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https://github.com/HarbourMasters/Starship
synced 2026-05-22 22:44:42 -04:00
Add rumble to Fortuna exploding cutscene
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@@ -2422,7 +2422,7 @@ void ActorCutscene_Update(ActorCutscene* this) {
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break;
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case LEVEL_FORTUNA:
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if (this->animFrame == 11) {
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if (this->animFrame == ACTOR_CS_FO_EXPLOSION) {
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switch (this->state) {
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case 0:
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if (gCsFrameCount == 100) {
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@@ -2430,6 +2430,8 @@ void ActorCutscene_Update(ActorCutscene* this) {
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this->timer_0BC = 50;
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this->iwork[0] = 255;
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AUDIO_PLAY_SFX(NA_SE_EN_BOSS_EXPLOSION, this->sfxSource, 0);
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// @port: Add rumble to this explosion
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gControllerRumbleTimers[0] = 4;
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}
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break;
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@@ -3875,6 +3875,8 @@ s32 FoBase_ExplodeCs(FoBase* this) {
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Math_SmoothStepToF(&this->fwork[4], this->obj.pos.x + 0.0f, 0.02f, 10000.0f, 0.0f);
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Math_SmoothStepToF(&this->fwork[5], this->obj.pos.y + 500.0f, 0.02f, 10000.0f, 0.0f);
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Math_SmoothStepToF(&this->fwork[6], this->obj.pos.z + 1500.0f, 0.02f, 10000.0f, 0.0f);
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// @port: Add rumble to this cutscene
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gControllerRumbleTimers[0] = 60;
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break;
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case 2:
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@@ -3890,6 +3892,8 @@ s32 FoBase_ExplodeCs(FoBase* this) {
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Math_SmoothStepToF(&this->fwork[4], this->obj.pos.x + 0.0f, 0.02f, 10000.0f, 0.0f);
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Math_SmoothStepToF(&this->fwork[5], this->obj.pos.y + 1500.0f, 0.02f, 10000.0f, 0.0f);
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Math_SmoothStepToF(&this->fwork[6], this->obj.pos.z + 1500.0f, 0.02f, 10000.0f, 0.0f);
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// @port: Add rumble to this cutscene
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gControllerRumbleTimers[0] = 60;
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break;
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case 3:
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