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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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@ -27,7 +27,7 @@ void func_80A7A4BC(EnIn* this, GlobalContext* globalCtx);
const ActorInit En_In_InitVars = {
ACTOR_EN_IN,
ACTORTYPE_NPC,
ACTORCAT_NPC,
FLAGS,
OBJECT_IN,
sizeof(EnIn),
@ -310,7 +310,7 @@ void func_80A795C8(EnIn* this, GlobalContext* globalCtx) {
this->unk_308.unk_18 = globalCtx->view.eye;
this->unk_308.unk_14 = 60.0f;
} else {
this->unk_308.unk_18 = player->actor.posRot.pos;
this->unk_308.unk_18 = player->actor.world.pos;
this->unk_308.unk_14 = 16.0f;
}
func_80034A14(&this->actor, &this->unk_308, 1, phi_a3);
@ -435,23 +435,23 @@ void func_80A79C78(EnIn* this, GlobalContext* globalCtx) {
this->camId = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, 0, 1);
Gameplay_ChangeCameraStatus(globalCtx, this->camId, 7);
sp48.x = this->actor.posRot.pos.x;
sp48.y = this->actor.posRot.pos.y + 60.0f;
sp48.z = this->actor.posRot.pos.z;
sp48.x = this->actor.world.pos.x;
sp48.y = this->actor.world.pos.y + 60.0f;
sp48.z = this->actor.world.pos.z;
sp3C.x = sp48.x;
sp3C.y = sp48.y - 22.0f;
sp3C.z = sp48.z + 40.0f;
Gameplay_CameraSetAtEye(globalCtx, this->camId, &sp48, &sp3C);
this->actor.shape.rot.y = Math_Vec3f_Yaw(&this->actor.posRot.pos, &sp3C);
this->actor.shape.rot.y = Math_Vec3f_Yaw(&this->actor.world.pos, &sp3C);
this->unk_308.unk_08 = zeroVec;
this->unk_308.unk_0E = zeroVec;
func_8010B680(globalCtx, 0x2025, NULL);
this->unk_308.unk_00 = 1;
player->actor.posRot.pos = this->actor.posRot.pos;
player->actor.posRot.pos.x += 100.0f * Math_SinS(this->actor.shape.rot.y);
player->actor.posRot.pos.z += 100.0f * Math_CosS(this->actor.shape.rot.y);
player->actor.world.pos = this->actor.world.pos;
player->actor.world.pos.x += 100.0f * Math_SinS(this->actor.shape.rot.y);
player->actor.world.pos.z += 100.0f * Math_CosS(this->actor.shape.rot.y);
if (player->rideActor != NULL) {
player->rideActor->posRot.pos = player->actor.posRot.pos;
player->rideActor->world.pos = player->actor.world.pos;
player->rideActor->freezeTimer = 10;
}
player->actor.freezeTimer = 10;
@ -494,7 +494,7 @@ void func_80A79FB0(EnIn* this, GlobalContext* globalCtx) {
s32 sp3C = 0;
if (Object_IsLoaded(&globalCtx->objectCtx, this->ingoObjBankIndex) || this->actor.params <= 0) {
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_06013B88, NULL, this->jointTable, this->morphTable, 20);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
@ -504,7 +504,7 @@ void func_80A79FB0(EnIn* this, GlobalContext* globalCtx) {
return;
}
Actor_SetScale(&this->actor, 0.01f);
this->actor.unk_1F = 6;
this->actor.targetMode = 6;
this->unk_308.unk_00 = 0;
this->actionFunc = func_80A7A4BC;
@ -563,7 +563,7 @@ void func_80A79FB0(EnIn* this, GlobalContext* globalCtx) {
gSaveContext.eventInf[0] = 0;
break;
