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Cleanup various enums (#612)
* PR * Add SQ and GI enums Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
This commit is contained in:
+4
-3
@@ -4575,7 +4575,8 @@ void func_800BE680(GlobalContext* globalCtx, Actor* actor, Vec3f limbPos[], s16
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}
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Matrix_SetCurrentState(&globalCtx->billboardMtxF);
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Matrix_Scale((effectScale * 0.005f) * 1.35f, (effectScale * 0.005f), (effectScale * 0.005f) * 1.35f, 1);
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Matrix_Scale((effectScale * 0.005f) * 1.35f, (effectScale * 0.005f), (effectScale * 0.005f) * 1.35f,
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MTXMODE_APPLY);
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sp74 = effectAlpha * 255.0f;
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@@ -4674,7 +4675,7 @@ void func_800BE680(GlobalContext* globalCtx, Actor* actor, Vec3f limbPos[], s16
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for (i = 0; i < arg3; i++) {
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Matrix_RotateStateAroundXAxis(Rand_ZeroFloat(2 * M_PI));
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Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), 1);
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Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY);
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temp_s3->mf[3][0] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->x;
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temp_s3->mf[3][1] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->y;
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temp_s3->mf[3][2] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->z;
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@@ -4685,7 +4686,7 @@ void func_800BE680(GlobalContext* globalCtx, Actor* actor, Vec3f limbPos[], s16
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gSPDisplayList(POLY_XLU_DISP++, gameplay_keep_DL_0234F0);
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Matrix_RotateStateAroundXAxis(Rand_ZeroFloat(2 * M_PI));
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Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), 1);
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Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY);
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temp_s3->mf[3][0] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->x;
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temp_s3->mf[3][1] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->y;
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temp_s3->mf[3][2] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->z;
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@@ -184,7 +184,7 @@ void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx) {
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}
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SkinMatrix_SetTranslate(&spC4, this->position.x, this->position.y, this->position.z);
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SkinMatrix_SetRotateRPY(&sp104, 0, elem->yaw, 0);
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SkinMatrix_SetRotateRPY(&sp104, 0, elem->yaw, MTXMODE_NEW);
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SkinMatrix_MtxFMtxFMult(&spC4, &sp104, &sp84);
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SkinMatrix_SetRotateRPY(&sp104, 0, 0, elem->pitch);
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SkinMatrix_MtxFMtxFMult(&sp84, &sp104, &spC4);
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@@ -1130,7 +1130,7 @@ void Item_DropCollectibleRandom(GlobalContext* globalCtx, Actor* fromActor, Vec3
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spawnedActor->actor.world.rot.y = Rand_ZeroOne() * 40000.0f;
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Actor_SetScale(&spawnedActor->actor, 0.0f);
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spawnedActor->actionFunc = func_800A6780;
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spawnedActor->actor.flags = spawnedActor->actor.flags | 0x10;
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spawnedActor->actor.flags = spawnedActor->actor.flags | ACTOR_FLAG_10;
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if ((spawnedActor->actor.params != ITEM00_SMALL_KEY) &&
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(spawnedActor->actor.params != ITEM00_HEART_PIECE) &&
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(spawnedActor->actor.params != ITEM00_HEART_CONTAINER)) {
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@@ -236,10 +236,10 @@ void FireObj_Update(GlobalContext* globalCtx, FireObj* fire, Actor* actor) {
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FireObj_UpdateStateTransitions(globalCtx, fire);
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if (fire->state == 3) {
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if ((fire->collision.base.acFlags & 2) && (fire->collision.info.acHitInfo->toucher.dmgFlags & 0x800)) {
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if ((fire->collision.base.acFlags & AC_HIT) && (fire->collision.info.acHitInfo->toucher.dmgFlags & 0x800)) {
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FireObj_SetState(fire, fire->dynamicSizeStep, 0);
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}
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} else if ((fire->collision.base.acFlags & 2) && (arrow->actor.update != NULL) &&
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} else if ((fire->collision.base.acFlags & AC_HIT) && (arrow->actor.update != NULL) &&
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(arrow->actor.id == ACTOR_EN_ARROW)) {
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arrow->actor.params = 0;
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arrow->collider.info.toucher.dmgFlags = 0x800;
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