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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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697 changed files with 8157 additions and 7942 deletions
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@ -1632,7 +1632,7 @@ void CollisionCheck_HitSolid(GlobalContext* globalCtx, ColliderInfo* info, Colli
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* Plays a hit sound effect for AT colliders attached to Player based on the AC element's elemType.
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*/
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s32 CollisionCheck_SwordHitAudio(Collider* at, ColliderInfo* acInfo) {
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if (at->actor != NULL && at->actor->type == ACTORTYPE_PLAYER) {
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if (at->actor != NULL && at->actor->category == ACTORCAT_PLAYER) {
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if (acInfo->elemType == ELEMTYPE_UNK0) {
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Audio_PlaySoundGeneral(NA_SE_IT_SWORD_STRIKE, &at->actor->projectedPos, 4, &D_801333E0, &D_801333E0,
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&D_801333E8);
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@ -2962,8 +2962,8 @@ void CollisionCheck_ResetDamage(CollisionCheckInfo* info) {
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*/
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void CollisionCheck_SetInfoNoDamageTable(CollisionCheckInfo* info, CollisionCheckInfoInit* init) {
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info->health = init->health;
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info->unk_10 = init->unk_02;
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info->unk_12 = init->unk_04;
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info->cylRadius = init->cylRadius;
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info->cylHeight = init->cylHeight;
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info->mass = init->mass;
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}
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@ -2973,8 +2973,8 @@ void CollisionCheck_SetInfoNoDamageTable(CollisionCheckInfo* info, CollisionChec
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void CollisionCheck_SetInfo(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit* init) {
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info->health = init->health;
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info->damageTable = damageTable;
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info->unk_10 = init->unk_02;
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info->unk_12 = init->unk_04;
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info->cylRadius = init->cylRadius;
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info->cylHeight = init->cylHeight;
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info->mass = init->mass;
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}
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@ -2984,9 +2984,9 @@ void CollisionCheck_SetInfo(CollisionCheckInfo* info, DamageTable* damageTable,
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void CollisionCheck_SetInfo2(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit2* init) {
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info->health = init->health;
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info->damageTable = damageTable;
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info->unk_10 = init->unk_02;
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info->unk_12 = init->unk_04;
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info->unk_14 = init->unk_06;
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info->cylRadius = init->cylRadius;
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info->cylHeight = init->cylHeight;
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info->cylYShift = init->cylYShift;
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info->mass = init->mass;
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}
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@ -3218,9 +3218,9 @@ s32 CollisionCheck_LineOCCheck(GlobalContext* globalCtx, CollisionCheckContext*
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* Moves the ColliderCylinder's position to the actor's position
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*/
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void Collider_UpdateCylinder(Actor* actor, ColliderCylinder* collider) {
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collider->dim.pos.x = actor->posRot.pos.x;
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collider->dim.pos.y = actor->posRot.pos.y;
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collider->dim.pos.z = actor->posRot.pos.z;
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collider->dim.pos.x = actor->world.pos.x;
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collider->dim.pos.y = actor->world.pos.y;
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collider->dim.pos.z = actor->world.pos.z;
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}
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/**
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