case 1:
this->actor.unk_1F = 3;
this->actor.targetMode = 3;
func_80A796EC(this, 2);
this->actionFunc = func_80A7A568;
func_80088B34(0x3C);
@ -579,7 +579,7 @@ void func_80A79FB0(EnIn* this, GlobalContext* globalCtx) {
break;
case 5:
case 6:
this->actor.unk_1F = 3;
this->actor.targetMode = 3;
func_80A796EC(this, 6);
this->unk_1EC = 8;
this->actionFunc = func_80A7AA40;
@ -755,8 +755,8 @@ void func_80A7AA40(EnIn* this, GlobalContext* globalCtx) {
this->unk_300 = 50.0f;
this->unk_304 = 50.0f;
sp30 = this->actor.posRot.pos;
sp24 = this->actor.posRot.pos;
sp30 = this->actor.world.pos;
sp24 = this->actor.world.pos;
sp30.x += this->unk_2F0;
sp30.y += this->unk_2F4;
@ -821,8 +821,8 @@ void func_80A7ABD4(EnIn* this, GlobalContext* globalCtx) {
Math_SmoothStepToF(&this->unk_300, 150.0f, 0.06f, 10000.0f, 0.0f);
Math_SmoothStepToF(&this->unk_304, 300.0f, 0.06f, 10000.0f, 0.0f);
sp48 = this->actor.posRot.pos;
sp3C = this->actor.posRot.pos;
sp48 = this->actor.world.pos;
sp3C = this->actor.world.pos;
sp48.x += this->unk_2F0;
sp48.y += this->unk_2F4;
@ -845,11 +845,11 @@ void func_80A7AE84(EnIn* this, GlobalContext* globalCtx) {
void func_80A7AEF0(EnIn* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
s32 yaw;
Vec3f pos = this->actor.posRot.pos;
Vec3f pos = this->actor.world.pos;
pos.x += 90.0f * Math_SinS(this->actor.shape.rot.y);
pos.z += 90.0f * Math_CosS(this->actor.shape.rot.y);
yaw = Math_Vec3f_Yaw(&pos, &player->actor.posRot.pos);
yaw = Math_Vec3f_Yaw(&pos, &player->actor.world.pos);
if (ABS(yaw) > 0x4000) {
globalCtx->nextEntranceIndex = 0x0476;
globalCtx->sceneLoadFlag = 0x14;
@ -903,7 +903,7 @@ void EnIn_Update(Actor* thisx, GlobalContext* globalCtx) {
if (this->skelAnime.animation == &D_06001BE0 && ((gSaveContext.eventInf[0] & 0xF) != 6)) {
func_80A79690(&this->skelAnime, this, globalCtx);
}
func_8002E4B4(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
}
func_80A79A2C(this);
this->actionFunc(this, globalCtx);
@ -913,7 +913,7 @@ void EnIn_Update(Actor* thisx, GlobalContext* globalCtx) {
if (func_8002F194(&this->actor, globalCtx)) {}
} else {
func_800343CC(globalCtx, &this->actor, &this->unk_308.unk_00,
((this->actor.unk_1F == 6) ? 80.0f : 320.0f) + this->collider.dim.radius, func_80A79168,
((this->actor.targetMode == 6) ? 80.0f : 320.0f) + this->collider.dim.radius, func_80A79168,
func_80A79500);
if (this->unk_308.unk_00 != 0) {
this->unk_1FA = this->unk_1F8;
@ -958,8 +958,8 @@ void EnIn_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_in.c", 2335);
if (limbIndex == 16) {
Matrix_MultVec3f(&D_80A7B9A8, &this->actor.posRot2.pos);
this->actor.posRot2.rot = this->actor.posRot.rot;
Matrix_MultVec3f(&D_80A7B9A8, &this->actor.focus.pos);
this->actor.focus.rot = this->actor.world.rot;
}
if (limbIndex == 12 && this->skelAnime.animation == &D_06014CA8) {
gSPDisplayList(POLY_OPA_DISP++, D_06007A20);