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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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20206fba0d
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697 changed files with 8157 additions and 7942 deletions
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@ -22,7 +22,7 @@ void func_80A505CC(Actor* thisx, GlobalContext* globalCtx);
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const ActorInit En_Guest_InitVars = {
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ACTOR_EN_GUEST,
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ACTORTYPE_NPC,
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ACTORCAT_NPC,
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FLAGS,
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OBJECT_BOJ,
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sizeof(EnGuest),
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@ -45,8 +45,8 @@ static ColliderCylinderInitType1 sCylinderInit = {
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_U8(unk_1F, 6, ICHAIN_CONTINUE),
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ICHAIN_F32(unk_4C, 500, ICHAIN_STOP),
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ICHAIN_U8(targetMode, 6, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
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};
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static UNK_PTR D_80A50BA4[] = {
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@ -101,7 +101,7 @@ void EnGuest_Update(Actor* thisx, GlobalContext* globalCtx) {
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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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Actor_SetHeight(&this->actor, 60.0f);
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Actor_SetFocus(&this->actor, 60.0f);
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this->unk_30E = 0;
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this->unk_30D = 0;
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@ -137,7 +137,7 @@ void func_80A5046C(EnGuest* this) {
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void func_80A50518(EnGuest* this, GlobalContext* globalCtx) {
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if (func_8002F194(&this->actor, globalCtx) != 0) {
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this->actionFunc = func_80A5057C;
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} else if (this->actor.xzDistToLink < 100.0f) {
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} else if (this->actor.xzDistToPlayer < 100.0f) {
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func_8002F2CC(&this->actor, globalCtx, 100.0f);
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}
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}
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@ -161,7 +161,7 @@ void func_80A505CC(Actor* thisx, GlobalContext* globalCtx) {
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func_80A5046C(this);
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this->actionFunc(this, globalCtx);
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this->unk_2A0.unk_18 = player->actor.posRot.pos;
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this->unk_2A0.unk_18 = player->actor.world.pos;
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if (LINK_IS_ADULT) {
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this->unk_2A0.unk_14 = 10.0f;
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} else {
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@ -174,7 +174,7 @@ void func_80A505CC(Actor* thisx, GlobalContext* globalCtx) {
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gSegments[6] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[this->osAnimeBankIndex].segment);
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SkelAnime_Update(&this->skelAnime);
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Actor_SetHeight(&this->actor, 60.0f);
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Actor_SetFocus(&this->actor, 60.0f);
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Collider_UpdateCylinder(&this->actor, &this->collider);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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