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Minor Misc Cleanup (#1360)
* misc cleanup * missed one * EffectSsDust_UpdateFire * revert change, needs more testing
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+3
-3
@@ -245,7 +245,7 @@ void EffectSsBomb2_SpawnFade(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f
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void EffectSsBomb2_SpawnLayered(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
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s16 scaleStep);
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void EffectSsBlast_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 sclaeStepDecay, s16 life);
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Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 scaleStepDecay, s16 life);
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void EffectSsBlast_SpawnWhiteCustomScale(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
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s16 scaleStep, s16 life);
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void EffectSsBlast_SpawnShockwave(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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@@ -2254,8 +2254,8 @@ void Message_SetTables(void);
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void GameOver_Init(PlayState* play);
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void GameOver_FadeInLights(PlayState* play);
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void GameOver_Update(PlayState* play);
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void func_80110990(PlayState* play);
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void func_801109B0(PlayState* play);
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void Interface_Destroy(PlayState* play);
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void Interface_Init(PlayState* play);
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void Message_Init(PlayState* play);
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void func_80112098(PlayState* play);
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+1
-1
@@ -121,7 +121,7 @@ typedef struct {
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/* 0x003A */ u8 isMagicAcquired;
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/* 0x003B */ char unk_3B[0x01];
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/* 0x003C */ u8 isDoubleMagicAcquired;
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/* 0x003D */ u8 doubleDefense;
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/* 0x003D */ u8 isDoubleDefenseAcquired;
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/* 0x003E */ u8 bgsFlag;
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/* 0x003F */ u8 ocarinaGameRoundNum;
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/* 0x0040 */ ItemEquips childEquips;
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