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Effect Fhgflash OK (#975)
* OK * format * extract tex explicitly * FHGFLASH_SHOCK_NO_ACTOR * typo * Hitmark * sZeroVec * eff
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@@ -556,7 +556,7 @@ void EffectSsSibuki_SpawnBurst(PlayState* play, Vec3f* pos);
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void EffectSsStone1_Spawn(PlayState* play, Vec3f* pos, s32 reg0);
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void EffectSsHitmark_SpawnFixedScale(PlayState* play, s32 type, Vec3f* pos);
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void EffectSsHitmark_SpawnCustomScale(PlayState* play, s32 type, s16 scale, Vec3f* pos);
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// void EffectSsFhgFlash_SpawnShock(UNK_TYPE4 uParm1, UNK_TYPE4 uParm2, Vec3f* pzParm3, UNK_TYPE2 uParm4, UNK_TYPE1 param_5);
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void EffectSsFhgFlash_SpawnShock(PlayState* play, Actor* actor, Vec3f* pos, s16 scale, u8 params);
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// void EffectSsKFire_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, Vec3f* pzParm3, Vec3f* pzParm4, UNK_TYPE2 param_5, UNK_TYPE1 param_6);
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void EffectSsSolderSrchBall_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused, s16* linkDetected, s16 drawFlag);
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void EffectSsKakera_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* arg3, s16 gravity, s16 arg5, s16 arg6, s16 arg7, s16 arg8, s16 scale, s16 arg10, s16 arg11, s32 life, s16 colorIdx, s16 objId, Gfx* dList);
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