ghost2_update.zh#

Functions#

bool

Ghost_Waitframe(ffc this, npc ghost, bool clearOnDeath, bool quitOnDeath)

bool

Ghost_Waitframe2(ffc this, npc ghost, bool clearOnDeath, bool quitOnDeath)

void

Ghost_WaitframeLight(ffc this, npc ghost)

void

__HideFFCAndWait(ffc this)

bool

Ghost_Waitframes(ffc this, npc ghost, bool clearOnDeath, bool quitOnDeath, int numFrames)

bool

Ghost_Waitframes2(ffc this, npc ghost, bool clearOnDeath, bool quitOnDeath, int numFrames)

void

Ghost_WaitframesLight(ffc this, npc ghost, int numFrames)

void

Ghost_Waitframe(ffc this, npc ghost)

void

Ghost_Waitframe2(ffc this, npc ghost)

void

Ghost_Waitframes(ffc this, npc ghost, int numFrames)

void

Ghost_Waitframes2(ffc this, npc ghost, int numFrames)

bool

Ghost_Waitframe(ffc this, npc ghost, int deathAnimation, bool quitOnDeath)

bool

Ghost_Waitframe2(ffc this, npc ghost, int deathAnimation, bool quitOnDeath)

void

Ghost_CheckHit(ffc this, npc ghost)

bool

Ghost_CheckFreeze(ffc this, npc ghost)

void

__Ghost_WaitframePart1(ffc this, npc ghost, bool useNPCDir)

bool

__Ghost_WaitframePart2(ffc this, npc ghost, bool clearOnDeath, bool quitOnDeath)

void

__Ghost_UpdateFlashing(ffc this, npc ghost)

Function descriptions#

bool Ghost_Waitframe(ffc this, npc ghost, bool clearOnDeath, bool quitOnDeath) 🔗 Source


bool Ghost_Waitframe2(ffc this, npc ghost, bool clearOnDeath, bool quitOnDeath) 🔗 Source


void Ghost_WaitframeLight(ffc this, npc ghost) 🔗 Source


void __HideFFCAndWait(ffc this) 🔗 Source

Hides the FFC and waits a frame. Just used to reduce redundancy in Ghost_WaitframeLight


bool Ghost_Waitframes(ffc this, npc ghost, bool clearOnDeath, bool quitOnDeath, int numFrames) 🔗 Source


bool Ghost_Waitframes2(ffc this, npc ghost, bool clearOnDeath, bool quitOnDeath, int numFrames) 🔗 Source


void Ghost_WaitframesLight(ffc this, npc ghost, int numFrames) 🔗 Source


void Ghost_Waitframe(ffc this, npc ghost) 🔗 Source


void Ghost_Waitframe2(ffc this, npc ghost) 🔗 Source


void Ghost_Waitframes(ffc this, npc ghost, int numFrames) 🔗 Source


void Ghost_Waitframes2(ffc this, npc ghost, int numFrames) 🔗 Source


bool Ghost_Waitframe(ffc this, npc ghost, int deathAnimation, bool quitOnDeath) 🔗 Source


bool Ghost_Waitframe2(ffc this, npc ghost, int deathAnimation, bool quitOnDeath) 🔗 Source


void Ghost_CheckHit(ffc this, npc ghost) 🔗 Source


bool Ghost_CheckFreeze(ffc this, npc ghost) 🔗 Source


void __Ghost_WaitframePart1(ffc this, npc ghost, bool useNPCDir) 🔗 Source

Before waiting: Update direction, set combo, set overlay flag, draw shadow


bool __Ghost_WaitframePart2(ffc this, npc ghost, bool clearOnDeath, bool quitOnDeath) 🔗 Source

After waiting: Check whether the enemy was hit, stunned, or killed


void __Ghost_UpdateFlashing(ffc this, npc ghost) 🔗 Source

Update the flash/flicker timer and change CSet if flashing