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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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parent
a506801cd7
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541 changed files with 5667 additions and 15639 deletions
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@ -41,31 +41,13 @@ static ColliderQuadInit sQuadInit = {
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{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
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};
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Vec3f D_809D250C = { 0.015f, 0.015f, 0.015f };
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Vec3f D_809D2518 = { 0.0f, 0.0f, 0.0f };
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static InitChainEntry sInitChain[] = {
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ICHAIN_F32(unk_4C, 5300, ICHAIN_STOP),
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};
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Vec3f D_809D2528 = { 8000.0f, 15000.0f, 2500.0f };
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Vec3f D_809D2534 = { 8000.0f, 10000.0f, 2500.0f };
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Vec3f D_809D2540 = { -8000.0f, 15000.0f, 2500.0f };
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Vec3f D_809D254C = { -8000.0f, 10000.0f, 2500.0f };
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Color_RGBA8 D_809D2558 = { 255, 255, 255, 255 };
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Color_RGBA8 D_809D255C = { 200, 255, 255, 255 };
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UNK_PTR D_809D2560[] = { 0x060024F0, 0x060027F0, 0x060029F0 };
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void EnBx_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnBx* this = THIS;
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Vec3f sp48 = D_809D250C;
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Vec3f sp3C = D_809D2518;
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Vec3f sp48 = { 0.015f, 0.015f, 0.015f };
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Vec3f sp3C = { 0.0f, 0.0f, 0.0f };
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static InitChainEntry sInitChain[] = {
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ICHAIN_F32(unk_4C, 5300, ICHAIN_STOP),
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};
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s32 i;
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s32 pad;
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@ -104,8 +86,10 @@ void EnBx_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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}
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void func_809D1D0C(Actor* thisx, GlobalContext* globalCtx) {
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Vec3f sp5C = D_809D2528;
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Vec3f sp50 = D_809D2534;
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Vec3f sp5C = { 8000.0f, 15000.0f, 2500.0f };
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Vec3f sp50 = { 8000.0f, 10000.0f, 2500.0f };
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static Vec3f D_809D2540 = { -8000.0f, 15000.0f, 2500.0f };
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static Vec3f D_809D254C = { -8000.0f, 10000.0f, 2500.0f };
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Vec3f sp44;
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Vec3f sp38;
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EnBx* this = THIS;
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@ -123,9 +107,6 @@ void EnBx_Update(Actor* thisx, GlobalContext* globalCtx) {
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s32 i;
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s16 tmp32;
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s32 tmp33;
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Vec3f sp58;
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s16 tmp16;
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u32 test;
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if ((thisx->xzDistFromLink <= 70.0f) || (this->collider.base.atFlags & 2) || (this->collider.base.acFlags & 2) ||
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(this->colliderQuad.base.atFlags & 2)) {
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@ -162,12 +143,17 @@ void EnBx_Update(Actor* thisx, GlobalContext* globalCtx) {
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this->unk_14C--;
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for (i = 0; i < 4; i++) {
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if (!((this->unk_14C + (i << 1)) % 4)) {
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tmp16 = (s32)Math_Rand_CenteredFloat(12288.0f);
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tmp16 = (tmp16 + (i * 16384)) + 0x2000;
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sp58.x = Math_Rand_CenteredFloat(5.0f) + thisx->posRot.pos.x;
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sp58.y = Math_Rand_CenteredFloat(30.0f) + thisx->posRot.pos.y + 170.0f;
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sp58.z = Math_Rand_CenteredFloat(5.0f) + thisx->posRot.pos.z;
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func_800295A0(globalCtx, &sp58, &D_809D2558, &D_809D255C, 0xE6, tmp16, 6, 0);
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static Color_RGBA8 primColor = { 255, 255, 255, 255 };
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static Color_RGBA8 envColor = { 200, 255, 255, 255 };
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Vec3f pos;
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s16 yaw;
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yaw = (s32)Math_Rand_CenteredFloat(12288.0f);
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yaw = (yaw + (i * 0x4000)) + 0x2000;
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pos.x = Math_Rand_CenteredFloat(5.0f) + thisx->posRot.pos.x;
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pos.y = Math_Rand_CenteredFloat(30.0f) + thisx->posRot.pos.y + 170.0f;
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pos.z = Math_Rand_CenteredFloat(5.0f) + thisx->posRot.pos.z;
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EffectSsLightning_Spawn(globalCtx, &pos, &primColor, &envColor, 230, yaw, 6, 0);
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}
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}
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@ -183,6 +169,7 @@ void EnBx_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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void EnBx_Draw(Actor* thisx, GlobalContext* globalCtx) {
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static UNK_PTR D_809D2560[] = { 0x060024F0, 0x060027F0, 0x060029F0 };
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EnBx* this = THIS;
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s32 pad;
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Mtx* mtx = Graph_Alloc(globalCtx->state.gfxCtx, 4 * sizeof(Mtx));
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