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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:
parent
20206fba0d
commit
00a5edea71
697 changed files with 8157 additions and 7942 deletions
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@ -35,7 +35,7 @@ static s16 D_80A7DEB8 = 0;
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const ActorInit En_Insect_InitVars = {
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ACTOR_EN_INSECT,
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ACTORTYPE_ITEMACTION,
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ACTORCAT_ITEMACTION,
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FLAGS,
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OBJECT_GAMEPLAY_KEEP,
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sizeof(EnInsect),
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@ -94,12 +94,12 @@ s32 func_80A7BE6C(EnInsect* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Vec3f pos;
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if (this->actor.xzDistToLink < 32.0f) {
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pos.x = Math_SinS(this->actor.yawTowardsLink + 0x8000) * 16.0f + player->actor.posRot.pos.x;
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pos.y = player->actor.posRot.pos.y;
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pos.z = Math_CosS(this->actor.yawTowardsLink + 0x8000) * 16.0f + player->actor.posRot.pos.z;
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if (this->actor.xzDistToPlayer < 32.0f) {
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pos.x = Math_SinS(this->actor.yawTowardsPlayer + 0x8000) * 16.0f + player->actor.world.pos.x;
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pos.y = player->actor.world.pos.y;
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pos.z = Math_CosS(this->actor.yawTowardsPlayer + 0x8000) * 16.0f + player->actor.world.pos.z;
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if (EnInsect_XZDistanceSquared(&pos, &this->actor.posRot.pos) <= 400.0f) {
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if (EnInsect_XZDistanceSquared(&pos, &this->actor.world.pos) <= 400.0f) {
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return 1;
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}
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}
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@ -123,14 +123,14 @@ s32 EnInsect_FoundNearbySoil(EnInsect* this, GlobalContext* globalCtx) {
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s32 ret;
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ret = 0;
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currentActor = globalCtx->actorCtx.actorList[ACTORTYPE_ITEMACTION].first;
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currentActor = globalCtx->actorCtx.actorLists[ACTORCAT_ITEMACTION].head;
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bestDistance = 6400.0f;
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this->soilActor = NULL;
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while (currentActor != NULL) {
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if (currentActor->id == ACTOR_OBJ_MAKEKINSUTA) {
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currentDistance = Math3D_Dist2DSq(this->actor.posRot.pos.x, this->actor.posRot.pos.z,
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currentActor->posRot.pos.x, currentActor->posRot.pos.z);
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currentDistance = Math3D_Dist2DSq(this->actor.world.pos.x, this->actor.world.pos.z,
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currentActor->world.pos.x, currentActor->world.pos.z);
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if (currentDistance < bestDistance && currentActor->room == this->actor.room) {
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ret = 1;
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@ -191,12 +191,12 @@ void EnInsect_Init(Actor* thisx, GlobalContext* globalCtx) {
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}
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if (temp_s2 == 2) {
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this->actor.posRot.rot.z = 0;
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this->actor.shape.rot.z = this->actor.posRot.rot.z;
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this->actor.world.rot.z = 0;
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this->actor.shape.rot.z = this->actor.world.rot.z;
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for (count = 0; count < 2; count++) {
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_INSECT, this->actor.posRot.pos.x,
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this->actor.posRot.pos.y, this->actor.posRot.pos.z, this->actor.shape.rot.x,
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_INSECT, this->actor.world.pos.x,
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this->actor.world.pos.y, this->actor.world.pos.z, this->actor.shape.rot.x,
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this->actor.shape.rot.y, this->actor.shape.rot.z, 3);
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if (globalCtx) {}
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@ -252,7 +252,7 @@ void func_80A7C3F4(EnInsect* this, GlobalContext* globalCtx) {
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this->skelAnime.playSpeed = CLAMP(playSpeed, 0.0f, 1.9f);
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SkelAnime_Update(&this->skelAnime);
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this->actor.shape.rot.y = this->actor.posRot.rot.y;
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this->actor.shape.rot.y = this->actor.world.rot.y;
