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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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@@ -659,15 +659,15 @@ void EffectSsHitmark_SpawnCustomScale(PlayState* play, s32 type, s16 scale, Vec3
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* param determines where the ligntning should go
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* 0: dont attach to any actor. spawns at the position specified by pos
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* 1: spawn at one of Player's body parts, chosen at random
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* 2: spawn at one of Phantom Ganon's body parts, chosen at random
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* 2 - 6: spawn at one of Goht's body parts
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*/
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void EffectSsFhgFlash_SpawnShock(PlayState* play, Actor* actor, Vec3f* pos, s16 scale, u8 param) {
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void EffectSsFhgFlash_SpawnShock(PlayState* play, Actor* actor, Vec3f* pos, s16 scale, u8 params) {
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EffectSsFhgFlashInitParams initParams;
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initParams.actor = actor;
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Math_Vec3f_Copy(&initParams.pos, pos);
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initParams.scale = scale;
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initParams.param = param;
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initParams.params = params;
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initParams.type = FHGFLASH_SHOCK;
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EffectSs_Spawn(play, EFFECT_SS_FHG_FLASH, 128, &initParams);
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