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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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@ -46,7 +46,7 @@ void EnDns_Burrow(EnDns* this, GlobalContext* globalCtx);
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const ActorInit En_Dns_InitVars = {
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ACTOR_EN_DNS,
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ACTORTYPE_BG,
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ACTORCAT_BG,
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FLAGS,
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OBJECT_SHOPNUTS,
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sizeof(EnDns),
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@ -117,8 +117,8 @@ DnsItemEntry* D_809F0500[] = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_S8(naviEnemyId, 78, ICHAIN_CONTINUE),
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ICHAIN_U8(unk_1F, 2, ICHAIN_CONTINUE),
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ICHAIN_F32(unk_4C, 30, ICHAIN_STOP),
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ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
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};
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typedef struct {
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@ -157,7 +157,7 @@ void EnDns_Init(Actor* thisx, GlobalContext* globalCtx) {
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_060041A8, &D_060009A0, this->jointTable, this->morphTable, 18);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinderType1(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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ActorShape_Init(&this->actor.shape, 0.0f, &ActorShadow_DrawFunc_Circle, 35.0f);
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ActorShape_Init(&this->actor.shape, 0.0f, &ActorShadow_DrawCircle, 35.0f);
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this->actor.textId = D_809F040C[this->actor.params];
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Actor_SetScale(&this->actor, 0.01f);
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this->actor.colChkInfo.mass = MASS_IMMOVABLE;
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@ -324,17 +324,17 @@ void EnDns_SetupWait(EnDns* this, GlobalContext* globalCtx) {
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}
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void EnDns_Wait(EnDns* this, GlobalContext* globalCtx) {
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 3, 2000, 0);
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this->actor.posRot.rot.y = this->actor.shape.rot.y;
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 2000, 0);
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this->actor.world.rot.y = this->actor.shape.rot.y;
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if (func_8002F194(&this->actor, globalCtx)) {
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this->actionFunc = EnDns_Talk;
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} else {
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if ((this->collider.base.ocFlags1 & OC1_HIT) || (this->actor.unk_10C != 0)) {
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if ((this->collider.base.ocFlags1 & OC1_HIT) || this->actor.isTargeted) {
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this->actor.flags |= 0x10000;
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} else {
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this->actor.flags &= ~0x10000;
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}
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if (this->actor.xzDistToLink < 130.0f) {
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if (this->actor.xzDistToPlayer < 130.0f) {
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func_8002F2F4(&this->actor, globalCtx);
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}
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}
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@ -444,7 +444,7 @@ void EnDns_SetupBurrow(EnDns* this, GlobalContext* globalCtx) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_AKINDONUTS_HIDE);
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this->actionFunc = EnDns_Burrow;
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this->standOnGround = 0;
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this->yInitPos = this->actor.posRot.pos.y;
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this->yInitPos = this->actor.world.pos.y;
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}
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}
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@ -453,20 +453,20 @@ void EnDns_Burrow(EnDns* this, GlobalContext* globalCtx) {
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Vec3f initPos;
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s32 i;
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depth = this->yInitPos - this->actor.posRot.pos.y;
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depth = this->yInitPos - this->actor.world.pos.y;
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if ((this->dustTimer & 3) == 0) {
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initPos.x = this->actor.posRot.pos.x;
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initPos.x = this->actor.world.pos.x;
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initPos.y = this->yInitPos;
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initPos.z = this->actor.posRot.pos.z;
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initPos.z = this->actor.world.pos.z;
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func_80028990(globalCtx, 20.0f, &initPos);
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}
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this->actor.shape.rot.y += 0x2000;
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// Drops only if you bought its item
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if (depth > 400.0f) {
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if (this->dropCollectible) {
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initPos.x = this->actor.posRot.pos.x;
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initPos.x = this->actor.world.pos.x;
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initPos.y = this->yInitPos;
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initPos.z = this->actor.posRot.pos.z;
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initPos.z = this->actor.world.pos.z;
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for (i = 0; i < 3; i++) {
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Item_DropCollectible(globalCtx, &initPos, ITEM00_HEART);
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}
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@ -481,13 +481,13 @@ void EnDns_Update(Actor* thisx, GlobalContext* globalCtx) {
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this->dustTimer++;
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this->actor.textId = D_809F040C[this->actor.params];
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Actor_SetHeight(&this->actor, 60.0f);
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Actor_SetFocus(&this->actor, 60.0f);
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Actor_SetScale(&this->actor, 0.01f);
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SkelAnime_Update(&this->skelAnime);
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Actor_MoveForward(&this->actor);
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this->actionFunc(this, globalCtx);
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if (this->standOnGround) {
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func_8002E4B4(globalCtx, &this->actor, 20.0f, 20.0f, 20.0f, 4);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 20.0f, 4);
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}
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if (this->maintainCollider) {
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Collider_UpdateCylinder(&this->actor, &this->collider);
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