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if (this->unk_31A <= 0) {
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func_80A7C598(this);
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}
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@ -262,7 +262,7 @@ void func_80A7C3F4(EnInsect* this, GlobalContext* globalCtx) {
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func_80A7CBC8(this);
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} else if ((this->unk_314 & 1) && (this->actor.bgCheckFlags & 0x40)) {
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func_80A7CE60(this);
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} else if (this->actor.xzDistToLink < 40.0f) {
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} else if (this->actor.xzDistToPlayer < 40.0f) {
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func_80A7C818(this);
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}
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}
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@ -282,16 +282,15 @@ void func_80A7C5EC(EnInsect* this, GlobalContext* globalCtx) {
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Math_SmoothStepToF(&this->actor.speedXZ, 1.5f, 0.1f, 0.5f, 0.0f);
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if (EnInsect_XZDistanceSquared(&this->actor.posRot.pos, &this->actor.initPosRot.pos) > 1600.0f ||
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(this->unk_31A < 4)) {
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yaw = Math_Vec3f_Yaw(&this->actor.posRot.pos, &this->actor.initPosRot.pos);
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Math_ScaledStepToS(&this->actor.posRot.rot.y, yaw, 2000);
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if (EnInsect_XZDistanceSquared(&this->actor.world.pos, &this->actor.home.pos) > 1600.0f || (this->unk_31A < 4)) {
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yaw = Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.home.pos);
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Math_ScaledStepToS(&this->actor.world.rot.y, yaw, 2000);
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} else if (this->actor.child != NULL && &this->actor != this->actor.child) {
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yaw = Math_Vec3f_Yaw(&this->actor.posRot.pos, &this->actor.child->posRot.pos);
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Math_ScaledStepToS(&this->actor.posRot.rot.y, yaw, 2000);
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yaw = Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.child->world.pos);
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Math_ScaledStepToS(&this->actor.world.rot.y, yaw, 2000);
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}
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this->actor.shape.rot.y = this->actor.posRot.rot.y;
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this->actor.shape.rot.y = this->actor.world.rot.y;
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this->skelAnime.playSpeed = CLAMP(this->actor.speedXZ * 1.4f, 0.7f, 1.9f);
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SkelAnime_Update(&this->skelAnime);
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@ -305,7 +304,7 @@ void func_80A7C5EC(EnInsect* this, GlobalContext* globalCtx) {
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func_80A7CBC8(this);
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} else if ((this->unk_314 & 1) && (this->actor.bgCheckFlags & 0x40)) {
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func_80A7CE60(this);
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} else if (this->actor.xzDistToLink < 40.0f) {
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} else if (this->actor.xzDistToPlayer < 40.0f) {
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func_80A7C818(this);
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}
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}
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@ -323,17 +322,16 @@ void func_80A7C86C(EnInsect* this, GlobalContext* globalCtx) {
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s16 pad3;
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s16 frames;
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s16 yaw;
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s16 sp38 = this->actor.xzDistToLink < 40.0f;
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s16 sp38 = this->actor.xzDistToPlayer < 40.0f;
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Math_SmoothStepToF(&this->actor.speedXZ, 1.8f, 0.1f, 0.5f, 0.0f);
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if (EnInsect_XZDistanceSquared(&this->actor.posRot.pos, &this->actor.initPosRot.pos) > 25600.0f ||
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this->unk_31A < 4) {
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yaw = Math_Vec3f_Yaw(&this->actor.posRot.pos, &this->actor.initPosRot.pos);
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Math_ScaledStepToS(&this->actor.posRot.rot.y, yaw, 2000);
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if (EnInsect_XZDistanceSquared(&this->actor.world.pos, &this->actor.home.pos) > 25600.0f || this->unk_31A < 4) {
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yaw = Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.home.pos);
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Math_ScaledStepToS(&this->actor.world.rot.y, yaw, 2000);
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} else if (sp38 != 0) {
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frames = globalCtx->state.frames;
