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