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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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@ -28,7 +28,7 @@ extern Gfx D_06000A60[];
const ActorInit En_Gs_InitVars = {
ACTOR_EN_GS,
ACTORTYPE_PROP,
ACTORCAT_PROP,
FLAGS,
OBJECT_GS,
sizeof(EnGs),
@ -107,8 +107,8 @@ void EnGs_Init(Actor* thisx, GlobalContext* globalCtx) {
Collider_SetCylinder(globalCtx, &this->collider, thisx, &sCylinderInit);
CollisionCheck_SetInfo2(&thisx->colChkInfo, &sDamageTable, &sColChkInfoInit);
thisx->unk_1F = 6;
this->unk_1D8 = thisx->posRot.pos;
thisx->targetMode = 6;
this->unk_1D8 = thisx->world.pos;
this->actionFunc = func_80A4F734;
this->unk_1B4[0].x = 1.0f;
this->unk_1B4[0].y = 1.0f;
@ -145,7 +145,7 @@ void func_80A4E470(EnGs* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
bREG(15) = 0;
if (this->actor.xzDistToLink <= 100.0f) {
if (this->actor.xzDistToPlayer <= 100.0f) {
bREG(15) = 1;
if (this->unk_19D == 0) {
player->stateFlags2 |= 0x800000;
@ -159,12 +159,12 @@ void func_80A4E470(EnGs* this, GlobalContext* globalCtx) {
if ((globalCtx->msgCtx.unk_E3F2 == 6) || (globalCtx->msgCtx.unk_E3F2 == 7) ||
(globalCtx->msgCtx.unk_E3F2 == 8) || (globalCtx->msgCtx.unk_E3F2 == 9) ||
(globalCtx->msgCtx.unk_E3F2 == 10)) {
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ELF, this->actor.posRot.pos.x,
this->actor.posRot.pos.y + 40.0f, this->actor.posRot.pos.z, 0, 0, 0, FAIRY_HEAL_TIMED);
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ELF, this->actor.world.pos.x,
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z, 0, 0, 0, FAIRY_HEAL_TIMED);
Audio_PlayActorSound2(&this->actor, NA_SE_EV_BUTTERFRY_TO_FAIRY);
} else if (globalCtx->msgCtx.unk_E3F2 == 11) {
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ELF, this->actor.posRot.pos.x,
this->actor.posRot.pos.y + 40.0f, this->actor.posRot.pos.z, 0, 0, 0, FAIRY_HEAL_BIG);
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ELF, this->actor.world.pos.x,
this->actor.world.pos.y + 40.0f, this->actor.world.pos.z, 0, 0, 0, FAIRY_HEAL_BIG);
Audio_PlayActorSound2(&this->actor, NA_SE_EV_BUTTERFRY_TO_FAIRY);
}
this->unk_19D = 0;
@ -348,9 +348,9 @@ void func_80A4ED34(EnGs* this, GlobalContext* globalCtx) {
dustVelocity.x = Rand_CenteredFloat(15.0f);
dustVelocity.y = Rand_ZeroFloat(-1.0f);
dustVelocity.z = Rand_CenteredFloat(15.0f);
dustPos.x = this->actor.posRot.pos.x + (dustVelocity.x + dustVelocity.x);
dustPos.y = this->actor.posRot.pos.y + 7.0f;
dustPos.z = this->actor.posRot.pos.z + (dustVelocity.z + dustVelocity.z);
dustPos.x = this->actor.world.pos.x + (dustVelocity.x + dustVelocity.x);
dustPos.y = this->actor.world.pos.y + 7.0f;
dustPos.z = this->actor.world.pos.z + (dustVelocity.z + dustVelocity.z);
func_8002836C(globalCtx, &dustPos, &dustVelocity, &dustAccel, &dustPrim, &dustEnv,
(s16)Rand_ZeroFloat(50.0f) + 200, 40, 15);
}
@ -367,11 +367,11 @@ void func_80A4ED34(EnGs* this, GlobalContext* globalCtx) {
}
if (this->unk_19F == 4) {
func_8002E4B4(globalCtx, &this->actor, 20.0f, 20.0f, 60.0f, 3);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 60.0f, 3);
if (this->actor.bgCheckFlags & 0x18) {
bomb2Pos.x = this->actor.posRot.pos.x;
bomb2Pos.y = this->actor.posRot.pos.y;
bomb2Pos.z = this->actor.posRot.pos.z;
bomb2Pos.x = this->actor.world.pos.x;
bomb2Pos.y = this->actor.world.pos.y;
bomb2Pos.z = this->actor.world.pos.z;
Audio_PlayActorSound2(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
EffectSsBomb2_SpawnLayered(globalCtx, &bomb2Pos, &bomb2Velocity, &bomb2Accel, 100, 20);
this->unk_200 = 10;
@ -382,7 +382,7 @@ void func_80A4ED34(EnGs* this, GlobalContext* globalCtx) {
}
Actor_MoveForward(&this->actor);
if (this->actor.yDistToLink < -12000.0f) {
if (this->actor.yDistToPlayer < -12000.0f) {
Actor_Kill(&this->actor);
}
}
@ -522,7 +522,7 @@ void EnGs_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnGs* this = THIS;
Actor_SetHeight(&this->actor, 23.0f);
Actor_SetFocus(&this->actor, 23.0f);
if (globalCtx) {};
if (!(this->unk_19E & 0x10)) {
if (globalCtx) {};