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yaw = this->actor.yawTowardsLink + 0x8000;
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yaw = this->actor.yawTowardsPlayer + 0x8000;
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if (frames & 0x10) {
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if (frames & 0x20) {
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@ -345,9 +343,9 @@ void func_80A7C86C(EnInsect* this, GlobalContext* globalCtx) {
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}
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}
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if (globalCtx) {}
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Math_ScaledStepToS(&this->actor.posRot.rot.y, yaw, 2000);
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Math_ScaledStepToS(&this->actor.world.rot.y, yaw, 2000);
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}
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this->actor.shape.rot.y = this->actor.posRot.rot.y;
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this->actor.shape.rot.y = this->actor.world.rot.y;
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this->skelAnime.playSpeed = CLAMP(this->actor.speedXZ * 1.6f, 0.8f, 1.9f);
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SkelAnime_Update(&this->skelAnime);
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@ -394,7 +392,7 @@ void func_80A7CBC8(EnInsect* this) {
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func_80A7BF58(this);
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this->skelAnime.playSpeed = 1.9f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_MUSI_SINK);
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Math_Vec3f_Copy(&this->actor.initPosRot.pos, &this->actor.posRot.pos);
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Math_Vec3f_Copy(&this->actor.home.pos, &this->actor.world.pos);
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this->actionFunc = func_80A7CC3C;
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this->unk_314 &= ~0x100;
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this->unk_314 |= 0x8;
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@ -411,9 +409,9 @@ void func_80A7CC3C(EnInsect* this, GlobalContext* globalCtx) {
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Actor_SetScale(&this->actor, CLAMP_MIN(this->actor.scale.x - 0.0002f, 0.001f));
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this->actor.shape.unk_08 -= 0.8f;
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this->actor.posRot.pos.x = Rand_ZeroOne() + this->actor.initPosRot.pos.x - 0.5f;
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this->actor.posRot.pos.z = Rand_ZeroOne() + this->actor.initPosRot.pos.z - 0.5f;
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this->actor.shape.yOffset -= 0.8f;
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this->actor.world.pos.x = Rand_ZeroOne() + this->actor.home.pos.x - 0.5f;
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this->actor.world.pos.z = Rand_ZeroOne() + this->actor.home.pos.z - 0.5f;
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SkelAnime_Update(&this->skelAnime);
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@ -421,13 +419,13 @@ void func_80A7CC3C(EnInsect* this, GlobalContext* globalCtx) {
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velocity.x = Math_SinS(this->actor.shape.rot.y) * -0.6f;
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velocity.y = Math_SinS(this->actor.shape.rot.x) * 0.6f;
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velocity.z = Math_CosS(this->actor.shape.rot.y) * -0.6f;
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func_800286CC(globalCtx, &this->actor.posRot.pos, &velocity, &accel, Rand_ZeroOne() * 5.0f + 8.0f,
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func_800286CC(globalCtx, &this->actor.world.pos, &velocity, &accel, Rand_ZeroOne() * 5.0f + 8.0f,
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Rand_ZeroOne() * 5.0f + 8.0f);
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}
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if (this->unk_31A <= 0) {
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if ((this->unk_314 & 0x10) && this->soilActor != NULL &&
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Math3D_Vec3fDistSq(&this->soilActor->actor.posRot.pos, &this->actor.posRot.pos) < 64.0f) {
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Math3D_Vec3fDistSq(&this->soilActor->actor.world.pos, &this->actor.world.pos) < 64.0f) {
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this->soilActor->unk_152 = 1;
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}
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Actor_Kill(&this->actor);
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@ -459,7 +457,7 @@ void func_80A7CEC0(EnInsect* this, GlobalContext* globalCtx) {
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Math_StepToF(&this->actor.speedXZ, 0.0f, 0.02f);
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}
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this->actor.velocity.y = 0.0f;
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this->actor.posRot.pos.y += this->actor.yDistToWater;
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this->actor.world.pos.y += this->actor.yDistToWater;
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this->skelAnime.playSpeed = CLAMP(this->unk_31A * 0.018f, 0.1f, 1.9f);
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SkelAnime_Update(&this->skelAnime);
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@ -481,7 +479,7 @@ void func_80A7CEC0(EnInsect* this, GlobalContext* globalCtx) {
