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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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@ -22,7 +22,7 @@ void EnBlkobj_DoNothing(EnBlkobj* this, GlobalContext* globalCtx);
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const ActorInit En_Blkobj_InitVars = {
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ACTOR_EN_BLKOBJ,
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ACTORTYPE_PROP,
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ACTORCAT_PROP,
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FLAGS,
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OBJECT_BLKOBJ,
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sizeof(EnBlkobj),
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@ -85,7 +85,7 @@ void EnBlkobj_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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void EnBlkobj_Wait(EnBlkobj* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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if (this->dyna.actor.xzDistToLink < 120.0f) {
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if (this->dyna.actor.xzDistToPlayer < 120.0f) {
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EnBlkobj_SetupAction(this, EnBlkobj_SpawnDarkLink);
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}
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player->stateFlags2 |= 0x04000000;
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@ -93,8 +93,8 @@ void EnBlkobj_Wait(EnBlkobj* this, GlobalContext* globalCtx) {
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void EnBlkobj_SpawnDarkLink(EnBlkobj* this, GlobalContext* globalCtx) {
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if (!(this->dyna.actor.flags & 0x40)) {
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_TORCH2, this->dyna.actor.posRot.pos.x,
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this->dyna.actor.posRot.pos.y, this->dyna.actor.posRot.pos.z, 0, this->dyna.actor.yawTowardsLink, 0,
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_TORCH2, this->dyna.actor.world.pos.x,
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this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z, 0, this->dyna.actor.yawTowardsPlayer, 0,
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0);
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EnBlkobj_SetupAction(this, EnBlkobj_DarkLinkFight);
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}
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@ -104,7 +104,7 @@ void EnBlkobj_DarkLinkFight(EnBlkobj* this, GlobalContext* globalCtx) {
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s32 alphaMod;
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if (this->timer == 0) {
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if (Actor_Find(&globalCtx->actorCtx, ACTOR_EN_TORCH2, ACTORTYPE_BOSS) == NULL) {
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if (Actor_Find(&globalCtx->actorCtx, ACTOR_EN_TORCH2, ACTORCAT_BOSS) == NULL) {
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Flags_SetClear(globalCtx, this->dyna.actor.room);
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this->timer++;
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}
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