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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
This commit is contained in:
fig02 2021-01-18 16:04:04 -05:00 committed by GitHub
parent 20206fba0d
commit 00a5edea71
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
697 changed files with 8157 additions and 7942 deletions

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@ -19,7 +19,7 @@ extern Gfx D_060022F0[];
const ActorInit En_Bx_InitVars = {
ACTOR_EN_BX,
ACTORTYPE_ENEMY,
ACTORCAT_ENEMY,
FLAGS,
OBJECT_BXA,
sizeof(EnBx),
@ -74,7 +74,7 @@ void EnBx_Init(Actor* thisx, GlobalContext* globalCtx) {
Vec3f sp48 = { 0.015f, 0.015f, 0.015f };
Vec3f sp3C = { 0.0f, 0.0f, 0.0f };
static InitChainEntry sInitChain[] = {
ICHAIN_F32(unk_4C, 5300, ICHAIN_STOP),
ICHAIN_F32(targetArrowOffset, 5300, ICHAIN_STOP),
};
s32 i;
s32 pad;
@ -83,17 +83,17 @@ void EnBx_Init(Actor* thisx, GlobalContext* globalCtx) {
thisx->scale.x = thisx->scale.z = 0.01f;
thisx->scale.y = 0.03f;
thisx->posRot.pos.y = thisx->posRot.pos.y - 100.0f;
thisx->world.pos.y = thisx->world.pos.y - 100.0f;
for (i = 0; i < 4; i++) {
this->unk_184[i] = sp48;
if (i == 0) {
this->unk_1B4[i].x = thisx->shape.rot.x - 0x4000;
}
this->unk_154[i] = thisx->posRot.pos;
this->unk_154[i].y = thisx->posRot.pos.y + ((i + 1) * 140.0f);
this->unk_154[i] = thisx->world.pos;
this->unk_154[i].y = thisx->world.pos.y + ((i + 1) * 140.0f);
}
ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawFunc_Circle, 48.0f);
ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, 48.0f);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
Collider_InitQuad(globalCtx, &this->colliderQuad);
@ -137,14 +137,14 @@ void EnBx_Update(Actor* thisx, GlobalContext* globalCtx) {
s16 tmp32;
s32 tmp33;
if ((thisx->xzDistToLink <= 70.0f) || (this->collider.base.atFlags & AT_HIT) ||
if ((thisx->xzDistToPlayer <= 70.0f) || (this->collider.base.atFlags & AT_HIT) ||
(this->collider.base.acFlags & AC_HIT) || (this->colliderQuad.base.atFlags & AT_HIT)) {
if ((thisx->xzDistToLink <= 70.0f) || (&player->actor == this->collider.base.at) ||
if ((thisx->xzDistToPlayer <= 70.0f) || (&player->actor == this->collider.base.at) ||
(&player->actor == this->collider.base.ac) || (&player->actor == this->colliderQuad.base.at)) {
tmp33 = player->invincibilityTimer & 0xFF;
tmp32 = thisx->posRot.rot.y;
tmp32 = thisx->world.rot.y;
if (!(thisx->params & 0x80)) {
tmp32 = thisx->yawTowardsLink;
tmp32 = thisx->yawTowardsPlayer;
}
if ((&player->actor != this->collider.base.at) && (&player->actor != this->collider.base.ac) &&
(&player->actor != this->colliderQuad.base.at) && (player->invincibilityTimer <= 0)) {
@ -179,16 +179,16 @@ void EnBx_Update(Actor* thisx, GlobalContext* globalCtx) {
yaw = (s32)Rand_CenteredFloat(12288.0f);
yaw = (yaw + (i * 0x4000)) + 0x2000;
pos.x = Rand_CenteredFloat(5.0f) + thisx->posRot.pos.x;
pos.y = Rand_CenteredFloat(30.0f) + thisx->posRot.pos.y + 170.0f;
pos.z = Rand_CenteredFloat(5.0f) + thisx->posRot.pos.z;
pos.x = Rand_CenteredFloat(5.0f) + thisx->world.pos.x;
pos.y = Rand_CenteredFloat(30.0f) + thisx->world.pos.y + 170.0f;
pos.z = Rand_CenteredFloat(5.0f) + thisx->world.pos.z;
EffectSsLightning_Spawn(globalCtx, &pos, &primColor, &envColor, 230, yaw, 6, 0);
}
}
Audio_PlayActorSound2(thisx, NA_SE_EN_BIRI_SPARK - SFX_FLAG);
}
thisx->posRot2.pos = thisx->posRot.pos;
thisx->focus.pos = thisx->world.pos;
Collider_UpdateCylinder(thisx, &this->collider);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);