Renaming spawn functions
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@@ -92,7 +92,7 @@ void func_80389A1C(void) {
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Actor *actor;
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ActorLocal_TreasureHunt *local;
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actor = spawn_actor_f32(0x55, D_8038C820[D_8037DCB4], 0);
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actor = actor_spawnWithYaw_f32(0x55, D_8038C820[D_8037DCB4], 0);
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local = (ActorLocal_TreasureHunt *)&actor->local;
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actor->yaw = D_8038C868[D_8037DCB4];
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local->unk0 = D_8037DCB4;
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@@ -105,7 +105,7 @@ void func_80389A9C(void) {
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ActorLocal_TreasureHunt *local;
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s32 actor_id;
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actor = spawn_actor_f32((D_8038C898 - 1)[D_8037DCB4], D_8038C820[D_8037DCB4 - 1], 0);
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actor = actor_spawnWithYaw_f32((D_8038C898 - 1)[D_8037DCB4], D_8038C820[D_8037DCB4 - 1], 0);
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local = (ActorLocal_TreasureHunt *)&actor->local;
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actor->yaw = D_8038C880[D_8037DCB4 - 1];
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local->unk0 = D_8037DCB4;
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@@ -157,7 +157,7 @@ void func_80389CC4(s16 arg0[3], s32 arg1){
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D_8038D708[1] = (f32)arg0[1];
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D_8038D708[2] = (f32)arg0[2];
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D_8038D708[1] = mapModel_getFloorY(D_8038D708);
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__spawnQueue_add_4((GenFunction_4)func_802C4140, 0xF4, reinterpret_cast(s32, D_8038D708[0]), reinterpret_cast(s32, D_8038D708[1]), reinterpret_cast(s32, D_8038D708[2]));
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__spawnQueue_add_4((GenFunction_4)spawnQueue_actor_f32, 0xF4, reinterpret_cast(s32, D_8038D708[0]), reinterpret_cast(s32, D_8038D708[1]), reinterpret_cast(s32, D_8038D708[2]));
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D_8038D700 = partEmitMgr_newEmitter(3);
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particleEmitter_setRGB(D_8038D700, D_8038C91C);
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particleEmitter_setSprite(D_8038D700, ASSET_700_SPRITE_DUST);
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