mirror of
https://github.com/zeldaret/mm.git
synced 2026-09-12 12:25:13 -04:00
TexAnim
This commit is contained in:
@@ -67,7 +67,7 @@
|
||||
<DList Name="gCrystalSwitchCoreDL" Offset="0x1BEE0" />
|
||||
<DList Name="gCrystalSwitchDiamondDL" Offset="0x1BFB8" />
|
||||
<DList Name="gCrystalSwitchBaseDL" Offset="0x1C058" />
|
||||
<TextureAnimation Name="gCrystalSwitchAnimatedMat" Offset="0x1C118" />
|
||||
<TextureAnimation Name="gCrystalSwitchTexAnim" Offset="0x1C118" />
|
||||
<DList Name="gameplay_dangeon_keep_DL_01C220" Offset="0x1C220" />
|
||||
<DList Name="gameplay_dangeon_keep_DL_01C228" Offset="0x1C228" />
|
||||
<Texture Name="gameplay_dangeon_keep_Tex_01C2D8" OutName="tex_01C2D8" Format="rgba16" Width="32" Height="64" Offset="0x1C2D8" />
|
||||
@@ -87,7 +87,7 @@
|
||||
<!-- En_Warp_tag assets -->
|
||||
<DList Name="gWarpTagGoronTrialBaseDL" Offset="0x21EF0" />
|
||||
<Texture Name="gWarpTagRainbowTex" OutName="warptag_rainbow" Format="rgba32" Width="32" Height="32" Offset="0x21FF8" />
|
||||
<TextureAnimation Name="gWarpTagRainbowAnimMat" Offset="0x23008" />
|
||||
<TextureAnimation Name="gWarpTagRainbowTexAnim" Offset="0x23008" />
|
||||
<Collision Name="gWarpTagGoronTrialBaseCollider" Offset="0x2324C" />
|
||||
</File>
|
||||
</Root>
|
||||
|
||||
@@ -264,7 +264,7 @@ void EnWarpTag_Draw(Actor* thisx, PlayState* play) {
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
func_8012C28C(play->state.gfxCtx);
|
||||
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWarpTagRainbowAnimMat));
|
||||
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWarpTagRainbowTexAnim));
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
|
||||
gSPDisplayList(POLY_OPA_DISP++, gWarpTagGoronTrialBaseDL);
|
||||
|
||||
@@ -410,7 +410,7 @@ void ObjSwitch_Init(Actor* thisx, PlayState* play) {
|
||||
}
|
||||
}
|
||||
if (type == OBJSWITCH_TYPE_CRYSTAL) {
|
||||
sCrystalSwitchAnimatedMat = Lib_SegmentedToVirtual(&gCrystalSwitchAnimatedMat);
|
||||
sCrystalSwitchAnimatedMat = Lib_SegmentedToVirtual(&gCrystalSwitchTexAnim);
|
||||
}
|
||||
if (OBJ_SWITCH_IS_FROZEN(&this->dyna.actor)) {
|
||||
ObjSwitch_EyeSwitchFrozenInit(this);
|
||||
|
||||
Reference in New Issue
Block a user