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Doc/cleanup pass on effects 1 (#1421)
* Some doc/cleanup on `Effect_Ss_Fhg_Flash` * Some doc/cleanup on `Effect_Ss_Blast` * 11DA0 -> Billboard * doc three lerp funcs in effectss * Some doc/cleanup on `Effect_Ss_Bomb` * `rTexIdx` -> `rTexIndex` * lifespan * `LIFESPAN` -> `EFFSSBOMB_LIFESPAN` * --parentheses * Add todo about "having zapd forward declare static variables" * try rework comments on effects scale * lightning -> "a ball of electrical arcs" ?
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@@ -184,9 +184,9 @@ void EffectSs_Insert(PlayState* play, EffectSs* effectSs);
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void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initParams);
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void EffectSs_UpdateAll(PlayState* play);
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void EffectSs_DrawAll(PlayState* play);
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s16 func_80027DD4(s16 arg0, s16 arg1, s32 arg2);
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s16 func_80027E34(s16 arg0, s16 arg1, f32 arg2);
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u8 func_80027E84(u8 arg0, u8 arg1, f32 arg2);
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s16 EffectSs_LerpInv(s16 a, s16 b, s32 weightInv);
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s16 EffectSs_LerpS16(s16 a, s16 b, f32 weight);
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u8 EffectSs_LerpU8(u8 a, u8 b, f32 weight);
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void EffectSs_DrawGEffect(PlayState* play, EffectSs* this, void* texture);
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void EffectSsDust_Spawn(PlayState* play, u16 drawFlags, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life,
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@@ -230,12 +230,12 @@ void EffectSsBomb_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* acc
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void EffectSsBomb2_SpawnFade(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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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 scaleStepDecay, s16 life);
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void EffectSsBlast_SpawnWhiteCustomScale(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
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void EffectSsBlast_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* innerColor,
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Color_RGBA8* outerColor, s16 scale, s16 scaleStep, s16 scaleStepDecay, s16 life);
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void EffectSsBlast_SpawnWhiteShockwaveSetScale(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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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 life);
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void EffectSsBlast_SpawnShockwaveSetColor(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* innerColor, Color_RGBA8* outerColor, s16 life);
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void EffectSsBlast_SpawnWhiteShockwave(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsGSpk_SpawnAccel(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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