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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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120 changed files with 385 additions and 312 deletions
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@ -247,7 +247,8 @@ void EnFw_Run(EnFw* this, PlayState* play) {
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Math_SmoothStepToF(&this->actor.scale.x, 0.024999999f, 0.08f, 0.6f, 0.0f);
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Actor_SetScale(&this->actor, this->actor.scale.x);
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if (this->actor.colorFilterTimer == 0) {
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Actor_SetColorFilter(&this->actor, 0x4000, 0xC8, 0, this->explosionTimer);
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 200, COLORFILTER_BUFFLAG_OPA,
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this->explosionTimer);
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this->explosionTimer--;
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}
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@ -265,7 +266,8 @@ void EnFw_Run(EnFw* this, PlayState* play) {
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}
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} else {
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if (!(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) || this->actor.velocity.y > 0.0f) {
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Actor_SetColorFilter(&this->actor, 0x4000, 0xC8, 0, this->damageTimer);
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 200, COLORFILTER_BUFFLAG_OPA,
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this->damageTimer);
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return;
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}
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DECR(this->damageTimer);
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