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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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parent
20206fba0d
commit
00a5edea71
697 changed files with 8157 additions and 7942 deletions
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@ -23,7 +23,7 @@ void func_80872288(BgDodoago* this, GlobalContext* globalCtx);
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const ActorInit Bg_Dodoago_InitVars = {
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ACTOR_BG_DODOAGO,
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ACTORTYPE_BG,
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ACTORCAT_BG,
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FLAGS,
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OBJECT_DDAN_OBJECTS,
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sizeof(BgDodoago),
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@ -151,8 +151,8 @@ void func_80871CF4(BgDodoago* this, GlobalContext* globalCtx) {
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if (explosive != NULL) {
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this->unk_164 =
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(Math_Vec3f_Yaw(&this->dyna.actor.posRot.pos, &explosive->posRot.pos) >= this->dyna.actor.shape.rot.y) ? 1
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: 0;
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(Math_Vec3f_Yaw(&this->dyna.actor.world.pos, &explosive->world.pos) >= this->dyna.actor.shape.rot.y) ? 1
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: 0;
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if (((globalCtx->unk_11D30[0] == 0xFF) && (this->unk_164 == 1)) ||
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((globalCtx->unk_11D30[1] == 0xFF) && (this->unk_164 == 0))) {
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@ -220,22 +220,22 @@ void func_80871FB8(BgDodoago* this, GlobalContext* globalCtx) {
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if (D_80872824 == 0x6C) {
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for (i = 10; i >= 0; i--) {
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currentPos.x = D_808725CC[i].x + this->dyna.actor.posRot.pos.x;
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currentPos.y = D_808725CC[i].y + this->dyna.actor.posRot.pos.y;
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currentPos.z = D_808725CC[i].z + this->dyna.actor.posRot.pos.z;
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currentPos.x = D_808725CC[i].x + this->dyna.actor.world.pos.x;
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currentPos.y = D_808725CC[i].y + this->dyna.actor.world.pos.y;
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currentPos.z = D_808725CC[i].z + this->dyna.actor.world.pos.z;
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func_80033480(globalCtx, ¤tPos, 2.0f, 3, 0xC8, 0x4B, 1);
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}
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}
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currentPos.x = this->dyna.actor.posRot.pos.x + 200.0f;
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currentPos.y = this->dyna.actor.posRot.pos.y - 20.0f;
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currentPos.z = this->dyna.actor.posRot.pos.z + 100.0f;
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currentPos.x = this->dyna.actor.world.pos.x + 200.0f;
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currentPos.y = this->dyna.actor.world.pos.y - 20.0f;
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currentPos.z = this->dyna.actor.world.pos.z + 100.0f;
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BgDodoago_SpawnSparkles(¤tPos, globalCtx);
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currentPos.x = this->dyna.actor.posRot.pos.x - 200.0f;
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currentPos.y = this->dyna.actor.posRot.pos.y - 20.0f;
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currentPos.z = this->dyna.actor.posRot.pos.z + 100.0f;
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currentPos.x = this->dyna.actor.world.pos.x - 200.0f;
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currentPos.y = this->dyna.actor.world.pos.y - 20.0f;
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currentPos.z = this->dyna.actor.world.pos.z + 100.0f;
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BgDodoago_SpawnSparkles(¤tPos, globalCtx);
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Math_StepToS(&this->unk_164, 0x64, 3);
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@ -276,7 +276,8 @@ void BgDodoago_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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this->colliders[1].base.ocFlags1 &= ~OC1_HIT;
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this->colliders[2].base.ocFlags1 &= ~OC1_HIT;
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if (bomb->actor.type == ACTORTYPE_EXPLOSIVES && bomb->actor.id == ACTOR_EN_BOM && bomb->actor.params == 0) {
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if (bomb->actor.category == ACTORCAT_EXPLOSIVE && bomb->actor.id == ACTOR_EN_BOM &&
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bomb->actor.params == 0) {
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this->dyna.actor.parent = &bomb->actor;
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bomb->timer = 50;
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bomb->actor.speedXZ = 0.0f;
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