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z_actor
documentation pass (#1445)
* Actor_Offer* and Actor_SetClosestSecretDistance * color filter stuff * KillAll * format * comment * Update src/code/z_actor.c Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * review Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * format * COLORFILTER_INTENSITY_FLAG * Remove - Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * yeet COLORFILTER_GET_XLUFLAG * bug * frug * Undo Actor_KillAllFromUnloadedRooms * update Actor_OfferGetItem comment * Update Actor_OfferGetItem description * diving Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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83163f4d4b
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120 changed files with 385 additions and 312 deletions
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@ -516,7 +516,7 @@ void EnBb_SetupDamage(EnBb* this) {
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if (this->actor.params == ENBB_RED) {
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EnBb_KillFlameTrail(this);
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}
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Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 0xC);
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 12);
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this->timer = 5;
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EnBb_SetupAction(this, EnBb_Damage);
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}
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@ -1083,14 +1083,14 @@ void EnBb_SetupStunned(EnBb* this) {
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}
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switch (this->dmgEffect) {
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case 8:
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Actor_SetColorFilter(&this->actor, -0x8000, 0xC8, 0, 0x50);
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_GRAY, 200, COLORFILTER_BUFFLAG_OPA, 80);
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break;
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case 9:
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this->fireIceTimer = 0x30;
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FALLTHROUGH;
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case 15:
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
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Actor_SetColorFilter(&this->actor, 0, 0xB4, 0, 0x50);
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 180, COLORFILTER_BUFFLAG_OPA, 80);
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break;
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}
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this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND;
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@ -1205,7 +1205,7 @@ void EnBb_CollisionCheck(EnBb* this, PlayState* play) {
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//! the bug in EnBb_Draw below to crash the game.
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} else if ((this->actor.params == ENBB_WHITE) &&
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((this->action == BB_WHITE) || (this->action == BB_STUNNED))) {
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Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 0xC);
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 12);
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this->actor.speedXZ = -8.0f;
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this->maxSpeed = 0.0f;
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this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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