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triElemInit -> triElementInit
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parent
7316e25d45
commit
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2 changed files with 24 additions and 24 deletions
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@ -89,7 +89,7 @@ void BgYdanMaruta_Init(Actor* thisx, PlayState* play) {
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f32 sinRotY;
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f32 cosRotY;
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CollisionHeader* colHeader = NULL;
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ColliderTrisElementInit* triElemInit;
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ColliderTrisElementInit* triElementInit;
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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Collider_InitTris(play, &this->collider);
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@ -99,10 +99,10 @@ void BgYdanMaruta_Init(Actor* thisx, PlayState* play) {
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thisx->params = PARAMS_GET_U(thisx->params, 8, 8); // thisx is required to match here
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if (this->dyna.actor.params == 0) {
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triElemInit = &sTrisElementsInit[0];
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triElementInit = &sTrisElementsInit[0];
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this->actionFunc = func_808BEFF4;
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} else {
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triElemInit = &sTrisElementsInit[1];
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triElementInit = &sTrisElementsInit[1];
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DynaPolyActor_Init(&this->dyna, 0);
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CollisionHeader_GetVirtual(&gDTFallingLadderCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
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@ -119,16 +119,16 @@ void BgYdanMaruta_Init(Actor* thisx, PlayState* play) {
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cosRotY = Math_CosS(this->dyna.actor.shape.rot.y);
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for (i = 0; i < 3; i++) {
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sp4C[i].x = (triElemInit->dim.vtx[i].x * cosRotY) + this->dyna.actor.world.pos.x;
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sp4C[i].y = triElemInit->dim.vtx[i].y + this->dyna.actor.world.pos.y;
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sp4C[i].z = this->dyna.actor.world.pos.z - (triElemInit->dim.vtx[i].x * sinRotY);
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sp4C[i].x = (triElementInit->dim.vtx[i].x * cosRotY) + this->dyna.actor.world.pos.x;
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sp4C[i].y = triElementInit->dim.vtx[i].y + this->dyna.actor.world.pos.y;
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sp4C[i].z = this->dyna.actor.world.pos.z - (triElementInit->dim.vtx[i].x * sinRotY);
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}
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Collider_SetTrisVertices(&this->collider, 0, &sp4C[0], &sp4C[1], &sp4C[2]);
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sp4C[1].x = (triElemInit->dim.vtx[2].x * cosRotY) + this->dyna.actor.world.pos.x;
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sp4C[1].y = triElemInit->dim.vtx[0].y + this->dyna.actor.world.pos.y;
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sp4C[1].z = this->dyna.actor.world.pos.z - (triElemInit->dim.vtx[2].x * sinRotY);
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sp4C[1].x = (triElementInit->dim.vtx[2].x * cosRotY) + this->dyna.actor.world.pos.x;
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sp4C[1].y = triElementInit->dim.vtx[0].y + this->dyna.actor.world.pos.y;
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sp4C[1].z = this->dyna.actor.world.pos.z - (triElementInit->dim.vtx[2].x * sinRotY);
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Collider_SetTrisVertices(&this->collider, 1, &sp4C[0], &sp4C[2], &sp4C[1]);
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}
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@ -95,11 +95,11 @@ static InitChainEntry sInitChain[] = {
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void BgYdanSp_Init(Actor* thisx, PlayState* play) {
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BgYdanSp* this = (BgYdanSp*)thisx;
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ColliderTrisElementInit* triElemInit0 = &sTrisElementsInit[0];
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ColliderTrisElementInit* triElementInit0 = &sTrisElementsInit[0];
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Vec3f tri[3];
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s32 i;
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CollisionHeader* colHeader = NULL;
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ColliderTrisElementInit* triElemInit1 = &sTrisElementsInit[1];
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ColliderTrisElementInit* triElementInit1 = &sTrisElementsInit[1];
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f32 cossY;
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f32 sinsY;
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f32 cossX;
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@ -117,9 +117,9 @@ void BgYdanSp_Init(Actor* thisx, PlayState* play) {
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this->actionFunc = BgYdanSp_FloorWebIdle;
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for (i = 0; i < 3; i++) {
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tri[i].x = triElemInit0->dim.vtx[i].x + this->dyna.actor.world.pos.x;
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tri[i].y = triElemInit0->dim.vtx[i].y + this->dyna.actor.world.pos.y;
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tri[i].z = triElemInit0->dim.vtx[i].z + this->dyna.actor.world.pos.z;
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tri[i].x = triElementInit0->dim.vtx[i].x + this->dyna.actor.world.pos.x;
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tri[i].y = triElementInit0->dim.vtx[i].y + this->dyna.actor.world.pos.y;
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tri[i].z = triElementInit0->dim.vtx[i].z + this->dyna.actor.world.pos.z;
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}
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Collider_SetTrisVertices(&this->colliderTris, 0, &tri[0], &tri[1], &tri[2]);
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@ -137,20 +137,20 @@ void BgYdanSp_Init(Actor* thisx, PlayState* play) {
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cossX = Math_CosS(this->dyna.actor.shape.rot.x);
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for (i = 0; i < 3; i++) {
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tri[i].x = this->dyna.actor.world.pos.x + (cossY * triElemInit1->dim.vtx[i].x) -
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(sinsY * triElemInit1->dim.vtx[i].y * nSinsX);
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tri[i].y = this->dyna.actor.world.pos.y + (triElemInit1->dim.vtx[i].y * cossX);
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tri[i].z = this->dyna.actor.world.pos.z - (sinsY * triElemInit1->dim.vtx[i].x) +
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(triElemInit1->dim.vtx[i].y * cossY * nSinsX);
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tri[i].x = this->dyna.actor.world.pos.x + (cossY * triElementInit1->dim.vtx[i].x) -
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(sinsY * triElementInit1->dim.vtx[i].y * nSinsX);
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tri[i].y = this->dyna.actor.world.pos.y + (triElementInit1->dim.vtx[i].y * cossX);
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tri[i].z = this->dyna.actor.world.pos.z - (sinsY * triElementInit1->dim.vtx[i].x) +
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(triElementInit1->dim.vtx[i].y * cossY * nSinsX);
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}
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Collider_SetTrisVertices(&this->colliderTris, 0, &tri[0], &tri[1], &tri[2]);
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tri[1].x = this->dyna.actor.world.pos.x + (cossY * triElemInit1->dim.vtx[0].x) -
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(triElemInit1->dim.vtx[2].y * sinsY * nSinsX);
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tri[1].y = this->dyna.actor.world.pos.y + (triElemInit1->dim.vtx[2].y * cossX);
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tri[1].z = this->dyna.actor.world.pos.z - (sinsY * triElemInit1->dim.vtx[0].x) +
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(triElemInit1->dim.vtx[2].y * cossY * nSinsX);
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tri[1].x = this->dyna.actor.world.pos.x + (cossY * triElementInit1->dim.vtx[0].x) -
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(triElementInit1->dim.vtx[2].y * sinsY * nSinsX);
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tri[1].y = this->dyna.actor.world.pos.y + (triElementInit1->dim.vtx[2].y * cossX);
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tri[1].z = this->dyna.actor.world.pos.z - (sinsY * triElementInit1->dim.vtx[0].x) +
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(triElementInit1->dim.vtx[2].y * cossY * nSinsX);
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Collider_SetTrisVertices(&this->colliderTris, 1, &tri[0], &tri[2], &tri[1]);
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}
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
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