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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 @@ void EnDs_Wait(EnDs* this, GlobalContext* globalCtx);
const ActorInit En_Ds_InitVars = {
ACTOR_EN_DS,
ACTORTYPE_NPC,
ACTORCAT_NPC,
FLAGS,
OBJECT_DS,
sizeof(EnDs),
@ -35,7 +35,7 @@ extern AnimationHeader D_0600039C;
void EnDs_Init(Actor* thisx, GlobalContext* globalCtx) {
EnDs* this = THIS;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 36.0f);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06004768, &D_0600039C, this->jointTable, this->morphTable, 6);
Animation_PlayOnce(&this->skelAnime, &D_0600039C);
@ -44,7 +44,7 @@ void EnDs_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_SetScale(&this->actor, 0.013f);
this->actionFunc = EnDs_Wait;
this->actor.unk_1F = 1;
this->actor.targetMode = 1;
this->unk_1E8 = 0;
this->actor.flags &= ~0x1;
this->unk_1E4 = 0.0f;
@ -225,10 +225,10 @@ void EnDs_Wait(EnDs* this, GlobalContext* globalCtx) {
this->actionFunc = EnDs_Talk;
}
} else {
yawDiff = this->actor.yawTowardsLink - this->actor.shape.rot.y;
yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
this->actor.textId = 0x5048;
if ((ABS(yawDiff) < 0x2151) && (this->actor.xzDistToLink < 200.0f)) {
if ((ABS(yawDiff) < 0x2151) && (this->actor.xzDistToPlayer < 200.0f)) {
func_8002F298(this, globalCtx, 100.0f, EXCH_ITEM_ODD_MUSHROOM);
this->unk_1E8 |= 1;
}
@ -245,7 +245,7 @@ void EnDs_Update(Actor* thisx, GlobalContext* globalCtx) {
this->actionFunc(this, globalCtx);
if (this->unk_1E8 & 1) {
func_80038290(globalCtx, this, &this->unk_1D8, &this->unk_1DE, this->actor.posRot2.pos);
func_80038290(globalCtx, this, &this->unk_1D8, &this->unk_1DE, this->actor.focus.pos);
} else {
Math_SmoothStepToS(&this->unk_1D8.x, 0, 6, 0x1838, 100);
Math_SmoothStepToS(&this->unk_1D8.y, 0, 6, 0x1838, 100);
@ -269,7 +269,7 @@ void EnDs_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec
EnDs* this = THIS;
if (limbIndex == 5) {
Matrix_MultVec3f(&sMultVec, &this->actor.posRot2.pos);
Matrix_MultVec3f(&sMultVec, &this->actor.focus.pos);
}
}