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