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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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GPG key ID: 4AEE18F83AFDEB23
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
* Plays a hit sound effect for AT colliders attached to Player based on the AC element's elemType.
*/
s32 CollisionCheck_SwordHitAudio(Collider* at, ColliderInfo* acInfo) {
if (at->actor != NULL && at->actor->type == ACTORTYPE_PLAYER) {
if (at->actor != NULL && at->actor->category == ACTORCAT_PLAYER) {
if (acInfo->elemType == ELEMTYPE_UNK0) {
Audio_PlaySoundGeneral(NA_SE_IT_SWORD_STRIKE, &at->actor->projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
@ -2962,8 +2962,8 @@ void CollisionCheck_ResetDamage(CollisionCheckInfo* info) {
*/
void CollisionCheck_SetInfoNoDamageTable(CollisionCheckInfo* info, CollisionCheckInfoInit* init) {
info->health = init->health;
info->unk_10 = init->unk_02;
info->unk_12 = init->unk_04;
info->cylRadius = init->cylRadius;
info->cylHeight = init->cylHeight;
info->mass = init->mass;
}
@ -2973,8 +2973,8 @@ void CollisionCheck_SetInfoNoDamageTable(CollisionCheckInfo* info, CollisionChec
void CollisionCheck_SetInfo(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit* init) {
info->health = init->health;
info->damageTable = damageTable;
info->unk_10 = init->unk_02;
info->unk_12 = init->unk_04;
info->cylRadius = init->cylRadius;
info->cylHeight = init->cylHeight;
info->mass = init->mass;
}
@ -2984,9 +2984,9 @@ void CollisionCheck_SetInfo(CollisionCheckInfo* info, DamageTable* damageTable,
void CollisionCheck_SetInfo2(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit2* init) {
info->health = init->health;
info->damageTable = damageTable;
info->unk_10 = init->unk_02;
info->unk_12 = init->unk_04;
info->unk_14 = init->unk_06;
info->cylRadius = init->cylRadius;
info->cylHeight = init->cylHeight;
info->cylYShift = init->cylYShift;
info->mass = init->mass;
}
@ -3218,9 +3218,9 @@ s32 CollisionCheck_LineOCCheck(GlobalContext* globalCtx, CollisionCheckContext*
* Moves the ColliderCylinder's position to the actor's position
*/
void Collider_UpdateCylinder(Actor* actor, ColliderCylinder* collider) {
collider->dim.pos.x = actor->posRot.pos.x;
collider->dim.pos.y = actor->posRot.pos.y;
collider->dim.pos.z = actor->posRot.pos.z;
collider->dim.pos.x = actor->world.pos.x;
collider->dim.pos.y = actor->world.pos.y;
collider->dim.pos.z = actor->world.pos.z;
}
/**