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parent
a980067bd8
commit
43df8f4454
@ -1,8 +1,12 @@
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<Root>
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<!-- Object for Beehive -->
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<File Name="object_comb" Segment="6">
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<Texture Name="object_comb_Tex_000000" OutName="tex_000000" Format="rgba16" Width="32" Height="32" Offset="0x0" />
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<DList Name="object_comb_DL_000CB0" Offset="0xCB0" /> <!-- Original name is "hatisu_model" ("hive; beehive") -->
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<Texture Name="object_comb_Tex_000E10" OutName="tex_000E10" Format="rgba16" Width="16" Height="16" Offset="0xE10" />
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<DList Name="object_comb_DL_001040" Offset="0x1040" /> <!-- Original name is "hatisu_hahen_model" ("hahen" = "fragment; broken piece") -->
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<!-- Beehive -->
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<Texture Name="gBeehiveTex" OutName="beehive" Format="rgba16" Width="32" Height="32" Offset="0x0" />
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<DList Name="gBeehiveDL" Offset="0xCB0" /> <!-- Original name is "hatisu_model" ("hive; beehive") -->
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<!-- Beehive Fragment -->
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<Texture Name="gBeehiveFragmentTex" OutName="beehive_fragment" Format="rgba16" Width="16" Height="16" Offset="0xE10" />
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<DList Name="gBeehiveFragmentDL" Offset="0x1040" /> <!-- Original name is "hatisu_hahen_model" ("hahen" = "fragment; broken piece") -->
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</File>
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</Root>
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@ -127,7 +127,7 @@ void func_8098CEAC(ObjComb* this, PlayState* play) {
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phi_v0 = 0x20;
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}
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EffectSsKakera_Spawn(play, &spD0, &spC4, &spD0, phi_s0, phi_v0, phi_s1, 4, 0, temp_f10, 0, 0, 60, -1,
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OBJECT_COMB, object_comb_DL_001040);
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OBJECT_COMB, gBeehiveFragmentDL);
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}
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spD0.x = this->actor.world.pos.x;
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@ -185,7 +185,7 @@ void func_8098D19C(ObjComb* this, PlayState* play) {
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}
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EffectSsKakera_Spawn(play, &spD0, &spC4, &spD0, phi_s0, phi_v0, phi_s1, 4, 0, temp_f8, 0, 0, 60, -1,
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OBJECT_COMB, object_comb_DL_001040);
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OBJECT_COMB, gBeehiveFragmentDL);
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}
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spD0.x = this->actor.world.pos.x;
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@ -236,7 +236,7 @@ void func_8098D47C(ObjComb* this, PlayState* play) {
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}
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EffectSsKakera_Spawn(play, &spC8, &spBC, &spC8, phi_s0, phi_v0, 40, 0, 0, temp_f10, 0, 0, 80, -1, OBJECT_COMB,
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object_comb_DL_001040);
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gBeehiveFragmentDL);
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}
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}
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@ -566,7 +566,7 @@ void ObjComb_Draw(Actor* thisx, PlayState* play) {
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Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, object_comb_DL_000CB0);
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gSPDisplayList(POLY_OPA_DISP++, gBeehiveDL);
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Collider_UpdateSpheres(0, &this->collider);
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