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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

View file

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

View file

@ -10,7 +10,7 @@ typedef void (*EnRdActionFunc)(struct EnRd*, GlobalContext*);
typedef struct EnRd {
/* 0x0000 */ Actor actor;
/* 0x014C */ Vec3s unkFire[10];
/* 0x014C */ Vec3s firePos[10];
/* 0x0188 */ SkelAnime skelAnime;
/* 0x01CC */ Vec3s limbDrawTable[26];
/* 0x0268 */ Vec3s transitionDrawTable[26];