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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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20206fba0d
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697 changed files with 8157 additions and 7942 deletions
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@ -389,7 +389,7 @@ void func_8008EDF0(Player* this) {
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void func_8008EE08(Player* this) {
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if ((this->actor.bgCheckFlags & 1) || (this->stateFlags1 & 0x8A00000) ||
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(!(this->stateFlags1 & 0xC0000) && ((this->actor.posRot.pos.y - this->actor.groundY) < 100.0f))) {
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(!(this->stateFlags1 & 0xC0000) && ((this->actor.world.pos.y - this->actor.floorHeight) < 100.0f))) {
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this->stateFlags1 &= ~0x400F8000;
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} else if (!(this->stateFlags1 & 0x2C0000)) {
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this->stateFlags1 |= 0x80000;
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@ -1215,11 +1215,11 @@ void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s*
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if (this->actor.scale.y >= 0.0f) {
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if (!Player_HoldsHookshot(this) && ((hookedActor = this->heldActor) != NULL)) {
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if (this->stateFlags1 & 0x200) {
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Matrix_MultVec3f(&D_80126128, &hookedActor->posRot.pos);
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Matrix_MultVec3f(&D_80126128, &hookedActor->world.pos);
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Matrix_RotateRPY(0x69E8, -0x5708, 0x458E, MTXMODE_APPLY);
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Matrix_Get(&sp14C);
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func_800D20CC(&sp14C, &hookedActor->posRot.rot, 0);
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hookedActor->shape.rot = hookedActor->posRot.rot;
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func_800D20CC(&sp14C, &hookedActor->world.rot, 0);
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hookedActor->shape.rot = hookedActor->world.rot;
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} else if (this->stateFlags1 & 0x800) {
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Vec3s spB8;
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@ -1227,10 +1227,9 @@ void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s*
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func_800D20CC(&sp14C, &spB8, 0);
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if (hookedActor->flags & 0x20000) {
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hookedActor->posRot.rot.x = hookedActor->shape.rot.x = spB8.x - this->unk_3BC.x;
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hookedActor->world.rot.x = hookedActor->shape.rot.x = spB8.x - this->unk_3BC.x;
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} else {
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hookedActor->posRot.rot.y = hookedActor->shape.rot.y =
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this->actor.shape.rot.y + this->unk_3BC.y;
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hookedActor->world.rot.y = hookedActor->shape.rot.y = this->actor.shape.rot.y + this->unk_3BC.y;
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}
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}
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} else {
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@ -1298,11 +1297,11 @@ void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s*
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MtxF sp44;
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s32 pad;
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Matrix_MultVec3f(&D_80126190, &heldActor->posRot.pos);
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Matrix_MultVec3f(&D_80126190, &heldActor->world.pos);
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Matrix_RotateRPY(0, -0x4000, -0x4000, MTXMODE_APPLY);
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Matrix_Get(&sp44);
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func_800D20CC(&sp44, &heldActor->posRot.rot, 0);
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heldActor->shape.rot = heldActor->posRot.rot;
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func_800D20CC(&sp44, &heldActor->world.rot, 0);
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heldActor->shape.rot = heldActor->world.rot;
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if (func_8002DD78(this) != 0) {
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Matrix_Translate(500.0f, 300.0f, 0.0f, MTXMODE_APPLY);
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@ -1322,7 +1321,7 @@ void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s*
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}
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if (this->unk_862 == 0) {
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Math_Vec3f_Copy(&heldActor->posRot.pos, &sGetItemRefPos);
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Math_Vec3f_Copy(&heldActor->world.pos, &sGetItemRefPos);
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}
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}
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}
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@ -1337,11 +1336,11 @@ void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s*
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Matrix_Get(&this->shieldMf);
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}
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} else if (limbIndex == PLAYER_LIMB_HEAD) {
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Matrix_MultVec3f(&D_801260D4, &this->actor.posRot2.pos);
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Matrix_MultVec3f(&D_801260D4, &this->actor.focus.pos);
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} else {
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Vec3f* vec = &D_801261E0[(0, gSaveContext.linkAge)];
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func_8002BDB0(&this->actor, limbIndex, PLAYER_LIMB_L_FOOT, vec, PLAYER_LIMB_R_FOOT, vec);
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Actor_SetFeetPos(&this->actor, limbIndex, PLAYER_LIMB_L_FOOT, vec, PLAYER_LIMB_R_FOOT, vec);
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}
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}
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}
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