Cleanup various enums (#612)

* PR

* Add SQ and GI enums

Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
This commit is contained in:
Maide
2022-02-19 21:42:05 +00:00
committed by GitHub
parent 3f15c0017a
commit c98184f8e3
487 changed files with 1319 additions and 1313 deletions
+4 -3
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@@ -4575,7 +4575,8 @@ void func_800BE680(GlobalContext* globalCtx, Actor* actor, Vec3f limbPos[], s16
}
Matrix_SetCurrentState(&globalCtx->billboardMtxF);
Matrix_Scale((effectScale * 0.005f) * 1.35f, (effectScale * 0.005f), (effectScale * 0.005f) * 1.35f, 1);
Matrix_Scale((effectScale * 0.005f) * 1.35f, (effectScale * 0.005f), (effectScale * 0.005f) * 1.35f,
MTXMODE_APPLY);
sp74 = effectAlpha * 255.0f;
@@ -4674,7 +4675,7 @@ void func_800BE680(GlobalContext* globalCtx, Actor* actor, Vec3f limbPos[], s16
for (i = 0; i < arg3; i++) {
Matrix_RotateStateAroundXAxis(Rand_ZeroFloat(2 * M_PI));
Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), 1);
Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY);
temp_s3->mf[3][0] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->x;
temp_s3->mf[3][1] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->y;
temp_s3->mf[3][2] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->z;
@@ -4685,7 +4686,7 @@ void func_800BE680(GlobalContext* globalCtx, Actor* actor, Vec3f limbPos[], s16
gSPDisplayList(POLY_XLU_DISP++, gameplay_keep_DL_0234F0);
Matrix_RotateStateAroundXAxis(Rand_ZeroFloat(2 * M_PI));
Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), 1);
Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY);
temp_s3->mf[3][0] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->x;
temp_s3->mf[3][1] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->y;
temp_s3->mf[3][2] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->z;
+1 -1
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@@ -184,7 +184,7 @@ void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx) {
}
SkinMatrix_SetTranslate(&spC4, this->position.x, this->position.y, this->position.z);
SkinMatrix_SetRotateRPY(&sp104, 0, elem->yaw, 0);
SkinMatrix_SetRotateRPY(&sp104, 0, elem->yaw, MTXMODE_NEW);
SkinMatrix_MtxFMtxFMult(&spC4, &sp104, &sp84);
SkinMatrix_SetRotateRPY(&sp104, 0, 0, elem->pitch);
SkinMatrix_MtxFMtxFMult(&sp84, &sp104, &spC4);
+1 -1
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@@ -1130,7 +1130,7 @@ void Item_DropCollectibleRandom(GlobalContext* globalCtx, Actor* fromActor, Vec3
spawnedActor->actor.world.rot.y = Rand_ZeroOne() * 40000.0f;
Actor_SetScale(&spawnedActor->actor, 0.0f);
spawnedActor->actionFunc = func_800A6780;
spawnedActor->actor.flags = spawnedActor->actor.flags | 0x10;
spawnedActor->actor.flags = spawnedActor->actor.flags | ACTOR_FLAG_10;
if ((spawnedActor->actor.params != ITEM00_SMALL_KEY) &&
(spawnedActor->actor.params != ITEM00_HEART_PIECE) &&
(spawnedActor->actor.params != ITEM00_HEART_CONTAINER)) {
+2 -2
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@@ -236,10 +236,10 @@ void FireObj_Update(GlobalContext* globalCtx, FireObj* fire, Actor* actor) {
FireObj_UpdateStateTransitions(globalCtx, fire);
if (fire->state == 3) {
if ((fire->collision.base.acFlags & 2) && (fire->collision.info.acHitInfo->toucher.dmgFlags & 0x800)) {
if ((fire->collision.base.acFlags & AC_HIT) && (fire->collision.info.acHitInfo->toucher.dmgFlags & 0x800)) {
FireObj_SetState(fire, fire->dynamicSizeStep, 0);
}
} else if ((fire->collision.base.acFlags & 2) && (arrow->actor.update != NULL) &&
} else if ((fire->collision.base.acFlags & AC_HIT) && (arrow->actor.update != NULL) &&
(arrow->actor.id == ACTOR_EN_ARROW)) {
arrow->actor.params = 0;
arrow->collider.info.toucher.dmgFlags = 0x800;