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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
This commit is contained in:
fig02 2021-01-18 16:04:04 -05:00 committed by GitHub
parent 20206fba0d
commit 00a5edea71
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697 changed files with 8157 additions and 7942 deletions

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@ -2507,10 +2507,10 @@ void BgActor_SetActor(BgActor* bgActor, Actor* actor, CollisionHeader* colHeader
bgActor->prevTransform.scale = actor->scale;
bgActor->prevTransform.rot = actor->shape.rot;
bgActor->prevTransform.rot.x--;
bgActor->prevTransform.pos = actor->posRot.pos;
bgActor->prevTransform.pos = actor->world.pos;
bgActor->curTransform.scale = actor->scale;
bgActor->curTransform.rot = actor->shape.rot;
bgActor->curTransform.pos = actor->posRot.pos;
bgActor->curTransform.pos = actor->world.pos;
}
/**
@ -2742,8 +2742,8 @@ void DynaPoly_ExpandSRT(GlobalContext* globalCtx, DynaCollisionContext* dyna, s3
actor = dyna->bgActors[bgId].actor;
dyna->bgActors[bgId].dynaLookup.polyStartIndex = *polyStartIndex;
dyna->bgActors[bgId].vtxStartIndex = *vtxStartIndex;
pos = actor->posRot.pos;
pos.y += actor->shape.unk_08 * actor->scale.y;
pos = actor->world.pos;
pos.y += actor->shape.yOffset * actor->scale.y;
ScaleRotPos_SetValue(&dyna->bgActors[bgId].curTransform, &actor->scale, &actor->shape.rot, &pos);
@ -4494,7 +4494,7 @@ void BgCheck_DrawStaticCollision(GlobalContext* globalCtx, CollisionContext* col
StaticLookup* lookup;
player = PLAYER;
lookup = BgCheck_GetNearestStaticLookup(colCtx, colCtx->lookupTbl, &player->actor.posRot.pos);
lookup = BgCheck_GetNearestStaticLookup(colCtx, colCtx->lookupTbl, &player->actor.world.pos);
if (AREG(23) != 0) {
BgCheck_DrawStaticPolyList(globalCtx, colCtx, &lookup->floor, 0, 0, 255);
}