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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 func_809DFA84(EnCow* this, GlobalContext* globalCtx);
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const ActorInit En_Cow_InitVars = {
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ACTOR_EN_COW,
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ACTORTYPE_NPC,
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ACTORCAT_NPC,
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FLAGS,
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OBJECT_COW,
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sizeof(EnCow),
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@ -85,17 +85,17 @@ void func_809DEE9C(EnCow* this) {
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vec.x = 0.0f;
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vec.z = 30.0f;
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func_809DEE00(&vec, this->actor.shape.rot.y);
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this->colliders[0].dim.pos.x = this->actor.posRot.pos.x + vec.x;
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this->colliders[0].dim.pos.y = this->actor.posRot.pos.y;
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this->colliders[0].dim.pos.z = this->actor.posRot.pos.z + vec.z;
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this->colliders[0].dim.pos.x = this->actor.world.pos.x + vec.x;
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this->colliders[0].dim.pos.y = this->actor.world.pos.y;
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this->colliders[0].dim.pos.z = this->actor.world.pos.z + vec.z;
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vec.x = 0.0f;
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vec.y = 0.0f;
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vec.z = -20.0f;
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func_809DEE00(&vec, this->actor.shape.rot.y);
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this->colliders[1].dim.pos.x = this->actor.posRot.pos.x + vec.x;
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this->colliders[1].dim.pos.y = this->actor.posRot.pos.y;
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this->colliders[1].dim.pos.z = this->actor.posRot.pos.z + vec.z;
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this->colliders[1].dim.pos.x = this->actor.world.pos.x + vec.x;
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this->colliders[1].dim.pos.y = this->actor.world.pos.y;
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this->colliders[1].dim.pos.z = this->actor.world.pos.z + vec.z;
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}
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void func_809DEF94(EnCow* this) {
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@ -104,16 +104,16 @@ void func_809DEF94(EnCow* this) {
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VEC_SET(vec, 0.0f, 57.0f, -36.0f);
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func_809DEE00(&vec, this->actor.shape.rot.y);
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this->actor.posRot.pos.x += vec.x;
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this->actor.posRot.pos.y += vec.y;
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this->actor.posRot.pos.z += vec.z;
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this->actor.world.pos.x += vec.x;
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this->actor.world.pos.y += vec.y;
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this->actor.world.pos.z += vec.z;
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}
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void EnCow_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnCow* this = THIS;
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s32 pad;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 72.0f);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 72.0f);
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switch (this->actor.params) {
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case 0:
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06004010, NULL, this->jointTable, this->morphTable, 6);
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@ -134,11 +134,11 @@ void EnCow_Init(Actor* thisx, GlobalContext* globalCtx) {
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return;
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}
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}
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Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_COW, this->actor.posRot.pos.x,
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this->actor.posRot.pos.y, this->actor.posRot.pos.z, 0, this->actor.shape.rot.y, 0, 1);
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Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_COW, this->actor.world.pos.x,
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this->actor.world.pos.y, this->actor.world.pos.z, 0, this->actor.shape.rot.y, 0, 1);
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this->unk_278 = Rand_ZeroFloat(1000.0f) + 40.0f;
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this->unk_27A = 0;
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this->actor.unk_1F = 6;
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this->actor.targetMode = 6;
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DREG(53) = 0;
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break;
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case 1:
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@ -175,7 +175,7 @@ void func_809DF494(EnCow* this, GlobalContext* globalCtx) {
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Animation_GetLastFrame(&D_060001CC), ANIMMODE_ONCE, 1.0f);
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}
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if ((this->actor.xzDistToLink < 150.0f) && (!(this->unk_276 & 2))) {
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if ((this->actor.xzDistToPlayer < 150.0f) && (!(this->unk_276 & 2))) {
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this->unk_276 |= 2;
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if (this->skelAnime.animation == &D_060001CC) {
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this->unk_278 = 0;
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@ -264,8 +264,8 @@ void func_809DF96C(EnCow* this, GlobalContext* globalCtx) {
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this->unk_276 &= ~0x4;
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DREG(53) = 0;
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} else {
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if ((this->actor.xzDistToLink < 150.0f) &&
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(ABS((s16)(this->actor.yawTowardsLink - this->actor.shape.rot.y)) < 0x61A8)) {
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if ((this->actor.xzDistToPlayer < 150.0f) &&
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(ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) < 0x61A8)) {
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DREG(53) = 0;
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this->actionFunc = func_809DF8FC;
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this->actor.flags |= 0x10000;
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@ -291,8 +291,8 @@ void func_809DFA84(EnCow* this, GlobalContext* globalCtx) {
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Animation_GetLastFrame(&D_06004348), ANIMMODE_ONCE, 1.0f);
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}
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if ((this->actor.xzDistToLink < 150.0f) &&
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(ABS((s16)(this->actor.yawTowardsLink - this->actor.shape.rot.y)) >= 0x61A9) && (!(this->unk_276 & 2))) {
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if ((this->actor.xzDistToPlayer < 150.0f) &&
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(ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) >= 0x61A9) && (!(this->unk_276 & 2))) {
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this->unk_276 |= 2;
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if (this->skelAnime.animation == &D_06004348) {
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this->unk_278 = 0;
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@ -311,7 +311,7 @@ void EnCow_Update(Actor* thisx, GlobalContext* globalCtx) {
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if (globalCtx) {} // necessary to match
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliders[1].base);
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Actor_MoveForward(thisx);
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func_8002E4B4(globalCtx, thisx, 0.0f, 0.0f, 0.0f, 4);
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Actor_UpdateBgCheckInfo(globalCtx, thisx, 0.0f, 0.0f, 0.0f, 4);
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if (SkelAnime_Update(&this->skelAnime) != 0) {
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if (this->skelAnime.animation == &D_060001CC) {
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Audio_PlayActorSound2(thisx, NA_SE_EV_COW_CRY);
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@ -323,10 +323,10 @@ void EnCow_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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}
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this->actionFunc(this, globalCtx);
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if ((thisx->xzDistToLink < 150.0f) &&
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(ABS(Math_Vec3f_Yaw(&thisx->posRot.pos, &player->actor.posRot.pos)) < 0xC000)) {
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targetX = Math_Vec3f_Pitch(&thisx->posRot2.pos, &player->actor.posRot2.pos);
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targetY = Math_Vec3f_Yaw(&thisx->posRot2.pos, &player->actor.posRot2.pos) - thisx->shape.rot.y;
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if ((thisx->xzDistToPlayer < 150.0f) &&
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(ABS(Math_Vec3f_Yaw(&thisx->world.pos, &player->actor.world.pos)) < 0xC000)) {
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targetX = Math_Vec3f_Pitch(&thisx->focus.pos, &player->actor.focus.pos);
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targetY = Math_Vec3f_Yaw(&thisx->focus.pos, &player->actor.focus.pos) - thisx->shape.rot.y;
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if (targetX > 0x1000) {
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targetX = 0x1000;
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@ -381,7 +381,7 @@ void EnCow_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
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EnCow* this = THIS;
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if (limbIndex == 2) {
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Matrix_MultVec3f(&D_809E010C, &this->actor.posRot2.pos);
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Matrix_MultVec3f(&D_809E010C, &this->actor.focus.pos);
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}
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}
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