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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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@ -11,8 +11,8 @@ s16 sEntranceIconMapIndex = 0;
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void Map_SavePlayerInitialInfo(GlobalContext* globalCtx) {
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Player* player = PLAYER;
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sPlayerInitialPosX = player->actor.posRot.pos.x;
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sPlayerInitialPosZ = player->actor.posRot.pos.z;
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sPlayerInitialPosX = player->actor.world.pos.x;
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sPlayerInitialPosZ = player->actor.world.pos.z;
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sPlayerInitialDirection = (s16)((0x7FFF - player->actor.shape.rot.y) / 0x400);
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}
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@ -326,8 +326,8 @@ void Minimap_DrawCompassIcons(GlobalContext* globalCtx) {
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gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
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gDPSetCombineMode(OVERLAY_DISP++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
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tempX = player->actor.posRot.pos.x;
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tempZ = player->actor.posRot.pos.z;
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tempX = player->actor.world.pos.x;
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tempZ = player->actor.world.pos.z;
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tempX /= R_COMPASS_SCALE_X;
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tempZ /= R_COMPASS_SCALE_Y;
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Matrix_Translate((R_COMPASS_OFFSET_X + tempX) / 10.0f, (R_COMPASS_OFFSET_Y - tempZ) / 10.0f, 0.0f, MTXMODE_NEW);
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@ -531,7 +531,7 @@ void Map_Update(GlobalContext* globalCtx) {
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}
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for (floor = 0; floor < 8; floor++) {
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if (player->actor.posRot.pos.y > gMapData->floorCoordY[mapIndex][floor]) {
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if (player->actor.world.pos.y > gMapData->floorCoordY[mapIndex][floor]) {
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break;
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}
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}
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