mirror of https://github.com/zeldaret/mm.git
Fix up some actor descriptions (#1059)
* Fix up some actor descriptions * Respond to Elliptic's review * Add ObjDowsing description * Respond to hensldm's review * Fix bad find-replace issue
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96986bc3f1
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@ -7,6 +7,7 @@
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#include "z_bg_ikana_rotaryroom.h"
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#include "overlays/actors/ovl_Bg_Ikana_Block/z_bg_ikana_block.h"
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#include "overlays/actors/ovl_En_Torch2/z_en_torch2.h"
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#include "overlays/actors/ovl_En_Water_Effect/z_en_water_effect.h"
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#include "objects/object_ikana_obj/object_ikana_obj.h"
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#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
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@ -679,7 +680,8 @@ void func_80B81570(BgIkanaRotaryroom* this, PlayState* play) {
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sp70.y += this->dyna.actor.world.pos.y;
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sp70.z += this->dyna.actor.world.pos.z;
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_WATER_EFFECT, sp70.x, sp70.y, sp70.z, 0, 0, 0, 1);
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_WATER_EFFECT, sp70.x, sp70.y, sp70.z, 0, 0, 0,
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ENWATEREFFECT_TYPE_FALLING_ROCK_SPAWNER);
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}
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Matrix_Pop();
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@ -724,7 +724,7 @@ void Boss03_ChasePlayer(Boss03* this, PlayState* play) {
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if (sp43 != 0) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_WATER_EFFECT, player->actor.world.pos.x, this->waterHeight,
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player->actor.world.pos.z, 0, 0, 0x78, ENWATEREFFECT_309);
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player->actor.world.pos.z, 0, 0, 0x78, ENWATEREFFECT_TYPE_GYORG_RIPPLES);
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Boss03_PlayUnderwaterSfx(&this->actor.projectedPos, NA_SE_EN_KONB_SINK_OLD);
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}
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@ -1055,7 +1055,7 @@ void Boss03_Charge(Boss03* this, PlayState* play) {
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play_sound(NA_SE_IT_BIG_BOMB_EXPLOSION);
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func_800BC848(&this->actor, play, 20, 15);
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_WATER_EFFECT, 0.0f, this->waterHeight, 0.0f, 0, 0, 0x96,
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ENWATEREFFECT_30C);
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ENWATEREFFECT_TYPE_GYORG_SHOCKWAVE);
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// Player is above water && Player is standing on ground
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if ((this->waterHeight < player->actor.world.pos.y) && (player->actor.bgCheckFlags & 1)) {
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@ -1528,7 +1528,7 @@ void Boss03_DeathCutscene(Boss03* this, PlayState* play) {
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if ((this->workTimer[WORK_TIMER_UNK0_C] == 0) && ((this->waterHeight - 100.0f) < this->actor.world.pos.y)) {
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this->workTimer[WORK_TIMER_UNK0_C] = Rand_ZeroFloat(15.0f) + 15.0f;
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_WATER_EFFECT, this->actor.world.pos.x, this->waterHeight,
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this->actor.world.pos.z, 0, 0, 0x78, ENWATEREFFECT_309);
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this->actor.world.pos.z, 0, 0, 0x78, ENWATEREFFECT_TYPE_GYORG_RIPPLES);
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if (this->actionFunc == Boss03_DeathCutscene) {
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if ((D_809E9840 % 2) != 0) {
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@ -2012,7 +2012,7 @@ void Boss03_Update(Actor* thisx, PlayState* play2) {
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}
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_WATER_EFFECT, this->actor.world.pos.x, this->waterHeight,
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this->actor.world.pos.z, 0, 0, 0x78, ENWATEREFFECT_309);
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this->actor.world.pos.z, 0, 0, 0x78, ENWATEREFFECT_TYPE_GYORG_RIPPLES);
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this->unk_280 = 27;
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this->unk_284 = this->actor.world.pos.x;
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@ -160,7 +160,7 @@ Actor* func_80C1C8E8(PlayState* play) {
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}
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tempActor = foundActor->next;
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if (tempActor == NULL || NULL) {
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if (tempActor == NULL || false) {
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foundActor = NULL;
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break;
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}
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@ -1,7 +1,7 @@
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/*
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* File: z_dm_gm.c
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* Overlay: ovl_Dm_Gm
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* Description: Anju (cutscene) (duplicate of Dm_An?)
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* Description: Complete duplicate of Dm_An
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*/
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#include "z_dm_gm.h"
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@ -1,7 +1,7 @@
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/*
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* File: z_en_hs2.c
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* Overlay: ovl_En_Hs2
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* Description: Blue Target Spot (?)
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* Description: Near-empty actor. Does nothing, but can be targeted.
