Effect Hitmark Ok (#874)

* OK

* gameplay keep

* undef syms

* Cleanup

* format

* HitMark -> Hitmark

* Remove EffectSsHitmark_Spawn from functions.h

* PR
This commit is contained in:
Derek Hensley
2022-07-11 18:45:03 -07:00
committed by GitHub
parent a4d93ee3eb
commit 94372c3670
16 changed files with 200 additions and 64 deletions
+6 -6
View File
@@ -1516,28 +1516,28 @@ void CollisionCheck_HitSolid(PlayState* play, ColliderInfo* info, Collider* coll
s32 flags = info->toucherFlags & TOUCH_SFX_NONE;
if (flags == TOUCH_SFX_NORMAL && collider->colType != COLTYPE_METAL) {
EffectSsHitMark_SpawnFixedScale(play, 0, hitPos);
EffectSsHitmark_SpawnFixedScale(play, 0, hitPos);
if (collider->actor == NULL) {
play_sound(NA_SE_IT_SHIELD_BOUND);
} else {
Audio_PlaySfxAtPos(&collider->actor->projectedPos, NA_SE_IT_SHIELD_BOUND);
}
} else if (flags == TOUCH_SFX_NORMAL) {
EffectSsHitMark_SpawnFixedScale(play, 3, hitPos);
EffectSsHitmark_SpawnFixedScale(play, 3, hitPos);
if (collider->actor == NULL) {
CollisionCheck_SpawnShieldParticlesMetal(play, hitPos);
} else {
CollisionCheck_SpawnShieldParticlesMetalSound(play, hitPos, &collider->actor->projectedPos);
}
} else if (flags == TOUCH_SFX_HARD) {
EffectSsHitMark_SpawnFixedScale(play, 0, hitPos);
EffectSsHitmark_SpawnFixedScale(play, 0, hitPos);
if (collider->actor == NULL) {
play_sound(NA_SE_IT_SHIELD_BOUND);
} else {
Audio_PlaySfxAtPos(&collider->actor->projectedPos, NA_SE_IT_SHIELD_BOUND);
}
} else if (flags == TOUCH_SFX_WOOD) {
EffectSsHitMark_SpawnFixedScale(play, 1, hitPos);
EffectSsHitmark_SpawnFixedScale(play, 1, hitPos);
if (collider->actor == NULL) {
play_sound(NA_SE_IT_REFLECTION_WOOD);
} else {
@@ -1603,13 +1603,13 @@ void CollisionCheck_HitEffects(PlayState* play, Collider* at, ColliderInfo* atIn
CollisionCheck_SpawnShieldParticlesWood(play, hitPos, &at->actor->projectedPos);
}
} else if (sHitInfo[ac->colType].effect != HIT_NONE) {
EffectSsHitMark_SpawnFixedScale(play, sHitInfo[ac->colType].effect, hitPos);
EffectSsHitmark_SpawnFixedScale(play, sHitInfo[ac->colType].effect, hitPos);
if (!(acInfo->bumperFlags & BUMP_NO_SWORD_SFX)) {
CollisionCheck_SwordHitAudio(at, acInfo);
}
}
} else {
EffectSsHitMark_SpawnFixedScale(play, 0, hitPos);
EffectSsHitmark_SpawnFixedScale(play, 0, hitPos);
if (ac->actor == NULL) {
play_sound(NA_SE_IT_SHIELD_BOUND);
} else {
+7 -7
View File
@@ -631,10 +631,10 @@ void EffectSsStone1_Spawn(PlayState* play, Vec3f* pos, s32 reg0) {
EffectSs_Spawn(play, EFFECT_SS_STONE1, 128, &initParams);
}
// EffectSsHitMark Spawn Functions
// EffectSsHitmark Spawn Functions
void EffectSsHitMark_Spawn(PlayState* play, s32 type, s16 scale, Vec3f* pos) {
EffectSsHitMarkInitParams initParams;
void EffectSsHitmark_Spawn(PlayState* play, s32 type, s16 scale, Vec3f* pos) {
EffectSsHitmarkInitParams initParams;
initParams.type = type;
initParams.scale = scale;
@@ -643,12 +643,12 @@ void EffectSsHitMark_Spawn(PlayState* play, s32 type, s16 scale, Vec3f* pos) {
EffectSs_Spawn(play, EFFECT_SS_HITMARK, 128, &initParams);
}
void EffectSsHitMark_SpawnFixedScale(PlayState* play, s32 type, Vec3f* pos) {
EffectSsHitMark_Spawn(play, type, 300, pos);
void EffectSsHitmark_SpawnFixedScale(PlayState* play, s32 type, Vec3f* pos) {
EffectSsHitmark_Spawn(play, type, 300, pos);
}
void EffectSsHitMark_SpawnCustomScale(PlayState* play, s32 type, s16 scale, Vec3f* pos) {
EffectSsHitMark_Spawn(play, type, scale, pos);
void EffectSsHitmark_SpawnCustomScale(PlayState* play, s32 type, s16 scale, Vec3f* pos) {
EffectSsHitmark_Spawn(play, type, scale, pos);
}
// EffectSsFhgFlash Spawn Functions