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| author | Derek Hensley <hensley.derek58@gmail.com> | 2022-09-24 10:04:03 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-09-24 14:04:03 -0300 |
| commit | f31056ef8aade431da97ac0850ea2c7383ebc38b (patch) | |
| tree | 62e8208aa0aa98e485b31c98ab22009970ff65b5 /src/code/z_effect_soft_sprite_old_init.c | |
| parent | 2c6816ba7791c6e6e8043d2a0e6598234588d4cf (diff) | |
Effect Dust OK (#1016)
* OK
* Some cleanup
* Description
* format
* Better name
* whoops
* Array count
* Name dust texture arrays
* Fix
* static
* Update dust tex outnames
Diffstat (limited to 'src/code/z_effect_soft_sprite_old_init.c')
| -rw-r--r-- | src/code/z_effect_soft_sprite_old_init.c | 39 |
1 files changed, 26 insertions, 13 deletions
diff --git a/src/code/z_effect_soft_sprite_old_init.c b/src/code/z_effect_soft_sprite_old_init.c index 5258c2ecf..9bdb0f9a4 100644 --- a/src/code/z_effect_soft_sprite_old_init.c +++ b/src/code/z_effect_soft_sprite_old_init.c @@ -91,63 +91,76 @@ void EffectSsDust_Spawn(PlayState* play, u16 drawFlags, Vec3f* pos, Vec3f* veloc void func_800B0DE0(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep) { - EffectSsDust_Spawn(play, 0, pos, velocity, accel, primColor, envColor, scale, scaleStep, 10, 0); + EffectSsDust_Spawn(play, DUST_DRAWFLAG0, pos, velocity, accel, primColor, envColor, scale, scaleStep, 10, + DUST_UPDATE_NORMAL); } void func_800B0E48(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep) { - EffectSsDust_Spawn(play, 1, pos, velocity, accel, primColor, envColor, scale, scaleStep, 10, 0); + EffectSsDust_Spawn(play, DUST_DRAWFLAG1, pos, velocity, accel, primColor, envColor, scale, scaleStep, 10, + DUST_UPDATE_NORMAL); } void func_800B0EB0(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life) { - EffectSsDust_Spawn(play, 0, pos, velocity, accel, primColor, envColor, scale, scaleStep, life, 0); + EffectSsDust_Spawn(play, DUST_DRAWFLAG0, pos, velocity, accel, primColor, envColor, scale, scaleStep, life, + DUST_UPDATE_NORMAL); } void func_800B0F18(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life) { - EffectSsDust_Spawn(play, 1, pos, velocity, accel, primColor, envColor, scale, scaleStep, life, 0); + EffectSsDust_Spawn(play, DUST_DRAWFLAG1, pos, velocity, accel, primColor, envColor, scale, scaleStep, life, + DUST_UPDATE_NORMAL); } void func_800B0F80(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life) { - EffectSsDust_Spawn(play, 2, pos, velocity, accel, primColor, envColor, scale, scaleStep, life, 0); + EffectSsDust_Spawn(play, DUST_DRAWFLAG2, pos, velocity, accel, primColor, envColor, scale, scaleStep, life, + DUST_UPDATE_NORMAL); } void func_800B0FE8(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep) { - EffectSsDust_Spawn(play, 0, pos, velocity, accel, primColor, envColor, scale, scaleStep, 10, 1); + EffectSsDust_Spawn(play, DUST_DRAWFLAG0, pos, velocity, accel, primColor, envColor, scale, scaleStep, 10, + DUST_UPDATE_FIRE); } void func_800B1054(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep) { - EffectSsDust_Spawn(play, 1, pos, velocity, accel, primColor, envColor, scale, scaleStep, 10, 1); + EffectSsDust_Spawn(play, DUST_DRAWFLAG1, pos, velocity, accel, primColor, envColor, scale, scaleStep, 10, + DUST_UPDATE_FIRE); } static Color_RGBA8 sDustBrownPrim = { 170, 130, 90, 255 }; static Color_RGBA8 sDustBrownEnv = { 100, 60, 20, 255 }; void func_800B10C0(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel) { - EffectSsDust_Spawn(play, 4, pos, velocity, accel, &sDustBrownPrim, &sDustBrownEnv, 100, 5, 10, 0); + EffectSsDust_Spawn(play, DUST_DRAWFLAG_RAND_COLOR_OFFSET | DUST_DRAWFLAG0, pos, velocity, accel, &sDustBrownPrim, + &sDustBrownEnv, 100, 5, 10, DUST_UPDATE_NORMAL); } void func_800B1130(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel) { - EffectSsDust_Spawn(play, 5, pos, velocity, accel, &sDustBrownPrim, &sDustBrownEnv, 100, 5, 10, 0); + EffectSsDust_Spawn(play, DUST_DRAWFLAG_RAND_COLOR_OFFSET | DUST_DRAWFLAG1, pos, velocity, accel, &sDustBrownPrim, + &sDustBrownEnv, 100, 5, 10, DUST_UPDATE_NORMAL); } void func_800B11A0(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep) { - EffectSsDust_Spawn(play, 4, pos, velocity, accel, &sDustBrownPrim, &sDustBrownEnv, scale, scaleStep, 10, 0); + EffectSsDust_Spawn(play, DUST_DRAWFLAG_RAND_COLOR_OFFSET | DUST_DRAWFLAG0, pos, velocity, accel, &sDustBrownPrim, + &sDustBrownEnv, scale, scaleStep, 10, DUST_UPDATE_NORMAL); } void func_800B1210(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep) { - EffectSsDust_Spawn(play, 5, pos, velocity, accel, &sDustBrownPrim, &sDustBrownEnv, scale, scaleStep, 10, 0); + EffectSsDust_Spawn(play, DUST_DRAWFLAG_RAND_COLOR_OFFSET | DUST_DRAWFLAG1, pos, velocity, accel, &sDustBrownPrim, + &sDustBrownEnv, scale, scaleStep, 10, DUST_UPDATE_NORMAL); } void func_800B1280(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 life) { - EffectSsDust_Spawn(play, 4, pos, velocity, accel, &sDustBrownPrim, &sDustBrownEnv, scale, scaleStep, life, 0); + EffectSsDust_Spawn(play, DUST_DRAWFLAG_RAND_COLOR_OFFSET | DUST_DRAWFLAG0, pos, velocity, accel, &sDustBrownPrim, + &sDustBrownEnv, scale, scaleStep, life, DUST_UPDATE_NORMAL); } void func_800B12F0(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 life) { - EffectSsDust_Spawn(play, 5, pos, velocity, accel, &sDustBrownPrim, &sDustBrownEnv, scale, scaleStep, life, 0); + EffectSsDust_Spawn(play, DUST_DRAWFLAG_RAND_COLOR_OFFSET | DUST_DRAWFLAG1, pos, velocity, accel, &sDustBrownPrim, + &sDustBrownEnv, scale, scaleStep, life, DUST_UPDATE_NORMAL); } void func_800B1360(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, |
