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