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