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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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@ -27,7 +27,7 @@ void func_80A59618(EnHoll* this, GlobalContext* globalCtx);
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const ActorInit En_Holl_InitVars = {
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ACTOR_EN_HOLL,
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ACTORTYPE_DOOR,
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ACTORCAT_DOOR,
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FLAGS,
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OBJECT_GAMEPLAY_KEEP,
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sizeof(EnHoll),
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@ -141,7 +141,7 @@ void func_80A58DD4(EnHoll* this, GlobalContext* globalCtx) {
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f32 absZ;
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s32 transitionActorIdx;
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func_8002DBD0(&this->actor, &vec, &player->actor.posRot.pos);
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func_8002DBD0(&this->actor, &vec, &player->actor.world.pos);
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this->side = (vec.z < 0.0f) ? 0 : 1;
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absZ = fabsf(vec.z);
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if (vec.y > PLANE_Y_MIN && vec.y < PLANE_Y_MAX && fabsf(vec.x) < PLANE_HALFWIDTH &&
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@ -185,7 +185,7 @@ void func_80A59014(EnHoll* this, GlobalContext* globalCtx) {
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f32 absZ;
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s32 side;
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func_8002DBD0(&this->actor, &vec, (useViewEye) ? &globalCtx->view.eye : &player->actor.posRot.pos);
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func_8002DBD0(&this->actor, &vec, (useViewEye) ? &globalCtx->view.eye : &player->actor.world.pos);
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planeHalfWidth = (((this->actor.params >> 6) & 7) == 6) ? PLANE_HALFWIDTH : PLANE_HALFWIDTH_2;
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if (EnHoll_IsKokiriSetup8() || (vec.y > PLANE_Y_MIN && vec.y < PLANE_Y_MAX && fabsf(vec.x) < planeHalfWidth &&
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fabsf(vec.z) < 100.0f && fabsf(vec.z) > 50.0f)) {
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@ -206,10 +206,10 @@ void func_80A59014(EnHoll* this, GlobalContext* globalCtx) {
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// Vertical Planes
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void func_80A591C0(EnHoll* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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f32 absY = fabsf(this->actor.yDistToLink);
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f32 absY = fabsf(this->actor.yDistToPlayer);
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s32 transitionActorIdx;
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if (this->actor.xzDistToLink < 500.0f && absY < 700.0f) {
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if (this->actor.xzDistToPlayer < 500.0f && absY < 700.0f) {
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transitionActorIdx = (u16)this->actor.params >> 0xA;
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if (absY < 95.0f) {
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globalCtx->unk_11E18 = 0xFF;
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@ -220,8 +220,8 @@ void func_80A591C0(EnHoll* this, GlobalContext* globalCtx) {
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}
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if (absY < 95.0f) {
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this->actor.room = globalCtx->transitionActorList[transitionActorIdx].sides[1].room;
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Math_SmoothStepToF(&player->actor.posRot.pos.x, this->actor.posRot.pos.x, 1.0f, 50.0f, 10.0f);
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Math_SmoothStepToF(&player->actor.posRot.pos.z, this->actor.posRot.pos.z, 1.0f, 50.0f, 10.0f);
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Math_SmoothStepToF(&player->actor.world.pos.x, this->actor.world.pos.x, 1.0f, 50.0f, 10.0f);
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Math_SmoothStepToF(&player->actor.world.pos.z, this->actor.world.pos.z, 1.0f, 50.0f, 10.0f);
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if (this->actor.room != globalCtx->roomCtx.curRoom.num &&
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func_8009728C(globalCtx, &globalCtx->roomCtx, this->actor.room) != 0) {
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EnHoll_SetupAction(this, EnHoll_NextAction);
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@ -241,7 +241,7 @@ void func_80A593A4(EnHoll* this, GlobalContext* globalCtx) {
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s32 side;
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s32 transitionActorIdx;
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if ((this->actor.xzDistToLink < 120.0f) && (absY = fabsf(this->actor.yDistToLink), absY < 200.0f)) {
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if ((this->actor.xzDistToPlayer < 120.0f) && (absY = fabsf(this->actor.yDistToPlayer), absY < 200.0f)) {
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if (absY < 50.0f) {
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globalCtx->unk_11E18 = 0xFF;
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} else {
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@ -249,7 +249,7 @@ void func_80A593A4(EnHoll* this, GlobalContext* globalCtx) {
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}
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if (absY > 50.0f) {
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transitionActorIdx = (u16)this->actor.params >> 0xA;
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side = (0.0f < this->actor.yDistToLink) ? 0 : 1;
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side = (0.0f < this->actor.yDistToPlayer) ? 0 : 1;
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this->actor.room = globalCtx->transitionActorList[transitionActorIdx].sides[side].room;
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if (this->actor.room != globalCtx->roomCtx.curRoom.num &&
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func_8009728C(globalCtx, &globalCtx->roomCtx, this->actor.room) != 0) {
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@ -269,11 +269,11 @@ void func_80A59520(EnHoll* this, GlobalContext* globalCtx) {
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s8 side;
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s32 transitionActorIdx;
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if (this->actor.xzDistToLink < 120.0f) {
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absY = fabsf(this->actor.yDistToLink);
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if (this->actor.xzDistToPlayer < 120.0f) {
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absY = fabsf(this->actor.yDistToPlayer);
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if (absY < 200.0f && absY > 50.0f) {
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transitionActorIdx = (u16)this->actor.params >> 0xA;
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side = (0.0f < this->actor.yDistToLink) ? 0 : 1;
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side = (0.0f < this->actor.yDistToPlayer) ? 0 : 1;
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this->actor.room = globalCtx->transitionActorList[transitionActorIdx].sides[side].room;
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if (this->actor.room != globalCtx->roomCtx.curRoom.num &&
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func_8009728C(globalCtx, &globalCtx->roomCtx, this->actor.room) != 0) {
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@ -297,7 +297,7 @@ void func_80A59618(EnHoll* this, GlobalContext* globalCtx) {
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this->unk_14F = 0;
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}
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} else {
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func_8002DBD0(&this->actor, &vec, &player->actor.posRot.pos);
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func_8002DBD0(&this->actor, &vec, &player->actor.world.pos);
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absZ = fabsf(vec.z);
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if (PLANE_Y_MIN < vec.y && vec.y < PLANE_Y_MAX && fabsf(vec.x) < PLANE_HALFWIDTH_2 && absZ < 100.0f) {
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this->unk_14F = 1;
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