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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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parent
20206fba0d
commit
00a5edea71
697 changed files with 8157 additions and 7942 deletions
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@ -19,7 +19,7 @@ void func_80A6F1A4(EnHs2* this, GlobalContext* globalCtx);
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const ActorInit En_Hs2_InitVars = {
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ACTOR_EN_HS2,
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ACTORTYPE_NPC,
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ACTORCAT_NPC,
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FLAGS,
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OBJECT_HS,
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sizeof(EnHs2),
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@ -56,7 +56,7 @@ void EnHs2_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnHs2* this = THIS;
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s32 pad;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 36.0f);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06006260, &D_060005C0, this->jointTable, this->morphTable, 16);
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Animation_PlayLoop(&this->skelAnime, &D_060005C0);
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Collider_InitCylinder(globalCtx, &this->collider);
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@ -66,7 +66,7 @@ void EnHs2_Init(Actor* thisx, GlobalContext* globalCtx) {
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osSyncPrintf(VT_FGCOL(CYAN) " ヒヨコの店(子人の時) \n" VT_RST);
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this->actionFunc = func_80A6F1A4;
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this->unk_2A8 = 0;
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this->actor.unk_1F = 6;
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this->actor.targetMode = 6;
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}
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void EnHs2_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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@ -82,8 +82,8 @@ s32 func_80A6F0B4(EnHs2* this, GlobalContext* globalCtx, u16 textId, EnHs2Action
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}
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this->actor.textId = textId;
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if (ABS((s16)(this->actor.yawTowardsLink - this->actor.shape.rot.y)) < 0x2151 &&
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this->actor.xzDistToLink < 100.0f) {
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if (ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) < 0x2151 &&
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this->actor.xzDistToPlayer < 100.0f) {
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this->unk_2A8 |= 0x1;
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func_8002F2CC(&this->actor, globalCtx, 100.0f);
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}
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@ -115,13 +115,13 @@ void EnHs2_Update(Actor* thisx, GlobalContext* globalCtx) {
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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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Actor_MoveForward(&this->actor);
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func_8002E4B4(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
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if (SkelAnime_Update(&this->skelAnime) != 0) {
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this->skelAnime.curFrame = 0.0f;
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}
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this->actionFunc(this, globalCtx);
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if (this->unk_2A8 & 0x1) {
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func_80038290(globalCtx, &this->actor, &this->unk_29C, &this->unk_2A2, this->actor.posRot2.pos);
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func_80038290(globalCtx, &this->actor, &this->unk_29C, &this->unk_2A2, this->actor.focus.pos);
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this->unk_2A8 &= ~1;
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} else {
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Math_SmoothStepToS(&this->unk_29C.x, 12800, 6, 6200, 100);
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@ -158,7 +158,7 @@ void EnHs2_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
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EnHs2* this = THIS;
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if (limbIndex == 9) {
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Matrix_MultVec3f(&D_80A6F4CC, &this->actor.posRot2.pos);
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Matrix_MultVec3f(&D_80A6F4CC, &this->actor.focus.pos);
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}
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}
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