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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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@ -21,7 +21,7 @@ void EnBom_WaitForRelease(EnBom* this, GlobalContext* globalCtx);
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const ActorInit En_Bom_InitVars = {
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ACTOR_EN_BOM,
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ACTORTYPE_EXPLOSIVES,
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ACTORCAT_EXPLOSIVE,
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FLAGS,
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OBJECT_GAMEPLAY_KEEP,
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sizeof(EnBom),
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@ -80,7 +80,7 @@ static ColliderJntSphInit sJntSphInit = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_VEC3F(scale, 0, ICHAIN_CONTINUE),
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ICHAIN_F32(unk_4C, 2000, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE),
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ICHAIN_F32_DIV1000(gravity, -4000, ICHAIN_STOP),
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};
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@ -95,10 +95,10 @@ void EnBom_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnBom* this = THIS;
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Actor_ProcessInitChain(thisx, sInitChain);
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ActorShape_Init(&thisx->shape, 700.0f, ActorShadow_DrawFunc_Circle, 16.0f);
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ActorShape_Init(&thisx->shape, 700.0f, ActorShadow_DrawCircle, 16.0f);
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thisx->colChkInfo.mass = 200;
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thisx->colChkInfo.unk_10 = 5;
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thisx->colChkInfo.unk_12 = 0xA;
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thisx->colChkInfo.cylRadius = 5;
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thisx->colChkInfo.cylHeight = 10;
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this->timer = 70;
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this->flashSpeedScale = 7;
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Collider_InitCylinder(globalCtx, &this->bombCollider);
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@ -136,9 +136,8 @@ void EnBom_Move(EnBom* this, GlobalContext* globalCtx) {
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// rebound bomb off the wall it hits
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if ((this->actor.speedXZ != 0.0f) && (this->actor.bgCheckFlags & 8)) {
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if (ABS((s16)(this->actor.wallPolyRot - this->actor.posRot.rot.y)) > 0x4000) {
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this->actor.posRot.rot.y =
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((this->actor.wallPolyRot - this->actor.posRot.rot.y) + this->actor.wallPolyRot) - 0x8000;
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if (ABS((s16)(this->actor.wallYaw - this->actor.world.rot.y)) > 0x4000) {
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this->actor.world.rot.y = ((this->actor.wallYaw - this->actor.world.rot.y) + this->actor.wallYaw) - 0x8000;
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_BOMB_BOUND);
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Actor_MoveForward(&this->actor);
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@ -175,7 +174,7 @@ void EnBom_Explode(EnBom* this, GlobalContext* globalCtx) {
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if (this->explosionCollider.elements[0].dim.modelSphere.radius == 0) {
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this->actor.flags |= 0x20;
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func_800AA000(this->actor.xzDistToLink, 0xFF, 0x14, 0x96);
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func_800AA000(this->actor.xzDistToPlayer, 0xFF, 0x14, 0x96);
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}
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this->explosionCollider.elements[0].dim.worldSphere.radius += this->actor.shape.rot.z + 8;
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@ -243,20 +242,20 @@ void EnBom_Update(Actor* thisx, GlobalContext* globalCtx) {
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Actor_SetScale(thisx, 0.01f);
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}
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if ((thisx->xzDistToLink >= 20.0f) || (ABS(thisx->yDistToLink) >= 80.0f)) {
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if ((thisx->xzDistToPlayer >= 20.0f) || (ABS(thisx->yDistToPlayer) >= 80.0f)) {
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this->bumpOn = true;
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}
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this->actionFunc(this, globalCtx);
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func_8002E4B4(globalCtx, thisx, 5.0f, 10.0f, 15.0f, 0x1F);
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Actor_UpdateBgCheckInfo(globalCtx, thisx, 5.0f, 10.0f, 15.0f, 0x1F);
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if (thisx->params == BOMB_BODY) {
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if (this->timer < 63) {
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dustAccel.y = 0.2f;
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// spawn spark effect on even frames
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effPos = thisx->posRot.pos;
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effPos = thisx->world.pos;
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effPos.y += 17.0f;
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if ((globalCtx->gameplayFrames % 2) == 0) {
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EffectSsGSpk_SpawnFuse(globalCtx, thisx, &effPos, &effVelocity, &effAccel);
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@ -268,20 +267,20 @@ void EnBom_Update(Actor* thisx, GlobalContext* globalCtx) {
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func_8002829C(globalCtx, &effPos, &effVelocity, &dustAccel, &dustColor, &dustColor, 50, 5);
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}
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if ((this->bombCollider.base.acFlags & AC_HIT) ||
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((this->bombCollider.base.ocFlags1 & OC1_HIT) && (this->bombCollider.base.oc->type == ACTORTYPE_ENEMY))) {
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if ((this->bombCollider.base.acFlags & AC_HIT) || ((this->bombCollider.base.ocFlags1 & OC1_HIT) &&
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(this->bombCollider.base.oc->category == ACTORCAT_ENEMY))) {
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this->timer = 0;
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thisx->shape.rot.z = 0;
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} else {
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// if a lit stick touches the bomb, set timer to 100
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// these bombs never have a timer over 70, so this isnt used
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if ((this->timer > 100) && Player_IsBurningStickInRange(globalCtx, &thisx->posRot.pos, 30.0f, 50.0f)) {
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if ((this->timer > 100) && Player_IsBurningStickInRange(globalCtx, &thisx->world.pos, 30.0f, 50.0f)) {
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this->timer = 100;
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}
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}
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dustAccel.y = 0.2f;
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effPos = thisx->posRot.pos;
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effPos = thisx->world.pos;
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effPos.y += 10.0f;
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// double bomb flash speed and adjust red color at certain times during the countdown
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@ -301,7 +300,7 @@ void EnBom_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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if (this->timer == 0) {
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effPos = thisx->posRot.pos;
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effPos = thisx->world.pos;
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effPos.y += 10.0f;
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if (Actor_HasParent(thisx, globalCtx)) {
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@ -311,8 +310,8 @@ void EnBom_Update(Actor* thisx, GlobalContext* globalCtx) {
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EffectSsBomb2_SpawnLayered(globalCtx, &effPos, &effVelocity, &bomb2Accel, 100,
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(thisx->shape.rot.z * 6) + 19);
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effPos.y = thisx->groundY;
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if (thisx->groundY > BGCHECK_Y_MIN) {
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effPos.y = thisx->floorHeight;
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if (thisx->floorHeight > BGCHECK_Y_MIN) {
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EffectSsBlast_SpawnWhiteShockwave(globalCtx, &effPos, &effVelocity, &effAccel);
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}
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@ -328,7 +327,7 @@ void EnBom_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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}
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Actor_SetHeight(thisx, 20.0f);
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Actor_SetFocus(thisx, 20.0f);
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if (thisx->params <= BOMB_BODY) {
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Collider_UpdateCylinder(thisx, &this->bombCollider);
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