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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

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