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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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@ -62,12 +62,12 @@ static InitChainEntry sInitChain[] = {
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static Vec3f D_80AE4918 = { 0.0f, 0.0f, 0.0f };
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// I'm guessing these are primitive and environment colors that go unused
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static Color_RGBA8_n D_80AE4924 = { 200, 200, 255, 255 };
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static Color_RGBA8_n D_80AE4928 = { 0, 0, 255, 0 };
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static Color_RGBA8 D_80AE4924 = { 200, 200, 255, 255 };
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static Color_RGBA8 D_80AE4928 = { 0, 0, 255, 0 };
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static Vec3f D_80AE492C = { 0.0f, 0.0f, 0.0f };
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static Color_RGBA8_n D_80AE4938 = { 200, 200, 255, 255 };
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static Color_RGBA8_n D_80AE493C = { 0, 0, 255, 0 };
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static Color_RGBA8 D_80AE4938 = { 200, 200, 255, 255 };
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static Color_RGBA8 D_80AE493C = { 0, 0, 255, 0 };
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static Vec3f D_80AE4940 = { 300.0f, 0.0f, 0.0f };
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static Vec3f D_80AE494C = { 300.0f, 0.0f, 0.0f };
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@ -277,8 +277,8 @@ void func_80AE2B90(EnRd* this, GlobalContext* globalCtx) {
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void func_80AE2C1C(EnRd* this, GlobalContext* globalCtx) {
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Vec3f sp44 = D_80AE4918;
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Color_RGBA8_n sp40 = D_80AE4924;
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Color_RGBA8_n sp3C = D_80AE4928;
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Color_RGBA8 sp40 = D_80AE4924;
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Color_RGBA8 sp3C = D_80AE4928;
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Player* player = PLAYER;
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s32 pad;
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s16 sp32 = this->actor.yawTowardsLink - this->actor.shape.rot.y - this->unk_30E - this->unk_310;
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@ -518,8 +518,8 @@ void func_80AE37BC(EnRd* this) {
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void func_80AE3834(EnRd* this, GlobalContext* globalCtx) {
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Vec3f sp34 = D_80AE492C;
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Color_RGBA8_n sp30 = D_80AE4938;
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Color_RGBA8_n sp2C = D_80AE493C;
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Color_RGBA8 sp30 = D_80AE4938;
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Color_RGBA8 sp2C = D_80AE493C;
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Player* player = PLAYER;
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s16 temp_v0 = this->actor.yawTowardsLink - this->actor.shape.rot.y - this->unk_30E - this->unk_310;
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@ -866,9 +866,9 @@ void EnRd_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec
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if (idx >= 0) {
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Matrix_MultVec3f(&sp2C, &destPos);
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this->unkFire[idx].x = destPos.x;
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this->unkFire[idx].y = destPos.y;
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this->unkFire[idx].z = destPos.z;
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this->firePos[idx].x = destPos.x;
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this->firePos[idx].y = destPos.y;
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this->firePos[idx].z = destPos.z;
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}
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}
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}
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@ -892,8 +892,8 @@ void EnRd_Draw(Actor* thisx, GlobalContext* globalCtx) {
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this->actor.dmgEffectTimer++;
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THIS->unk_31A--;
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if (this->unk_31A % 4 == 0) {
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func_8002A54C(globalCtx, &this->actor, &this->unkFire[this->unk_31A >> 2], 0x4B, 0, 0,
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(this->unk_31A >> 2));
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EffectSsEnFire_SpawnVec3s(globalCtx, &this->actor, &this->firePos[this->unk_31A >> 2], 0x4B, 0, 0,
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(this->unk_31A >> 2));
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}
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}
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} else {
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@ -10,7 +10,7 @@ typedef void (*EnRdActionFunc)(struct EnRd*, GlobalContext*);
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typedef struct EnRd {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ Vec3s unkFire[10];
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/* 0x014C */ Vec3s firePos[10];
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/* 0x0188 */ SkelAnime skelAnime;
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/* 0x01CC */ Vec3s limbDrawTable[26];
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/* 0x0268 */ Vec3s transitionDrawTable[26];
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