Effect EnIce OK (#976)

* Ok

* Material/Model

* Cleanup

* format

* IceFragment Assets

* PR
This commit is contained in:
Derek Hensley
2022-08-07 16:29:03 -07:00
committed by GitHub
parent bc3883d098
commit d0313fa766
13 changed files with 162 additions and 34 deletions
+2 -2
View File
@@ -4544,7 +4544,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s16
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, gameplayFrames & 0xFF, 32, 16, 1, 0,
(gameplayFrames * 2) & 0xFF, 64, 32));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 170, 255, 255, 255);
gSPDisplayList(POLY_XLU_DISP++, gFrozenIceDL);
gSPDisplayList(POLY_XLU_DISP++, gEffIceFragment2MaterialDL);
effectAlphaScaled = effectAlpha * 255.0f;
@@ -4575,7 +4575,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s16
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gFrozenIceVtxDL);
gSPDisplayList(POLY_XLU_DISP++, gEffIceFragment2ModelDL);
}
limbPos = limbPosStart; // reset limbPos
+5 -5
View File
@@ -780,15 +780,15 @@ void EffectSsIcePiece_SpawnBurst(PlayState* play, Vec3f* refPos, f32 scale) {
// EffectSsEnIce Spawn Functions
void EffectSsEnIce_SpawnFlyingVec3f(PlayState* play, Actor* actor, Vec3f* pos, Color_RGBA8* prim, Color_RGBA8* env,
f32 scale) {
void EffectSsEnIce_SpawnFlying(PlayState* play, Actor* actor, Vec3f* pos, Color_RGBA8* prim, Color_RGBA8* env,
f32 scale) {
EffectSsEnIceInitParams initParams;
initParams.actor = actor;
Math_Vec3f_Copy(&initParams.pos, pos);
Color_RGBA8_Copy(&initParams.primColor, prim);
Color_RGBA8_Copy(&initParams.envColor, env);
initParams.type = 0;
initParams.type = ENICE_TYPE_FLYING;
initParams.scale = scale;
if (actor != NULL) {
@@ -802,7 +802,7 @@ void func_800B2B44(PlayState* play, Actor* actor, Vec3f* pos, f32 scale) {
static Color_RGBA8 primColor = { 150, 150, 150, 250 };
static Color_RGBA8 envColor = { 235, 245, 255, 255 };
EffectSsEnIce_SpawnFlyingVec3f(play, actor, pos, &primColor, &envColor, scale);
EffectSsEnIce_SpawnFlying(play, actor, pos, &primColor, &envColor, scale);
}
void func_800B2B7C(PlayState* play, Actor* actor, Vec3s* arg2, f32 scale) {
@@ -823,7 +823,7 @@ void EffectSsEnIce_Spawn(PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity
Color_RGBA8_Copy(&initParams.envColor, envColor);
initParams.scale = scale;
initParams.life = life;
initParams.type = 1;
initParams.type = ENICE_TYPE_NORMAL;
EffectSs_Spawn(play, EFFECT_SS_EN_ICE, 128, &initParams);
}