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General Cleanup 12 (#1139)
* undefined syms * fire footprint outnames * material/model DLs * iceblock * enHorse * const ActorInit * Remove some & * flash * KusaBushTypeDL * gWarpTagGoronTrialBaseCollider -> gWarpTagGoronTrialBaseCol * iceblock col
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+7
-7
@@ -4545,7 +4545,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s16
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gDPSetColorDither(POLY_XLU_DISP++, G_CD_BAYER);
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gDPSetAlphaDither(POLY_XLU_DISP++, G_AD_PATTERN);
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gSPDisplayList(POLY_XLU_DISP++, gFrozenSteamDL);
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gSPDisplayList(POLY_XLU_DISP++, gFrozenSteamMaterialDL);
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alpha = effectAlpha * 100.0f;
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if (alpha > 100.0f) {
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@@ -4568,7 +4568,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s16
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, gFrozenSteamVtxDL);
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gSPDisplayList(POLY_XLU_DISP++, gFrozenSteamModelDL);
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}
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break;
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@@ -4627,7 +4627,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s16
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lightOrbsScale = ((KREG(19) * 0.01f) + 4.0f) * effectScale;
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gSPDisplayList(POLY_XLU_DISP++, gLightOrb1DL);
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gSPDisplayList(POLY_XLU_DISP++, gLightOrbMaterial1DL);
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alpha = effectAlpha * 255.0f;
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if (alpha > 255.0f) {
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@@ -4658,7 +4658,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s16
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, gLightOrbVtxDL);
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gSPDisplayList(POLY_XLU_DISP++, gLightOrbModelDL);
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}
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break;
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@@ -4676,7 +4676,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s16
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Lib_SegmentedToVirtual(sElectricSparkTextures[play->gameplayFrames % 4]));
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gSPDisplayList(POLY_XLU_DISP++, gElectricSparkDL);
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gSPDisplayList(POLY_XLU_DISP++, gElectricSparkMaterialDL);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, (u8)(sREG(16) + 255), (u8)(sREG(17) + 255), (u8)(sREG(18) + 150),
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(u8)(sREG(19) + 255));
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@@ -4698,7 +4698,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s16
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, gElectricSparkVtxDL);
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gSPDisplayList(POLY_XLU_DISP++, gElectricSparkModelDL);
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// second electric spark
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Matrix_RotateXFApply(Rand_ZeroFloat(2 * M_PI));
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@@ -4710,7 +4710,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s16
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, gElectricSparkVtxDL);
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gSPDisplayList(POLY_XLU_DISP++, gElectricSparkModelDL);
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}
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break;
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