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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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@ -1594,9 +1594,9 @@ s32 Gameplay_CameraSetAtEye(GlobalContext* globalCtx, s16 camId, Vec3f* at, Vec3
player = camera->player;
if (player != NULL) {
camera->posOffset.x = at->x - player->actor.posRot.pos.x;
camera->posOffset.y = at->y - player->actor.posRot.pos.y;
camera->posOffset.z = at->z - player->actor.posRot.pos.z;
camera->posOffset.x = at->x - player->actor.world.pos.x;
camera->posOffset.y = at->y - player->actor.world.pos.y;
camera->posOffset.z = at->z - player->actor.world.pos.z;
} else {
camera->posOffset.x = camera->posOffset.y = camera->posOffset.z = 0.0f;
}
@ -1622,9 +1622,9 @@ s32 Gameplay_CameraSetAtEyeUp(GlobalContext* globalCtx, s16 camId, Vec3f* at, Ve
player = camera->player;
if (player != NULL) {
camera->posOffset.x = at->x - player->actor.posRot.pos.x;
camera->posOffset.y = at->y - player->actor.posRot.pos.y;
camera->posOffset.z = at->z - player->actor.posRot.pos.z;
camera->posOffset.x = at->x - player->actor.world.pos.x;
camera->posOffset.y = at->y - player->actor.world.pos.y;
camera->posOffset.z = at->z - player->actor.world.pos.z;
} else {
camera->posOffset.x = camera->posOffset.y = camera->posOffset.z = 0.0f;
}
@ -1748,7 +1748,7 @@ void Gameplay_SetupRespawnPoint(GlobalContext* globalCtx, s32 respawnMode, s32 p
roomIndex = globalCtx->roomCtx.curRoom.num;
entranceIndex = gSaveContext.entranceIndex;
Gameplay_SetRespawnData(globalCtx, respawnMode, entranceIndex, roomIndex, playerParams,
&player->actor.posRot.pos, player->actor.shape.rot.y);
&player->actor.world.pos, player->actor.shape.rot.y);
}
}
@ -1797,7 +1797,7 @@ s32 func_800C0D34(GlobalContext* globalCtx, Actor* actor, s16* yaw) {
TransitionActorEntry* transitionActor;
s32 frontRoom;
if (actor->type != ACTORTYPE_DOOR) {
if (actor->category != ACTORCAT_DOOR) {
return 0;
}