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Armos and object_am OK (#652)
* started * all but 2 * OK * docs progress * lots of docs * add gitkeep back * all funcs named * small fix * git subrepo pull --force tools/ZAPD subrepo: subdir: "tools/ZAPD" merged: "0305ec2c2" upstream: origin: "https://github.com/zeldaret/ZAPD.git" branch: "master" commit: "0305ec2c2" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo.git" commit: "2f68596" * object_am * change * ready i think * last thing * asm * progress
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79c8accfab
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131 changed files with 1077 additions and 2585 deletions
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@ -161,7 +161,7 @@ void EnCrow_SetupDamaged(EnCrow* this, GlobalContext* globalCtx) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_KAICHO_DEAD);
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if (this->actor.colChkInfo.damageEffect == 3) { // Ice arrows
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func_8003426C(&this->actor, 0, 255, 0, 40);
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Actor_SetColorFilter(&this->actor, 0, 255, 0, 40);
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for (i = 0; i < 8; i++) {
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iceParticlePos.x = ((i & 1 ? 7.0f : -7.0f) * scale) + this->actor.world.pos.x;
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iceParticlePos.y = ((i & 2 ? 7.0f : -7.0f) * scale) + this->actor.world.pos.y;
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@ -170,13 +170,13 @@ void EnCrow_SetupDamaged(EnCrow* this, GlobalContext* globalCtx) {
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((Rand_ZeroOne() * 0.15f) + 0.85f) * scale);
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}
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} else if (this->actor.colChkInfo.damageEffect == 2) { // Fire arrows and Din's Fire
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func_8003426C(&this->actor, 0x4000, 255, 0, 40);
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Actor_SetColorFilter(&this->actor, 0x4000, 255, 0, 40);
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for (i = 0; i < 4; i++) {
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EffectSsEnFire_SpawnVec3f(globalCtx, &this->actor, &this->actor.world.pos, 50.0f * scale, 0, 0, i);
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}
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} else {
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func_8003426C(&this->actor, 0x4000, 255, 0, 40);
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Actor_SetColorFilter(&this->actor, 0x4000, 255, 0, 40);
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}
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if (this->actor.flags & 0x8000) {
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@ -200,7 +200,7 @@ void EnCrow_SetupTurnAway(EnCrow* this) {
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this->aimRotX = -0x1000;
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this->aimRotY = this->actor.yawTowardsPlayer + 0x8000;
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this->skelAnime.playSpeed = 2.0f;
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func_8003426C(&this->actor, 0, 255, 0, 5);
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Actor_SetColorFilter(&this->actor, 0, 255, 0, 5);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
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this->actionFunc = EnCrow_TurnAway;
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}
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