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