 5);
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}
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if ((this->bombCollider.base.acFlags & 2) ||
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@ -284,7 +285,7 @@ void EnBom_Update(Actor* thisx, GlobalContext* globalCtx) {
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effPos.y = thisx->groundY;
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if (thisx->groundY > -32000.0f) {
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func_80029024(globalCtx, &effPos, &effVelocity, &effAccel);
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EffectSsBlast_SpawnWhiteShockwave(globalCtx, &effPos, &effVelocity, &effAccel);
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}
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Audio_PlayActorSound2(thisx, NA_SE_IT_BOMB_EXPLOSION);
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@ -314,7 +315,8 @@ void EnBom_Update(Actor* thisx, GlobalContext* globalCtx) {
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if ((thisx->scale.x >= 0.01f) && (thisx->params != BOMB_EXPLOSION)) {
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if (thisx->waterY >= 20.0f) {
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EffectSsDeadSound_SpawnStationary(globalCtx, &thisx->projectedPos, NA_SE_IT_BOMB_UNEXPLOSION, 1, 1, 10);
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EffectSsDeadSound_SpawnStationary(globalCtx, &thisx->projectedPos, NA_SE_IT_BOMB_UNEXPLOSION, true,
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DEADSOUND_REPEAT_MODE_OFF, 10);
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Actor_Kill(thisx);
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return;
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}
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