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*/
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#include "z_en_hs2.h"
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@ -1,7 +1,7 @@
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/*
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* File: z_en_tag_obj.c
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* Overlay: ovl_En_Tag_Obj
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* Description:
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* Description: Unused Seahorse Spawner
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*/
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#include "z_en_tag_obj.h"
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@ -1,7 +1,7 @@
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/*
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* File: z_en_tanron6.c
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* Overlay: ovl_En_Tanron6
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* Description: Swarm of Giant Bees
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* Description: Unused invisible enemy. Only draws a circle shadow.
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*/
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#include "z_en_tanron6.h"
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@ -1,7 +1,15 @@
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/*
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* File: z_en_water_effect.c
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* Overlay: ovl_En_Water_Effect
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* Description: Water splashing effect (used for Gyorg)
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* Description: Water/rock drop spawner and Gyorg water splashing effect
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*
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* This actor serves two purposes:
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* - It can act as a "spawner" for either water drops or flaming rocks. This
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* spawner can be placed in the ceiling to drop these repeatedly.
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* - It is also used to control various water splashing effects for the Gyorg
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* fight. Specifically, it handles the splashing that is caused when it
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* enters or exits the water, and it handles the shockwave that is created
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* when it rams the center platform.
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*/
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#include "z_en_water_effect.h"
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@ -85,27 +93,30 @@ void EnWaterEffect_Init(Actor* thisx, PlayState* play) {
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this->actor.flags &= ~ACTOR_FLAG_1;
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this->unk_DC4 = Rand_ZeroFloat(100.0f);
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if (this->actor.params == ENWATEREFFECT_1) {
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if (this->actor.params == ENWATEREFFECT_TYPE_FALLING_ROCK_SPAWNER) {
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this->actor.update = func_80A59C04;
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this->actor.draw = func_80A5A184;
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this->unk_DC6 = Rand_ZeroFloat(100.0f) + 60.0f;
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} else if ((this->actor.params == ENWATEREFFECT_309) || (this->actor.params == ENWATEREFFECT_30A) ||
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(this->actor.params == ENWATEREFFECT_30B) || (this->actor.params == ENWATEREFFECT_30C)) {
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} else if ((this->actor.params == ENWATEREFFECT_TYPE_GYORG_RIPPLES) ||
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(this->actor.params == ENWATEREFFECT_TYPE_GYORG_PRIMARY_SPRAY) ||
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(this->actor.params == ENWATEREFFECT_TYPE_GYORG_SECONDARY_SPRAY) ||
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(this->actor.params == ENWATEREFFECT_TYPE_GYORG_SHOCKWAVE)) {
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this->actor.update = func_80A5A534;
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this->actor.draw = func_80A5A6B8;
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this->actor.shape.rot.y = Rand_ZeroFloat(0x10000);
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Actor_SetScale(&this->actor, this->actor.shape.rot.z * 0.0002f);
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if (this->actor.params == ENWATEREFFECT_309) {
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if (this->actor.params == ENWATEREFFECT_TYPE_GYORG_RIPPLES) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_WATER_EFFECT, this->actor.world.pos.x, this->actor.world.pos.y,
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this->actor.world.pos.z, 0, 0, this->actor.shape.rot.z, 0x30A);
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this->actor.world.pos.z, 0, 0, this->actor.shape.rot.z, ENWATEREFFECT_TYPE_GYORG_PRIMARY_SPRAY);
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_WATER_EFFECT, this->actor.world.pos.x, this->actor.world.pos.y,
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this->actor.world.pos.z, 0, 0, this->actor.shape.rot.z, 0x30B);
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} else if (this->actor.params == ENWATEREFFECT_30A) {
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this->actor.world.pos.z, 0, 0, this->actor.shape.rot.z,
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ENWATEREFFECT_TYPE_GYORG_SECONDARY_SPRAY);
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} else if (this->actor.params == ENWATEREFFECT_TYPE_GYORG_PRIMARY_SPRAY) {
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this->unk_DC4 = -3;
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} else if (this->actor.params == ENWATEREFFECT_30B) {
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} else if (this->actor.params == ENWATEREFFECT_TYPE_GYORG_SECONDARY_SPRAY) {
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this->unk_DC4 = -6;
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} else if (this->actor.params == ENWATEREFFECT_30C) {
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} else if (this->actor.params == ENWATEREFFECT_TYPE_GYORG_SHOCKWAVE) {
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this->unk_DC4 = 23;
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}
