diff --git a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c index 86d9b39e16..24330987fc 100644 --- a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c +++ b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c @@ -121,11 +121,11 @@ typedef enum EnPoSisterFlags { EN_PO_SISTERS_FLAG_VANISH = 1 << 2, // tick vanishTimer, then disappear if 0. EN_PO_SISTERS_FLAG_HOVER = 1 << 3, // hover up and down a few units towards y-target EN_PO_SISTERS_FLAG_BGCHECK = 1 << 4, // BGCheck floors and walls - EN_PO_SISTERS_FLAG_UPDATEMASK=(EN_PO_SISTERS_FLAG_ACCOL | EN_PO_SISTERS_FLAG_ROTATE | - EN_PO_SISTERS_FLAG_VANISH | EN_PO_SISTERS_FLAG_HOVER | EN_PO_SISTERS_FLAG_BGCHECK), - EN_PO_SISTERS_FLAG_TORCH = 1 << 5, // manipulate torch flames - EN_PO_SISTERS_FLAG_SPIN = 1 << 6, // the real Meg spins as a tell - EN_PO_SISTERS_FLAG_NOMTXF = 1 << 7, //don't read or write torchMtx + EN_PO_SISTERS_FLAG_UPDATEMASK=(EN_PO_SISTERS_FLAG_ACCOL | EN_PO_SISTERS_FLAG_ROTATE | EN_PO_SISTERS_FLAG_VANISH | + EN_PO_SISTERS_FLAG_HOVER | EN_PO_SISTERS_FLAG_BGCHECK), + EN_PO_SISTERS_FLAG_TORCH = 1 << 5, // manipulate torch flames + EN_PO_SISTERS_FLAG_SPIN = 1 << 6, // the real Meg spins as a tell + EN_PO_SISTERS_FLAG_NOMTXF = 1 << 7, // don't read or write torchMtx } EnPoSisterFlags; typedef enum PoeSisDamageReaction { @@ -134,7 +134,6 @@ typedef enum PoeSisDamageReaction { EN_PO_SISTERS_DMG_REACT_NUT, }; - static DamageTable sDamageTable = { /* Deku nut */ DMG_ENTRY(0, EN_PO_SISTERS_DMG_REACT_NUT), /* Deku stick */ DMG_ENTRY(2, EN_PO_SISTERS_DMG_REACT_OTHER), @@ -399,13 +398,13 @@ void EnPoSisters_ItemDrop(EnPoSisters* this, PlayState* play) { void EnPoSisters_MegSetup(EnPoSisters* this, PlayState* play) { Actor* actor1 = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,this->actor.world.pos.y, - this->actor.world.pos.z, 0, 0, 0, ((EN_PO_SISTERS_DECOY_PARAM) * 1)); + this->actor.world.pos.z, 0, 0, 0, ((EN_PO_SISTERS_DECOY_PARAM) * 1)); Actor* actor2 = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,this->actor.world.pos.y, - this->actor.world.pos.z, 0, 0, 0, ((EN_PO_SISTERS_DECOY_PARAM) * 2)); + this->actor.world.pos.z, 0, 0, 0, ((EN_PO_SISTERS_DECOY_PARAM) * 2)); Actor* actor3 = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_PO_SISTERS, this->actor.world.pos.x,this->actor.world.pos.y, - this->actor.world.pos.z, 0, 0, 0, ((EN_PO_SISTERS_DECOY_PARAM) * 3)); + this->actor.world.pos.z, 0, 0, 0, ((EN_PO_SISTERS_DECOY_PARAM) * 3)); s32 pad; s32 pad1; @@ -733,7 +732,8 @@ void EnPoSisters_Hit(EnPoSisters* this, PlayState* play) { if (this->decoyID != 0) { Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.parent->shape.rot.y, (this->decoyID == 2) ? 0x800 : 0x400); - this->sisterColor.a = ((this->skelAnime.endFrame - this->skelAnime.curFrame) * 255.0f) / this->skelAnime.endFrame; + this->sisterColor.a = + ((this->skelAnime.endFrame - this->skelAnime.curFrame) * 255.0f) / this->skelAnime.endFrame; this->actor.world.pos.y = this->actor.parent->world.pos.y; EnPoSisters_CircleUpdate(this, play); } else if (this->sisterID != EN_PO_SISTERS_MEG) { @@ -1124,7 +1124,7 @@ void EnPoSisters_IntroStep4(EnPoSisters* this, PlayState* play) { } void EnPoSisters_IntroStep5(EnPoSisters* this, PlayState* play) { - + // position of laugh at the end of sisters' intro animation static Vec3f sIntroLaughPos = { 120.0f, 250.0f, -1420.0f };