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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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a506801cd7
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541 changed files with 5667 additions and 15639 deletions
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@ -215,12 +215,12 @@ void EnWallmas_SetupCooldown(EnWallmas* this) {
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}
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void EnWallmas_SetupDie(EnWallmas* this, GlobalContext* globalCtx) {
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static Vec3f D_80B30D70 = { 0.0f, 0.0f, 0.0f };
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static Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
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this->actor.speedXZ = 0.0f;
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this->actor.velocity.y = 0.0f;
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func_8002A6B8(globalCtx, &this->actor.posRot.pos, &D_80B30D70, &D_80B30D70, 0xFA, -0xA, 0xFF, 0xFF, 0xFF, 0xFF, 0,
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0, 0xFF, 1, 9, 1);
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EffectSsDeadDb_Spawn(globalCtx, &this->actor.posRot.pos, &zeroVec, &zeroVec, 250, -10, 255, 255, 255, 255, 0, 0,
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255, 1, 9, true);
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Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.posRot.pos, 0xC0);
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this->actionFunc = EnWallmas_Die;
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@ -497,7 +497,7 @@ void EnWallmas_ColUpdate(EnWallmas* this, GlobalContext* globalCtx) {
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}
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} else {
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if (this->actor.colChkInfo.damageEffect == DAMAGE_EFFECT_BURN) {
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func_8002A65C(globalCtx, &this->actor, &this->actor.posRot.pos, 0x28, 0x28);
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EffectSsFCircle_Spawn(globalCtx, &this->actor, &this->actor.posRot.pos, 40, 40);
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}
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EnWallmas_SetupTakeDamage(this);
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