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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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541 changed files with 5667 additions and 15639 deletions

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