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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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@ -28,7 +28,7 @@ void EnChanger_SetHeartPieceFlag(EnChanger* this, GlobalContext* globalCtx);
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const ActorInit En_Changer_InitVars = {
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ACTOR_EN_CHANGER,
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ACTORTYPE_PROP,
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ACTORCAT_PROP,
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FLAGS,
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OBJECT_GAMEPLAY_KEEP,
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sizeof(EnChanger),
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@ -239,9 +239,9 @@ void EnChanger_OpenChests(EnChanger* this, GlobalContext* globalCtx) {
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switch (temp_s0_2) {
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case CHEST_LEFT:
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xPos = right->dyna.actor.posRot.pos.x;
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yPos = right->dyna.actor.posRot.pos.y;
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zPos = right->dyna.actor.posRot.pos.z;
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xPos = right->dyna.actor.world.pos.x;
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yPos = right->dyna.actor.world.pos.y;
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zPos = right->dyna.actor.world.pos.z;
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if (this->rightChestGetItemId == GI_DOOR_KEY) {
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0, 0xF);
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@ -255,9 +255,9 @@ void EnChanger_OpenChests(EnChanger* this, GlobalContext* globalCtx) {
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}
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break;
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case CHEST_RIGHT:
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xPos = left->dyna.actor.posRot.pos.x;
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yPos = left->dyna.actor.posRot.pos.y;
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zPos = left->dyna.actor.posRot.pos.z;
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xPos = left->dyna.actor.world.pos.x;
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yPos = left->dyna.actor.world.pos.y;
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zPos = left->dyna.actor.world.pos.z;
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if (this->leftChestGetItemId == GI_DOOR_KEY) {
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0, 0xF);
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@ -295,8 +295,8 @@ void EnChanger_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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if (BREG(0)) {
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DebugDisplay_AddObject(this->actor.posRot.pos.x, this->actor.posRot.pos.y, this->actor.posRot.pos.z,
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this->actor.posRot.rot.x, this->actor.posRot.rot.y, this->actor.posRot.rot.z, 1.0f, 1.0f,
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DebugDisplay_AddObject(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z,
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this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, 1.0f, 1.0f,
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1.0f, 255, 0, 255, 255, 4, globalCtx->state.gfxCtx);
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}
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}
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