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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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@ -76,7 +76,7 @@ static ColliderTrisInit sTrisInit = {
const ActorInit Bg_Bombwall_InitVars = {
ACTOR_BG_BOMBWALL,
ACTORTYPE_BG,
ACTORCAT_BG,
FLAGS,
OBJECT_GAMEPLAY_FIELD_KEEP,
sizeof(BgBombwall),
@ -143,9 +143,9 @@ void BgBombwall_Init(Actor* thisx, GlobalContext* globalCtx) {
BgBombwall_RotateVec(&vecs[j], &sp80, sin, cos);
vecs[j].x += this->dyna.actor.posRot.pos.x;
vecs[j].y += this->dyna.actor.posRot.pos.y;
vecs[j].z += this->dyna.actor.posRot.pos.z;
vecs[j].x += this->dyna.actor.world.pos.x;
vecs[j].y += this->dyna.actor.world.pos.y;
vecs[j].z += this->dyna.actor.world.pos.z;
}
Collider_SetTrisVertices(&this->collider, i, &vecs[0], &vecs[1], &vecs[2]);
}
@ -187,7 +187,7 @@ void func_8086EB5C(BgBombwall* this, GlobalContext* globalCtx) {
s32 i;
f32 sin = Math_SinS(this->dyna.actor.shape.rot.y);
f32 cos = Math_CosS(this->dyna.actor.shape.rot.y);
Vec3f* pos = &this->dyna.actor.posRot.pos;
Vec3f* pos = &this->dyna.actor.world.pos;
f32 temp;
f32 new_var;
@ -219,7 +219,7 @@ void func_8086ED70(BgBombwall* this, GlobalContext* globalCtx) {
this->collider.base.acFlags &= ~AC_HIT;
func_8086EDFC(this, globalCtx);
Flags_SetSwitch(globalCtx, this->dyna.actor.params & 0x3F);
} else if (this->dyna.actor.xzDistToLink < 600.0f) {
} else if (this->dyna.actor.xzDistToPlayer < 600.0f) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}