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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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@ -109,7 +109,7 @@ void EnSb_SpawnBubbles(GlobalContext* globalCtx, EnSb* this) {
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if (this->actor.waterY > 0) {
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for (i = 0; i < 10; i++) {
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func_800293E4(globalCtx, &this->actor.posRot.pos, 10.0f, 10.0f, 30.0f, 0.25f);
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EffectSsBubble_Spawn(globalCtx, &this->actor.posRot.pos, 10.0f, 10.0f, 30.0f, 0.25f);
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}
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}
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}
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@ -470,7 +470,7 @@ void EnSb_Draw(Actor* thisx, GlobalContext* globalCtx) {
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flamePos.x = Math_Rand_CenteredFloat(5.0f) + (this->actor.posRot.pos.x + offset->x);
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flamePos.y = Math_Rand_CenteredFloat(5.0f) + (this->actor.posRot.pos.y + offset->y);
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flamePos.z = Math_Rand_CenteredFloat(5.0f) + (this->actor.posRot.pos.z + offset->z);
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func_8002A4D4(globalCtx, this, &flamePos, 0x64, 0, 0, -1);
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EffectSsEnFire_SpawnVec3f(globalCtx, this, &flamePos, 100, 0, 0, -1);
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}
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}
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}
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