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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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@ -95,11 +95,11 @@ void EnSt_SetupAction(EnSt* this, EnStActionFunc actionFunc) {
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/**
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* Spawns `dustCnt` dust particles in a random pattern around the skulltulla
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*/
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void EnSt_SpawnDustEffects(EnSt* this, GlobalContext* globalCtx, s32 dustCnt) {
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Color_RGBA8_n primColor = { 170, 130, 90, 255 };
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Color_RGBA8_n envColor = { 100, 60, 20, 0 };
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void EnSt_SpawnDust(EnSt* this, GlobalContext* globalCtx, s32 dustCnt) {
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Color_RGBA8 primColor = { 170, 130, 90, 255 };
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Color_RGBA8 envColor = { 100, 60, 20, 0 };
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Vec3f dustVel = { 0.0f, 0.0f, 0.0f };
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Vec3f initialYAccel = { 0.0f, 0.3f, 0.0f };
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Vec3f dustAccel = { 0.0f, 0.3f, 0.0f };
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Vec3f dustPos;
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s16 yAngle;
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s32 i;
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@ -107,11 +107,11 @@ void EnSt_SpawnDustEffects(EnSt* this, GlobalContext* globalCtx, s32 dustCnt) {
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yAngle = (Math_Rand_ZeroOne() - 0.5f) * 65536.0f;
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dustPos.y = this->actor.groundY;
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for (i = dustCnt; i >= 0; i--, yAngle += (s16)(0x10000 / dustCnt)) {
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initialYAccel.x = (Math_Rand_ZeroOne() - 0.5f) * 4.0f;
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initialYAccel.z = (Math_Rand_ZeroOne() - 0.5f) * 4.0f;
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dustAccel.x = (Math_Rand_ZeroOne() - 0.5f) * 4.0f;
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dustAccel.z = (Math_Rand_ZeroOne() - 0.5f) * 4.0f;
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dustPos.x = this->actor.posRot.pos.x + (Math_Sins(yAngle) * 22.0f);
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dustPos.z = this->actor.posRot.pos.z + (Math_Coss(yAngle) * 22.0f);
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func_8002836C(globalCtx, &dustPos, &dustVel, &initialYAccel, &primColor, &envColor, 120, 40, 10);
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func_8002836C(globalCtx, &dustPos, &dustVel, &dustAccel, &primColor, &envColor, 120, 40, 10);
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}
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}
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@ -123,17 +123,17 @@ void EnSt_SpawnBlastEffect(EnSt* this, GlobalContext* globalCtx) {
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blastPos.y = this->actor.groundY;
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blastPos.z = this->actor.posRot.pos.z;
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func_80028F84(globalCtx, &blastPos, &zeroVec, &zeroVec, 100, 220, 8);
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EffectSsBlast_SpawnWhiteCustomScale(globalCtx, &blastPos, &zeroVec, &zeroVec, 100, 220, 8);
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}
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void EnSt_SpawnDeadEffect(EnSt* this, GlobalContext* globalCtx) {
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Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
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Vec3f deadPos;
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Vec3f firePos;
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deadPos.x = this->actor.posRot.pos.x + ((Math_Rand_ZeroOne() - 0.5f) * 60.0f);
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deadPos.y = (this->actor.posRot.pos.y + 10.0f) + ((Math_Rand_ZeroOne() - 0.5f) * 45.0f);
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deadPos.z = this->actor.posRot.pos.z + ((Math_Rand_ZeroOne() - 0.5f) * 60.0f);
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func_8002A6B8(globalCtx, &deadPos, &zeroVec, &zeroVec, 100, 0, 255, 255, 255, 255, 255, 0, 0, 1, 9, 1);
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firePos.x = this->actor.posRot.pos.x + ((Math_Rand_ZeroOne() - 0.5f) * 60.0f);
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firePos.y = (this->actor.posRot.pos.y + 10.0f) + ((Math_Rand_ZeroOne() - 0.5f) * 45.0f);
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firePos.z = this->actor.posRot.pos.z + ((Math_Rand_ZeroOne() - 0.5f) * 60.0f);
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EffectSsDeadDb_Spawn(globalCtx, &firePos, &zeroVec, &zeroVec, 100, 0, 255, 255, 255, 255, 255, 0, 0, 1, 9, true);
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}
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s32 EnSt_CreateBlureEffect(GlobalContext* globalCtx) {
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@ -622,7 +622,7 @@ s32 EnSt_IsDoneBouncing(EnSt* this, GlobalContext* globalCtx) {
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
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EnSt_SpawnDustEffects(this, globalCtx, 10);
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EnSt_SpawnDust(this, globalCtx, 10);
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// creates an elastic bouncing effect, boucing up less for each hit on the ground.
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this->actor.velocity.y = 6.0f / (4 - this->groundBounces);
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this->groundBounces--;
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@ -967,7 +967,7 @@ void EnSt_StartOnCeilingOrGround(EnSt* this, GlobalContext* globalCtx) {
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void EnSt_Update(Actor* thisx, GlobalContext* globalCtx) {
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EnSt* this = THIS;
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s32 pad;
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Color_RGBA8_n color = { 0, 0, 0, 0 };
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Color_RGBA8 color = { 0, 0, 0, 0 };
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if (this->actor.flags & 0x8000) {
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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