mirror of https://github.com/zeldaret/oot.git
parent
1321ba2c5a
commit
b230f8941d
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@ -116,13 +116,13 @@ static ColliderCylinderInit sCylinderInit = {
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static CollisionCheckInfoInit sColChkInfoInit = { 10, 25, 60, 40 };
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typedef enum EnPoSisterFlags {
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EN_PO_SISTERS_FLAG_ACCOL= 1 << 0, // set AC collision
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EN_PO_SISTERS_FLAG_ACCOL = 1 << 0, // set AC collision
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EN_PO_SISTERS_FLAG_ROTATE = 1 << 1, // set shape.rot.y to world.rot.y
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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 | 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_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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@ -398,13 +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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@ -732,7 +732,7 @@ 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 =
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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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@ -1383,16 +1383,16 @@ void EnPoSisters_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s
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}
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if (this->torchFlames > 0) {
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Color_RGBA8* color = &sTorchLightColors[this->sisterID];
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f32 temp_f2 = Rand_ZeroOne() * 0.3f + 0.7f;
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f32 flicker = Rand_ZeroOne() * 0.3f + 0.7f;
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if (this->actionFunc == EnPoSisters_Die || this->actionFunc == EnPoSisters_IntroStep2 ||
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this->actionFunc == EnPoSisters_IntroStep4) {
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Lights_PointNoGlowSetInfo(&this->lightInfo, this->torchPos[0].x, this->torchPos[0].y + 15.0f,
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this->torchPos[0].z, color->r * temp_f2, color->g * temp_f2,
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color->b * temp_f2, 200);
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this->torchPos[0].z, color->r * flicker, color->g * flicker,
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color->b * flicker, 200);
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} else {
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Lights_PointGlowSetInfo(&this->lightInfo, this->torchPos[0].x, this->torchPos[0].y + 15.0f,
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this->torchPos[0].z, color->r * temp_f2, color->g * temp_f2, color->b * temp_f2,
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this->torchPos[0].z, color->r * flicker, color->g * flicker, color->b * flicker,
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200);
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}
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} else {
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