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f3c930917b
* Implement a single Object Table for the enum and the segments * Implement a single Actor Table for the enum and the overlays * Implement a single Effect SS Table for the enum and the overlays * Remove initvars.h and move its content to relevant files * Update object 0 to use OBJECT_NONE and document it in the table * Rename OBJECT_NONE to OBJECT_INVALID to avoid confusion
46 lines
2.7 KiB
C
46 lines
2.7 KiB
C
/**
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* Effect Soft Sprite Table
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*
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* DEFINE_EFFECT_SS should be used for normal effects soft sprites
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* - Argument 1: Name of the effect (without the ovl_ part)
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* - Argument 2: Enum value for this effect
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*
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* DEFINE_EFFECT_SS_UNSET is needed to define empty entries from the original game
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*/
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/* 0x00 */ DEFINE_EFFECT_SS(Effect_Ss_Dust, EFFECT_SS_DUST)
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/* 0x01 */ DEFINE_EFFECT_SS(Effect_Ss_KiraKira, EFFECT_SS_KIRAKIRA)
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/* 0x02 */ DEFINE_EFFECT_SS(Effect_Ss_Bomb, EFFECT_SS_BOMB)
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/* 0x03 */ DEFINE_EFFECT_SS(Effect_Ss_Bomb2, EFFECT_SS_BOMB2)
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/* 0x04 */ DEFINE_EFFECT_SS(Effect_Ss_Blast, EFFECT_SS_BLAST)
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/* 0x05 */ DEFINE_EFFECT_SS(Effect_Ss_G_Spk, EFFECT_SS_G_SPK)
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/* 0x06 */ DEFINE_EFFECT_SS(Effect_Ss_D_Fire, EFFECT_SS_D_FIRE)
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/* 0x07 */ DEFINE_EFFECT_SS(Effect_Ss_Bubble, EFFECT_SS_BUBBLE)
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/* 0x08 */ DEFINE_EFFECT_SS_UNSET(EFFECT_SS_UNSET)
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/* 0x09 */ DEFINE_EFFECT_SS(Effect_Ss_G_Ripple, EFFECT_SS_G_RIPPLE)
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/* 0x0A */ DEFINE_EFFECT_SS(Effect_Ss_G_Splash, EFFECT_SS_G_SPLASH)
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/* 0x0B */ DEFINE_EFFECT_SS(Effect_Ss_G_Magma, EFFECT_SS_G_MAGMA)
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/* 0x0C */ DEFINE_EFFECT_SS(Effect_Ss_G_Fire, EFFECT_SS_G_FIRE)
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/* 0x0D */ DEFINE_EFFECT_SS(Effect_Ss_Lightning, EFFECT_SS_LIGHTNING)
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/* 0x0E */ DEFINE_EFFECT_SS(Effect_Ss_Dt_Bubble, EFFECT_SS_DT_BUBBLE)
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/* 0x0F */ DEFINE_EFFECT_SS(Effect_Ss_Hahen, EFFECT_SS_HAHEN)
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/* 0x10 */ DEFINE_EFFECT_SS(Effect_Ss_Stick, EFFECT_SS_STICK)
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/* 0x11 */ DEFINE_EFFECT_SS(Effect_Ss_Sibuki, EFFECT_SS_SIBUKI)
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/* 0x12 */ DEFINE_EFFECT_SS(Effect_Ss_Sibuki2, EFFECT_SS_SIBUKI2)
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/* 0x13 */ DEFINE_EFFECT_SS(Effect_Ss_G_Magma2, EFFECT_SS_G_MAGMA2)
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/* 0x14 */ DEFINE_EFFECT_SS(Effect_Ss_Stone1, EFFECT_SS_STONE1)
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/* 0x15 */ DEFINE_EFFECT_SS(Effect_Ss_HitMark, EFFECT_SS_HITMARK)
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/* 0x16 */ DEFINE_EFFECT_SS(Effect_Ss_Fhg_Flash, EFFECT_SS_FHG_FLASH)
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/* 0x17 */ DEFINE_EFFECT_SS(Effect_Ss_K_Fire, EFFECT_SS_K_FIRE)
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/* 0x18 */ DEFINE_EFFECT_SS(Effect_Ss_Solder_Srch_Ball, EFFECT_SS_SOLDER_SRCH_BALL)
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/* 0x19 */ DEFINE_EFFECT_SS(Effect_Ss_Kakera, EFFECT_SS_KAKERA)
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/* 0x1A */ DEFINE_EFFECT_SS(Effect_Ss_Ice_Piece, EFFECT_SS_ICE_PIECE)
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/* 0x1B */ DEFINE_EFFECT_SS(Effect_Ss_En_Ice, EFFECT_SS_EN_ICE)
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/* 0x1C */ DEFINE_EFFECT_SS(Effect_Ss_Fire_Tail, EFFECT_SS_FIRE_TAIL)
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/* 0x1D */ DEFINE_EFFECT_SS(Effect_Ss_En_Fire, EFFECT_SS_EN_FIRE)
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/* 0x1E */ DEFINE_EFFECT_SS(Effect_Ss_Extra, EFFECT_SS_EXTRA)
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/* 0x1F */ DEFINE_EFFECT_SS(Effect_Ss_Fcircle, EFFECT_SS_FCIRCLE)
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/* 0x20 */ DEFINE_EFFECT_SS(Effect_Ss_Dead_Db, EFFECT_SS_DEAD_DB)
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/* 0x21 */ DEFINE_EFFECT_SS(Effect_Ss_Dead_Dd, EFFECT_SS_DEAD_DD)
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/* 0x22 */ DEFINE_EFFECT_SS(Effect_Ss_Dead_Ds, EFFECT_SS_DEAD_DS)
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/* 0x23 */ DEFINE_EFFECT_SS(Effect_Ss_Dead_Sound, EFFECT_SS_DEAD_SOUND)
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/* 0x24 */ DEFINE_EFFECT_SS(Effect_Ss_Ice_Smoke, EFFECT_SS_ICE_SMOKE)
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