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| author | Gabriel Ravier <gabravier@gmail.com> | 2026-08-19 14:04:49 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-08-19 14:04:49 +0200 |
| commit | b4c29fa50b8bd9ffb67138e56032c0432298d593 (patch) | |
| tree | cc62f80ee6b2793df9e6aec17733f9a2954f669a /src/code | |
| parent | 58d06849af4d6d71b07a08e790c456ef54284a03 (diff) | |
Document z_eff_ss_stone1.[ch] (#2670)
* Document z_eff_ss_stone1.[ch]
* Incorporate feedback from PR review.
From https://github.com/zeldaret/oot/pull/2670:
- Shortened excessively verbose
suppressRTransFadeFlashAlphaStepAfterTwoFrames name to
suppressFadeFlash
- Fixed up comment that went waaaaaay beyond the column limit in
z_eff_ss_stone1.h
- Shortened comparison with 0 of variable bool semantics in
z_eff_ss_stone1.c
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
* Fix misnaming from PR review and document some more
From https://github.com/zeldaret/oot/pull/2670:
- shortenFadeFlash is incorrect - renamed to freezeFadeFlash
- Used `false` instead of 0 in EnArrow_Fly
- Elaborated comments about what exactly freezeFadeFlash does
Also added a few extra comments to z_eff_ss_stone1.c
* Ran clang-format
* More feedback from PR review, clarified comment
From https://github.com/zeldaret/oot/pull/2670:
- Change 0 to false in header comment
- Remove verbose speculation about former use of unused variable
- Made comment on use of viewDepth clearer
- Separated matrix and gfx code with a newline
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
* Marked the "1500" as being in units
---------
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/z_effect_soft_sprite_old_init.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/code/z_effect_soft_sprite_old_init.c b/src/code/z_effect_soft_sprite_old_init.c index fea010214..c6ae48eb2 100644 --- a/src/code/z_effect_soft_sprite_old_init.c +++ b/src/code/z_effect_soft_sprite_old_init.c @@ -733,11 +733,11 @@ void EffectSsGMagma2_Spawn(PlayState* play, Vec3f* pos, Color_RGBA8* primColor, // EffectSsStone1 Spawn Functions -void EffectSsStone1_Spawn(PlayState* play, Vec3f* pos, s32 arg2) { +void EffectSsStone1_Spawn(PlayState* play, Vec3f* pos, s32 freezeFadeFlash) { EffectSsStone1InitParams initParams; initParams.pos = *pos; - initParams.unk_C = arg2; + initParams.freezeFadeFlash = freezeFadeFlash; EffectSs_Spawn(play, EFFECT_SS_STONE1, 128, &initParams); } |
