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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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
697 changed files with 8157 additions and 7942 deletions

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@ -23,7 +23,7 @@ void func_80872288(BgDodoago* this, GlobalContext* globalCtx);
const ActorInit Bg_Dodoago_InitVars = {
ACTOR_BG_DODOAGO,
ACTORTYPE_BG,
ACTORCAT_BG,
FLAGS,
OBJECT_DDAN_OBJECTS,
sizeof(BgDodoago),
@ -151,8 +151,8 @@ void func_80871CF4(BgDodoago* this, GlobalContext* globalCtx) {
if (explosive != NULL) {
this->unk_164 =
(Math_Vec3f_Yaw(&this->dyna.actor.posRot.pos, &explosive->posRot.pos) >= this->dyna.actor.shape.rot.y) ? 1
: 0;
(Math_Vec3f_Yaw(&this->dyna.actor.world.pos, &explosive->world.pos) >= this->dyna.actor.shape.rot.y) ? 1
: 0;
if (((globalCtx->unk_11D30[0] == 0xFF) && (this->unk_164 == 1)) ||
((globalCtx->unk_11D30[1] == 0xFF) && (this->unk_164 == 0))) {
@ -220,22 +220,22 @@ void func_80871FB8(BgDodoago* this, GlobalContext* globalCtx) {
if (D_80872824 == 0x6C) {
for (i = 10; i >= 0; i--) {
currentPos.x = D_808725CC[i].x + this->dyna.actor.posRot.pos.x;
currentPos.y = D_808725CC[i].y + this->dyna.actor.posRot.pos.y;
currentPos.z = D_808725CC[i].z + this->dyna.actor.posRot.pos.z;
currentPos.x = D_808725CC[i].x + this->dyna.actor.world.pos.x;
currentPos.y = D_808725CC[i].y + this->dyna.actor.world.pos.y;
currentPos.z = D_808725CC[i].z + this->dyna.actor.world.pos.z;
func_80033480(globalCtx, &currentPos, 2.0f, 3, 0xC8, 0x4B, 1);
}
}
currentPos.x = this->dyna.actor.posRot.pos.x + 200.0f;
currentPos.y = this->dyna.actor.posRot.pos.y - 20.0f;
currentPos.z = this->dyna.actor.posRot.pos.z + 100.0f;
currentPos.x = this->dyna.actor.world.pos.x + 200.0f;
currentPos.y = this->dyna.actor.world.pos.y - 20.0f;
currentPos.z = this->dyna.actor.world.pos.z + 100.0f;
BgDodoago_SpawnSparkles(&currentPos, globalCtx);
currentPos.x = this->dyna.actor.posRot.pos.x - 200.0f;
currentPos.y = this->dyna.actor.posRot.pos.y - 20.0f;
currentPos.z = this->dyna.actor.posRot.pos.z + 100.0f;
currentPos.x = this->dyna.actor.world.pos.x - 200.0f;
currentPos.y = this->dyna.actor.world.pos.y - 20.0f;
currentPos.z = this->dyna.actor.world.pos.z + 100.0f;
BgDodoago_SpawnSparkles(&currentPos, globalCtx);
Math_StepToS(&this->unk_164, 0x64, 3);
@ -276,7 +276,8 @@ void BgDodoago_Update(Actor* thisx, GlobalContext* globalCtx) {
}
this->colliders[1].base.ocFlags1 &= ~OC1_HIT;
this->colliders[2].base.ocFlags1 &= ~OC1_HIT;
if (bomb->actor.type == ACTORTYPE_EXPLOSIVES && bomb->actor.id == ACTOR_EN_BOM && bomb->actor.params == 0) {
if (bomb->actor.category == ACTORCAT_EXPLOSIVE && bomb->actor.id == ACTOR_EN_BOM &&
bomb->actor.params == 0) {
this->dyna.actor.parent = &bomb->actor;
bomb->timer = 50;
bomb->actor.speedXZ = 0.0f;