diff options
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/z_effect_soft_sprite_old_init.c | 6 |
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); |
