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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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@ -45,7 +45,7 @@ static DemoGeffDrawFunc sDrawFuncs[] = {
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const ActorInit Demo_Geff_InitVars = {
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ACTOR_DEMO_GEFF,
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ACTORTYPE_BOSS,
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ACTORCAT_BOSS,
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FLAGS,
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OBJECT_GEFF,
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sizeof(DemoGeff),
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@ -137,7 +137,7 @@ void func_809781FC(DemoGeff* this, GlobalContext* globalCtx) {
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Actor* propIt;
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if (this->demoGt == NULL) {
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propIt = globalCtx->actorCtx.actorList[ACTORTYPE_PROP].first;
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propIt = globalCtx->actorCtx.actorLists[ACTORCAT_PROP].head;
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if ((this->actor.params != 0) && (this->actor.params != 1) && (this->actor.params != 2)) {
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targetParams = 2;
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} else {
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@ -145,9 +145,9 @@ void func_809781FC(DemoGeff* this, GlobalContext* globalCtx) {
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}
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while (propIt != NULL) {
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if (propIt->id == ACTOR_DEMO_GT && propIt->params == targetParams) {
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this->deltaPosX = this->actor.posRot.pos.x - propIt->posRot.pos.x;
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this->deltaPosY = this->actor.posRot.pos.y - propIt->posRot.pos.y;
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this->deltaPosZ = this->actor.posRot.pos.z - propIt->posRot.pos.z;
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this->deltaPosX = this->actor.world.pos.x - propIt->world.pos.x;
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this->deltaPosY = this->actor.world.pos.y - propIt->world.pos.y;
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this->deltaPosZ = this->actor.world.pos.z - propIt->world.pos.z;
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this->demoGt = propIt;
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}
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propIt = propIt->next;
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@ -159,9 +159,9 @@ void func_809782A0(DemoGeff* this, GlobalContext* globalCtx) {
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DemoGt* demoGt = this->demoGt;
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s16 params = this->actor.params;
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if (demoGt != NULL && (params != 6) && (params != 7) && (params != 8)) {
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this->actor.posRot.pos.x = demoGt->dyna.actor.posRot.pos.x + this->deltaPosX;
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this->actor.posRot.pos.y = demoGt->dyna.actor.posRot.pos.y + this->deltaPosY;
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this->actor.posRot.pos.z = demoGt->dyna.actor.posRot.pos.z + this->deltaPosZ;
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this->actor.world.pos.x = demoGt->dyna.actor.world.pos.x + this->deltaPosX;
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this->actor.world.pos.y = demoGt->dyna.actor.world.pos.y + this->deltaPosY;
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this->actor.world.pos.z = demoGt->dyna.actor.world.pos.z + this->deltaPosZ;
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}
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}
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