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Fixed the Zelda Power effect. (#192)
Co-authored-by: DaMarkov <DaMarkovZED@gmail.com>
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@ -1558,7 +1558,7 @@ void func_80B56D44(EnZl3* pthis, GlobalContext* globalCtx) {
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func_80B564A8(pthis, globalCtx);
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}
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void func_80B56DA4(EnZl3* pthis) {
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void EnZl3_PlayPowerSfx(EnZl3* pthis) {
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Common_PlaySfx2(NA_SE_EV_ZELDA_POWER);
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}
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@ -1838,7 +1838,7 @@ void func_80B57754(EnZl3* pthis, GlobalContext* globalCtx) {
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if (gSaveContext.unk_13F0 == 0) {
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_OCEFF_WIPE4, pthis->actor.world.pos.x,
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pthis->actor.world.pos.y, pthis->actor.world.pos.z, 0, 0, 0, 1);
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func_80B56DA4(pthis);
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EnZl3_PlayPowerSfx(pthis);
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}
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}
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@ -3,7 +3,7 @@
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/*
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* File: z_oceff_wipe4.c
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* Overlay: ovl_Oceff_Wipe4
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* Description: Scarecrow's Song and an unused Ocarina Effect
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* Description: Scarecrow's Song and an unused Ocarina Effect and used for Zelda during escape
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*/
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#include "z_oceff_wipe4.h"
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@ -14,6 +14,7 @@
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#include "def/z_lib.h"
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#include "def/z_parameter.h"
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#include "def/z_rcp.h"
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#include "gfx_align.h"
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#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_25)
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@ -98,7 +99,8 @@ void OceffWipe4_Draw(Actor* thisx, GlobalContext* globalCtx) {
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func_80093D84(globalCtx->state.gfxCtx);
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Matrix_Translate(eye.x + vec.x, eye.y + vec.y, eye.z + vec.z, MTXMODE_NEW);
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Matrix_Scale(0.1f, 0.1f, 0.1f, MTXMODE_APPLY);
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const float correction_factor = (gfx_width() * 3.0f) / (gfx_height() * 4.0f); // Should be 1 on a 4:3 display
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Matrix_Scale(0.1f * correction_factor, 0.1f, 0.1f, MTXMODE_APPLY);
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func_800D1FD4(&globalCtx->billboardMtxF);
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Matrix_Translate(0.0f, 0.0f, -z, MTXMODE_APPLY);
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