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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
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697 changed files with 8157 additions and 7942 deletions
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@ -22,7 +22,7 @@ void func_809C1CAC(EnBird* this, s16 params);
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const ActorInit En_Bird_InitVars = {
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ACTOR_EN_BIRD,
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ACTORTYPE_PROP,
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ACTORCAT_PROP,
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FLAGS,
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OBJECT_BIRD,
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sizeof(EnBird),
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@ -33,7 +33,7 @@ const ActorInit En_Bird_InitVars = {
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_F32(unk_4C, 5600, ICHAIN_STOP),
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ICHAIN_F32(targetArrowOffset, 5600, ICHAIN_STOP),
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};
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extern AnimationHeader D_0600006C;
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@ -49,7 +49,7 @@ void EnBird_Init(Actor* thisx, GlobalContext* globalCtx) {
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Actor_ProcessInitChain(&this->actor, sInitChain);
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Actor_SetScale(&this->actor, 0.01);
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SkelAnime_Init(globalCtx, &this->skelAnime, &D_06002190, &D_0600006C, NULL, NULL, 0);
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ActorShape_Init(&this->actor.shape, 5500, ActorShadow_DrawFunc_Circle, 4);
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ActorShape_Init(&this->actor.shape, 5500, ActorShadow_DrawCircle, 4);
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this->unk_194 = 0;
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this->unk_198 = 0;
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this->unk_1C0 = 0x9C4;
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@ -80,7 +80,7 @@ void func_809C1CAC(EnBird* this, s16 params) {
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void func_809C1D60(EnBird* this, GlobalContext* globalCtx) {
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f32 fVar2 = sinf(this->unk_1B4);
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this->actor.shape.unk_08 = this->actor.shape.unk_08 + fVar2 * this->unk_1A0;
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this->actor.shape.yOffset = this->actor.shape.yOffset + fVar2 * this->unk_1A0;
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Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.1f, 0.5f, 0.0f);
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if (this->unk_19C != 0) {
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@ -102,18 +102,18 @@ void func_809C1E00(EnBird* this, s16 params) {
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void func_809C1E40(EnBird* this, GlobalContext* globalCtx) {
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f32 fVar4 = sinf(this->unk_1B4);
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this->actor.shape.unk_08 += fVar4 * this->unk_1A0;
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this->actor.shape.yOffset += fVar4 * this->unk_1A0;
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Math_SmoothStepToF(&this->actor.speedXZ, this->unk_1A8, 0.1f, this->unk_1AC, 0.0f);
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if (this->unk_1B0 < Math_Vec3f_DistXZ(&this->actor.posRot.pos, &this->actor.initPosRot.pos) || this->unk_198 < 4) {
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Math_StepToAngleS(&this->actor.posRot.rot.y,
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Math_Vec3f_Yaw(&this->actor.posRot.pos, &this->actor.initPosRot.pos), this->unk_1C0);
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if (this->unk_1B0 < Math_Vec3f_DistXZ(&this->actor.world.pos, &this->actor.home.pos) || this->unk_198 < 4) {
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Math_StepToAngleS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.home.pos),
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this->unk_1C0);
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} else {
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fVar4 = sinf(this->unk_1B4);
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this->actor.posRot.rot.y += (s16)(fVar4 * this->unk_1A4);
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this->actor.world.rot.y += (s16)(fVar4 * this->unk_1A4);
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}
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this->actor.shape.rot.y = this->actor.posRot.rot.y;
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this->actor.shape.rot.y = this->actor.world.rot.y;
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SkelAnime_Update(&this->skelAnime);
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this->unk_198 -= 1;
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if (this->unk_198 < 0) {
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