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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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@ -12,8 +12,8 @@
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#define THIS ((ObjLightswitch*)thisx)
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typedef enum {
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/* 0x00 */ FACE_EYES_CLOSED,
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/* 0x01 */ FACE_EYES_OPEN,
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/* 0x00 */ FACE_EYES_CLOSED,
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/* 0x01 */ FACE_EYES_OPEN,
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/* 0x02 */ FACE_EYES_OPEN_SMILING
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} FaceTextureIndex;
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@ -145,7 +145,8 @@ void ObjLightswitch_SpawnDisappearEffects(ObjLightswitch* this, GlobalContext* g
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pos.x = this->actor.posRot.pos.x + ((z * s) + (x * c));
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pos.y = this->actor.posRot.pos.y + y + 10.0f;
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pos.z = this->actor.posRot.pos.z + ((z * c) - (x * s));
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func_8002A6B8(globalCtx, &pos, &D_80B97F74, &D_80B97F74, 0x64, 0, 0xFF, 0xFF, 0xA0, 0xA0, 0xFF, 0, 0, 1, 9, 1);
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EffectSsDeadDb_Spawn(globalCtx, &pos, &D_80B97F74, &D_80B97F74, 100, 0, 255, 255, 160, 160, 255, 0, 0, 1, 9,
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true);
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}
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}
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