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Actor Struct Changes (and a few related things) (#617)
* reformat header * type -> category * done for now i think * some more stuff * first -> head * focus * flag comment * ground -> floor * remove asm, name wrapper funcs * name func, format * review * targetPriority, format * git subrepo pull --force tools/ZAPD subrepo: subdir: "tools/ZAPD" merged: "0305ec2c2" upstream: origin: "https://github.com/zeldaret/ZAPD.git" branch: "master" commit: "0305ec2c2" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo.git" commit: "2f68596" * comment * review * feet flags * horse shadow
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20206fba0d
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697 changed files with 8157 additions and 7942 deletions
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@ -20,8 +20,8 @@ void func_800434B8(DynaPolyActor* dynaActor) {
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dynaActor->unk_160 |= 2;
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}
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void func_800434C8(CollisionContext* colCtx, s32 floorPolySource) {
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DynaPolyActor* dynaActor = (DynaPolyActor*)DynaPoly_GetActor(colCtx, floorPolySource);
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void func_800434C8(CollisionContext* colCtx, s32 floorBgId) {
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DynaPolyActor* dynaActor = (DynaPolyActor*)DynaPoly_GetActor(colCtx, floorBgId);
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if (dynaActor != NULL) {
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func_800434B8(dynaActor);
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@ -32,8 +32,8 @@ void func_800434F8(DynaPolyActor* dynaActor) {
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dynaActor->unk_160 |= 4;
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}
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void func_80043508(CollisionContext* colCtx, s32 floorPolySource) {
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DynaPolyActor* dynaActor = (DynaPolyActor*)DynaPoly_GetActor(colCtx, floorPolySource);
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void func_80043508(CollisionContext* colCtx, s32 floorBgId) {
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DynaPolyActor* dynaActor = (DynaPolyActor*)DynaPoly_GetActor(colCtx, floorBgId);
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if (dynaActor != NULL) {
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func_800434F8(dynaActor);
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@ -93,9 +93,9 @@ s32 func_800435D8(GlobalContext* globalCtx, DynaPolyActor* actor, s16 arg2, s16
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sign = (0.0f <= actor->unk_150) ? 1.0f : -1.0f;
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a2 = (f32)arg2 - 0.1f;
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posA.x = actor->actor.posRot.pos.x + (a2 * cos);
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posA.y = actor->actor.posRot.pos.y + arg4;
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posA.z = actor->actor.posRot.pos.z - (a2 * sin);
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posA.x = actor->actor.world.pos.x + (a2 * cos);
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posA.y = actor->actor.world.pos.y + arg4;
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posA.z = actor->actor.world.pos.z - (a2 * sin);
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a3 = (f32)arg3 - 0.1f;
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posB.x = sign * a3 * sin + posA.x;
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@ -105,8 +105,8 @@ s32 func_800435D8(GlobalContext* globalCtx, DynaPolyActor* actor, s16 arg2, s16
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actor, 0.0f)) {
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return false;
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}
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posA.x = (actor->actor.posRot.pos.x * 2) - posA.x;
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posA.z = (actor->actor.posRot.pos.z * 2) - posA.z;
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posA.x = (actor->actor.world.pos.x * 2) - posA.x;
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posA.z = (actor->actor.world.pos.z * 2) - posA.z;
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posB.x = sign * a3 * sin + posA.x;
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posB.z = sign * a3 * cos + posA.z;
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if (BgCheck_EntityLineTest3(&globalCtx->colCtx, &posA, &posB, &posResult, &poly, true, false, false, true, &bgId,
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