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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
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GPG key ID: 4AEE18F83AFDEB23
697 changed files with 8157 additions and 7942 deletions

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