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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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@ -30,7 +30,7 @@ void func_80A1DB60(EnFu* this, GlobalContext* globalCtx);
const ActorInit En_Fu_InitVars = {
ACTOR_EN_FU,
ACTORTYPE_NPC,
ACTORCAT_NPC,
FLAGS,
OBJECT_FU,
sizeof(EnFu),
@ -90,7 +90,7 @@ void EnFu_Init(Actor* thisx, GlobalContext* globalCtx) {
EnFu* this = THIS;
s32 pad;
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_06006C90, &D_06000B04, this->jointTable, this->morphTable, 16);
Animation_PlayLoop(&this->skelanime, &D_06000B04);
Collider_InitCylinder(globalCtx, &this->collider);
@ -106,7 +106,7 @@ void EnFu_Init(Actor* thisx, GlobalContext* globalCtx) {
this->skelanime.playSpeed = 2.0f;
}
this->behaviorFlags = 0;
this->actor.unk_1F = 6;
this->actor.targetMode = 6;
}
void EnFu_Destroy(Actor* thisx, GlobalContext* globalCtx) {
@ -123,9 +123,9 @@ s32 func_80A1D94C(EnFu* this, GlobalContext* globalCtx, u16 textID, EnFuActionFu
return true;
}
this->actor.textId = textID;
yawDiff = this->actor.yawTowardsLink - this->actor.shape.rot.y;
yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if ((ABS(yawDiff) < 0x2301) && (this->actor.xzDistToLink < 100.0f)) {
if ((ABS(yawDiff) < 0x2301) && (this->actor.xzDistToPlayer < 100.0f)) {
func_8002F2CC(&this->actor, globalCtx, 100.0f);
} else {
this->behaviorFlags |= FU_RESET_LOOK_ANGLE;
@ -230,7 +230,7 @@ void EnFu_WaitAdult(EnFu* this, GlobalContext* globalCtx) {
static s16 yawDiff;
Player* player = PLAYER;
yawDiff = this->actor.yawTowardsLink - this->actor.shape.rot.y;
yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if ((gSaveContext.eventChkInf[5] & 0x800)) {
func_80A1D94C(this, globalCtx, 0x508E, func_80A1DBA0);
} else if (player->stateFlags2 & 0x1000000) {
@ -241,7 +241,7 @@ void EnFu_WaitAdult(EnFu* this, GlobalContext* globalCtx) {
} else if (func_8002F194(&this->actor, globalCtx) != 0) {
this->actionFunc = func_80A1DBA0;
} else if (ABS(yawDiff) < 0x2301) {
if (this->actor.xzDistToLink < 100.0f) {
if (this->actor.xzDistToPlayer < 100.0f) {
this->actor.textId = 0x5034;
func_8002F2CC(&this->actor, globalCtx, 100.0f);
player->stateFlags2 |= 0x800000;
@ -256,7 +256,7 @@ void EnFu_Update(Actor* thisx, GlobalContext* globalCtx) {
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
Actor_MoveForward(&this->actor);
func_8002E4B4(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
if ((!(this->behaviorFlags & FU_WAIT)) && (SkelAnime_Update(&this->skelanime) != 0)) {
Animation_Change(&this->skelanime, this->skelanime.animation, 1.0f, 0.0f,
Animation_GetLastFrame(this->skelanime.animation), ANIMMODE_ONCE, 0.0f);
@ -269,7 +269,7 @@ void EnFu_Update(Actor* thisx, GlobalContext* globalCtx) {
Math_SmoothStepToS(&this->unk_2A2.y, 0, 6, 6200, 100);
this->behaviorFlags &= ~FU_RESET_LOOK_ANGLE;
} else {
func_80038290(globalCtx, &this->actor, &this->lookAngleOffset, &this->unk_2A2, this->actor.posRot2.pos);
func_80038290(globalCtx, &this->actor, &this->lookAngleOffset, &this->unk_2A2, this->actor.focus.pos);
}
}
@ -304,7 +304,7 @@ void EnFu_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec
EnFu* this = THIS;
if (limbIndex == 14) {
Matrix_MultVec3f(&sMtxSrc, &this->actor.posRot2.pos);
Matrix_MultVec3f(&sMtxSrc, &this->actor.focus.pos);
}
}