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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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@ -96,8 +96,9 @@ void func_80B43B6C(EnYukabyun* this, GlobalContext* globalCtx) {
func_8002F974(&this->actor, NA_SE_EN_YUKABYUN_FLY - SFX_FLAG);
}
void func_80B43BCC(EnYukabyun* this, GlobalContext* globalCtx) {
func_800297A4(globalCtx, &this->actor.posRot.pos, 8.0f, 0, 0x514, 0x12C, 0xF, 0x5F, 0xA, &D_06000A60);
void EnYukabyun_Break(EnYukabyun* this, GlobalContext* globalCtx) {
EffectSsHahen_SpawnBurst(globalCtx, &this->actor.posRot.pos, 8.0f, 0, 1300, 300, 15, OBJECT_YUKABYUN, 10,
&D_06000A60);
Actor_Kill(&this->actor);
}
@ -113,13 +114,13 @@ void EnYukabyun_Update(Actor* thisx, GlobalContext* globalCtx) {
this->collider.base.maskA &= ~0x2;
this->actor.flags &= ~0x5;
Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 30, NA_SE_EN_OCTAROCK_ROCK);
this->actionfunc = func_80B43BCC;
this->actionfunc = EnYukabyun_Break;
}
this->actionfunc(this, globalCtx);
Actor_MoveForward(&this->actor);
if (!(this->actionfunc == func_80B43A94 || this->actionfunc == func_80B43BCC)) {
if (!(this->actionfunc == func_80B43A94 || this->actionfunc == EnYukabyun_Break)) {
func_8002E4B4(globalCtx, &this->actor, 5.0f, 20.0f, 8.0f, 5);
Collider_CylinderUpdate(&this->actor, &this->collider);