mirror of https://github.com/zeldaret/oot.git
parent
54a76ae7f0
commit
1321ba2c5a
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@ -121,11 +121,11 @@ typedef enum EnPoSisterFlags {
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EN_PO_SISTERS_FLAG_VANISH = 1 << 2, // tick vanishTimer, then disappear if 0.
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EN_PO_SISTERS_FLAG_HOVER = 1 << 3, // hover up and down a few units towards y-target
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EN_PO_SISTERS_FLAG_BGCHECK = 1 << 4, // BGCheck floors and walls
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EN_PO_SISTERS_FLAG_UPDATEMASK=(EN_PO_SISTERS_FLAG_ACCOL | EN_PO_SISTERS_FLAG_ROTATE |
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EN_PO_SISTERS_FLAG_VANISH | EN_PO_SISTERS_FLAG_HOVER | EN_PO_SISTERS_FLAG_BGCHECK),
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EN_PO_SISTERS_FLAG_TORCH = 1 << 5, // manipulate torch flames
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EN_PO_SISTERS_FLAG_SPIN = 1 << 6, // the real Meg spins as a tell
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EN_PO_SISTERS_FLAG_NOMTXF = 1 << 7, //don't read or write torchMtx
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EN_PO_SISTERS_FLAG_UPDATEMASK=(EN_PO_SISTERS_FLAG_ACCOL | EN_PO_SISTERS_FLAG_ROTATE | EN_PO_SISTERS_FLAG_VANISH |
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EN_PO_SISTERS_FLAG_HOVER | EN_PO_SISTERS_FLAG_BGCHECK),
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EN_PO_SISTERS_FLAG_TORCH = 1 << 5, // manipulate torch flames
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EN_PO_SISTERS_FLAG_SPIN = 1 << 6, // the real Meg spins as a tell
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EN_PO_SISTERS_FLAG_NOMTXF = 1 << 7, // don't read or write torchMtx
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} EnPoSisterFlags;
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typedef enum PoeSisDamageReaction {
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@ -134,7 +134,6 @@ typedef enum PoeSisDamageReaction {
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EN_PO_SISTERS_DMG_REACT_NUT,
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};
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static DamageTable sDamageTable = {
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/* Deku nut */ DMG_ENTRY(0, EN_PO_SISTERS_DMG_REACT_NUT),
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/* Deku stick */ DMG_ENTRY(2, EN_PO_SISTERS_DMG_REACT_OTHER),
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@ -399,13 +398,13 @@ void EnPoSisters_ItemDrop(EnPoSisters* this, PlayState* play) {
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void EnPoSisters_MegSetup(EnPoSisters* this, PlayState* play) {
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Actor* actor1 =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,this->actor.world.pos.y,
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this->actor.world.pos.z, 0, 0, 0, ((EN_PO_SISTERS_DECOY_PARAM) * 1));
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this->actor.world.pos.z, 0, 0, 0, ((EN_PO_SISTERS_DECOY_PARAM) * 1));
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Actor* actor2 =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,this->actor.world.pos.y,
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this->actor.world.pos.z, 0, 0, 0, ((EN_PO_SISTERS_DECOY_PARAM) * 2));
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this->actor.world.pos.z, 0, 0, 0, ((EN_PO_SISTERS_DECOY_PARAM) * 2));
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Actor* actor3 =
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,this->actor.world.pos.y,
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this->actor.world.pos.z, 0, 0, 0, ((EN_PO_SISTERS_DECOY_PARAM) * 3));
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this->actor.world.pos.z, 0, 0, 0, ((EN_PO_SISTERS_DECOY_PARAM) * 3));
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s32 pad;
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s32 pad1;
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@ -733,7 +732,8 @@ void EnPoSisters_Hit(EnPoSisters* this, PlayState* play) {
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if (this->decoyID != 0) {
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Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.parent->shape.rot.y,
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(this->decoyID == 2) ? 0x800 : 0x400);
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this->sisterColor.a = ((this->skelAnime.endFrame - this->skelAnime.curFrame) * 255.0f) / this->skelAnime.endFrame;
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this->sisterColor.a =
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((this->skelAnime.endFrame - this->skelAnime.curFrame) * 255.0f) / this->skelAnime.endFrame;
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this->actor.world.pos.y = this->actor.parent->world.pos.y;
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EnPoSisters_CircleUpdate(this, play);
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} else if (this->sisterID != EN_PO_SISTERS_MEG) {
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@ -1124,7 +1124,7 @@ void EnPoSisters_IntroStep4(EnPoSisters* this, PlayState* play) {
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}
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void EnPoSisters_IntroStep5(EnPoSisters* this, PlayState* play) {
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// position of laugh at the end of sisters' intro animation
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static Vec3f sIntroLaughPos = { 120.0f, 250.0f, -1420.0f };
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