From f31056ef8aade431da97ac0850ea2c7383ebc38b Mon Sep 17 00:00:00 2001 From: Derek Hensley Date: Sat, 24 Sep 2022 10:04:03 -0700 Subject: Effect Dust OK (#1016) * OK * Some cleanup * Description * format * Better name * whoops * Array count * Name dust texture arrays * Fix * static * Update dust tex outnames --- src/code/z_effect_soft_sprite_old_init.c | 39 +++++++++++++++++++++----------- 1 file changed, 26 insertions(+), 13 deletions(-) (limited to 'src/code/z_effect_soft_sprite_old_init.c') 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, -- cgit v1.2.3