From bc3883d098fdc04ac28573ed2adefccc99f0a797 Mon Sep 17 00:00:00 2001 From: Derek Hensley Date: Sun, 7 Aug 2022 16:24:05 -0700 Subject: Effect Fhgflash OK (#975) * OK * format * extract tex explicitly * FHGFLASH_SHOCK_NO_ACTOR * typo * Hitmark * sZeroVec * eff --- src/code/z_effect_soft_sprite_old_init.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'src/code') 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); -- cgit v1.2.3