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@ -620,7 +631,8 @@ void func_80A5A6B8(Actor* thisx, PlayState* play2) {
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Matrix_Push();
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Matrix_Push();
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if ((this->actor.params == ENWATEREFFECT_309) || (this->actor.params == ENWATEREFFECT_30A)) {
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if ((this->actor.params == ENWATEREFFECT_TYPE_GYORG_RIPPLES) ||
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(this->actor.params == ENWATEREFFECT_TYPE_GYORG_PRIMARY_SPRAY)) {
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if (this->unk_E2C > 1.0f) {
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func_8012C2DC(play->state.gfxCtx);
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AnimatedMat_Draw(play, Lib_SegmentedToVirtual(object_water_effect_Matanimheader_000DE0));
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@ -648,7 +660,7 @@ void func_80A5A6B8(Actor* thisx, PlayState* play2) {
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Matrix_Pop();
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}
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if ((this->unk_E34 > 1.0f) && (this->actor.params != ENWATEREFFECT_30C)) {
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if ((this->unk_E34 > 1.0f) && (this->actor.params != ENWATEREFFECT_TYPE_GYORG_SHOCKWAVE)) {
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func_8012C2DC(play->state.gfxCtx);
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AnimatedMat_Draw(play, Lib_SegmentedToVirtual(object_water_effect_Matanimheader_000E40));
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Matrix_Scale(this->unk_DC8[3].y, this->unk_DC8[3].z, this->unk_DC8[3].y, MTXMODE_APPLY);
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@ -660,7 +672,8 @@ void func_80A5A6B8(Actor* thisx, PlayState* play2) {
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Matrix_Pop();
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if ((this->actor.params == ENWATEREFFECT_309) || (this->actor.params == ENWATEREFFECT_30C)) {
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if ((this->actor.params == ENWATEREFFECT_TYPE_GYORG_RIPPLES) ||
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(this->actor.params == ENWATEREFFECT_TYPE_GYORG_SHOCKWAVE)) {
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func_8012C2DC(play->state.gfxCtx);
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AnimatedMat_Draw(play, Lib_SegmentedToVirtual(object_water_effect_Matanimheader_000E58));
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Matrix_Scale(this->unk_DC8[4].y, this->unk_DC8[4].z, this->unk_DC8[4].y, MTXMODE_APPLY);
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@ -670,7 +683,7 @@ void func_80A5A6B8(Actor* thisx, PlayState* play2) {
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gSPDisplayList(POLY_XLU_DISP++, object_water_effect_DL_000CD8);
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}
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if (this->actor.params == ENWATEREFFECT_309) {
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if (this->actor.params == ENWATEREFFECT_TYPE_GYORG_RIPPLES) {
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func_8012C2DC(play->state.gfxCtx);
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for (i = 0; i < ARRAY_COUNT(this->unk_144) / 2; i++, ptr++) {
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@ -18,13 +18,14 @@ typedef struct {
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/* 0x3C */ s16 unk_3C;
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} EnWaterEffectStruct; // size = 0x40
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enum {
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/* 0x001 */ ENWATEREFFECT_1 = 1,
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/* 0x309 */ ENWATEREFFECT_309 = 0x309,
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/* 0x30A */ ENWATEREFFECT_30A,
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/* 0x30B */ ENWATEREFFECT_30B,
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/* 0x30C */ ENWATEREFFECT_30C,
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};
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typedef enum {
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/* 0x001 */ ENWATEREFFECT_TYPE_FALLING_ROCK_SPAWNER = 1, // Spawner for falling flaming rocks,
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/* 0x0FF */ ENWATEREFFECT_TYPE_FALLING_WATER_SPAWNER = 0xFF, // Spawner for water dripping from the ceiling
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/* 0x309 */ ENWATEREFFECT_TYPE_GYORG_RIPPLES = 0x309, // Ripples on the surface when Gyrog enters/leaves the water
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/* 0x30A */ ENWATEREFFECT_TYPE_GYORG_PRIMARY_SPRAY, // Large "funnel" of water that forms when Gyorg enters/leaves the water
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/* 0x30B */ ENWATEREFFECT_TYPE_GYORG_SECONDARY_SPRAY, // Secondary "funnel" in the middle of the larger "funnel"
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/* 0x30C */ ENWATEREFFECT_TYPE_GYORG_SHOCKWAVE, // Shockwave on the surface when Gyorg rams into the central platform
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} EnWaterEffectType;
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typedef struct EnWaterEffect {
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/* 0x000 */ Actor actor;
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@ -1,7 +1,7 @@
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/*
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* File: z_item_inbox.c
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* Overlay: ovl_Item_Inbox
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* Description:
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* Description: Unused, can draw GetItem models. Perhaps intended to draw items inside chests.
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*/
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#include "z_item_inbox.h"
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@ -1,7 +1,7 @@
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/*
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* File: z_obj_dowsing.c
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* Overlay: ovl_Obj_Dowsing
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* Description:
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* Description: Rumbles controller if switch or collectible/chest flag is unset
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*/
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#include "z_obj_dowsing.h"
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