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authorDerek Hensley <hensley.derek58@gmail.com>2022-08-07 16:24:05 -0700
committerGitHub <noreply@github.com>2022-08-07 19:24:05 -0400
commitbc3883d098fdc04ac28573ed2adefccc99f0a797 (patch)
tree08b66cd090b2f20e34bcf0bf8a7cecc581dacd2a /src/code
parent9f6bacbb883df3db1d3c73eb5a46d5de98cd4e99 (diff)
Effect Fhgflash OK (#975)
* OK * format * extract tex explicitly * FHGFLASH_SHOCK_NO_ACTOR * typo * Hitmark * sZeroVec * eff
Diffstat (limited to 'src/code')
-rw-r--r--src/code/z_effect_soft_sprite_old_init.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/code/z_effect_soft_sprite_old_init.c b/src/code/z_effect_soft_sprite_old_init.c
index b6a5c46fa..f9592478e 100644
--- a/src/code/z_effect_soft_sprite_old_init.c
+++ b/src/code/z_effect_soft_sprite_old_init.c
@@ -659,15 +659,15 @@ void EffectSsHitmark_SpawnCustomScale(PlayState* play, s32 type, s16 scale, Vec3
* param determines where the ligntning should go
* 0: dont attach to any actor. spawns at the position specified by pos
* 1: spawn at one of Player's body parts, chosen at random
- * 2: spawn at one of Phantom Ganon's body parts, chosen at random
+ * 2 - 6: spawn at one of Goht's body parts
*/
-void EffectSsFhgFlash_SpawnShock(PlayState* play, Actor* actor, Vec3f* pos, s16 scale, u8 param) {
+void EffectSsFhgFlash_SpawnShock(PlayState* play, Actor* actor, Vec3f* pos, s16 scale, u8 params) {
EffectSsFhgFlashInitParams initParams;
initParams.actor = actor;
Math_Vec3f_Copy(&initParams.pos, pos);
initParams.scale = scale;
- initParams.param = param;
+ initParams.params = params;
initParams.type = FHGFLASH_SHOCK;
EffectSs_Spawn(play, EFFECT_SS_FHG_FLASH, 128, &initParams);