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Doc/cleanup pass on effects 1 (#1421)

* Some doc/cleanup on `Effect_Ss_Fhg_Flash`

* Some doc/cleanup on `Effect_Ss_Blast`

* 11DA0 -> Billboard

* doc three lerp funcs in effectss

* Some doc/cleanup on `Effect_Ss_Bomb`

* `rTexIdx` -> `rTexIndex`

* lifespan

* `LIFESPAN` -> `EFFSSBOMB_LIFESPAN`

* --parentheses

* Add todo about "having zapd forward declare static variables"

* try rework comments on effects scale

* lightning -> "a ball of electrical arcs" ?
This commit is contained in:
Dragorn421 2023-08-16 02:28:12 +02:00 committed by GitHub
parent 4dea0bfb26
commit d6207b17c2
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GPG key ID: 4AEE18F83AFDEB23
22 changed files with 292 additions and 294 deletions

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@ -184,9 +184,9 @@ void EffectSs_Insert(PlayState* play, EffectSs* effectSs);
void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initParams);
void EffectSs_UpdateAll(PlayState* play);
void EffectSs_DrawAll(PlayState* play);
s16 func_80027DD4(s16 arg0, s16 arg1, s32 arg2);
s16 func_80027E34(s16 arg0, s16 arg1, f32 arg2);
u8 func_80027E84(u8 arg0, u8 arg1, f32 arg2);
s16 EffectSs_LerpInv(s16 a, s16 b, s32 weightInv);
s16 EffectSs_LerpS16(s16 a, s16 b, f32 weight);
u8 EffectSs_LerpU8(u8 a, u8 b, f32 weight);
void EffectSs_DrawGEffect(PlayState* play, EffectSs* this, void* texture);
void EffectSsDust_Spawn(PlayState* play, u16 drawFlags, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life,
@ -230,12 +230,12 @@ void EffectSsBomb_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* acc
void EffectSsBomb2_SpawnFade(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
void EffectSsBomb2_SpawnLayered(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
s16 scaleStep);
void EffectSsBlast_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 scaleStepDecay, s16 life);
void EffectSsBlast_SpawnWhiteCustomScale(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
void EffectSsBlast_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* innerColor,
Color_RGBA8* outerColor, s16 scale, s16 scaleStep, s16 scaleStepDecay, s16 life);
void EffectSsBlast_SpawnWhiteShockwaveSetScale(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
s16 scaleStep, s16 life);
void EffectSsBlast_SpawnShockwave(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
Color_RGBA8* primColor, Color_RGBA8* envColor, s16 life);
void EffectSsBlast_SpawnShockwaveSetColor(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
Color_RGBA8* innerColor, Color_RGBA8* outerColor, s16 life);
void EffectSsBlast_SpawnWhiteShockwave(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
void EffectSsGSpk_SpawnAccel(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);