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}
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this->unk_316 = phi_v0;
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}
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this->actor.posRot.rot.y += this->unk_316;
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this->actor.world.rot.y += this->unk_316;
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temp_v1 = this->skelAnime.playSpeed * 1000.0f;
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if (this->unk_318 < -temp_v1) {
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@ -496,13 +494,13 @@ void func_80A7CEC0(EnInsect* this, GlobalContext* globalCtx) {
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}
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this->actor.shape.rot.y += this->unk_318;
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Math_ScaledStepToS(&this->actor.posRot.rot.x, 0, 3000);
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this->actor.shape.rot.x = this->actor.posRot.rot.x;
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Math_ScaledStepToS(&this->actor.world.rot.x, 0, 3000);
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this->actor.shape.rot.x = this->actor.world.rot.x;
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if (Rand_ZeroOne() < 0.03f) {
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sp40.x = this->actor.posRot.pos.x;
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sp40.y = this->actor.posRot.pos.y + this->actor.yDistToWater;
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sp40.z = this->actor.posRot.pos.z;
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sp40.x = this->actor.world.pos.x;
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sp40.y = this->actor.world.pos.y + this->actor.yDistToWater;
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sp40.z = this->actor.world.pos.z;
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EffectSsGRipple_Spawn(globalCtx, &sp40, 20, 100, 4);
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EffectSsGRipple_Spawn(globalCtx, &sp40, 40, 200, 8);
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}
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@ -538,7 +536,7 @@ void func_80A7D26C(EnInsect* this, GlobalContext* globalCtx) {
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Actor_SetScale(&this->actor, CLAMP_MIN(this->actor.scale.x - 0.00005f, 0.001f));
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if (this->actor.yDistToWater > 5.0f && this->actor.yDistToWater < 30.0f && Rand_ZeroOne() < 0.3f) {
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EffectSsBubble_Spawn(globalCtx, &this->actor.posRot.pos, -5.0f, 5.0f, 5.0f, (Rand_ZeroOne() * 0.04f) + 0.02f);
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EffectSsBubble_Spawn(globalCtx, &this->actor.world.pos, -5.0f, 5.0f, 5.0f, (Rand_ZeroOne() * 0.04f) + 0.02f);
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}
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if (this->unk_31A <= 0) {
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@ -552,7 +550,7 @@ void func_80A7D39C(EnInsect* this) {
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this->unk_324 = 1.5f;
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this->unk_328 = Rand_ZeroOne() * 65535.5f;
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this->unk_316 = (Rand_ZeroOne() - 0.5f) * 1500.0f;
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this->actor.posRot.rot.y = Rand_ZeroOne() * 65535.5f;
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this->actor.world.rot.y = Rand_ZeroOne() * 65535.5f;
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Actor_SetScale(&this->actor, 0.003f);
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this->actionFunc = func_80A7D460;
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this->unk_314 |= 0x100;
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@ -574,7 +572,7 @@ void func_80A7D460(EnInsect* this, GlobalContext* globalCtx) {
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sp3A = this->actor.params & 3;
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if (this->soilActor != NULL) {
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sp40 = Math3D_Vec3fDistSq(&this->actor.posRot.pos, &this->soilActor->actor.posRot.pos);
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sp40 = Math3D_Vec3fDistSq(&this->actor.world.pos, &this->soilActor->actor.world.pos);
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} else {
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if (this->unk_314 & 0x10) {
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osSyncPrintf(VT_COL(YELLOW, BLACK));
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@ -603,13 +601,13 @@ void func_80A7D460(EnInsect* this, GlobalContext* globalCtx) {
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}
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if (this->soilActor != NULL && Rand_ZeroOne() < 0.07f) {
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this->actor.initPosRot.pos.x = (Rand_ZeroOne() - 0.5f) * phi_f2 + thisTemp->soilActor->actor.posRot.pos.x;
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this->actor.initPosRot.pos.y = thisTemp->soilActor->actor.posRot.pos.y;
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this->actor.initPosRot.pos.z = (Rand_ZeroOne() - 0.5f) * phi_f2 + thisTemp->soilActor->actor.posRot.pos.z;
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this->actor.home.pos.x = (Rand_ZeroOne() - 0.5f) * phi_f2 + thisTemp->soilActor->actor.world.pos.x;
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this->actor.home.pos.y = thisTemp->soilActor->actor.world.pos.y;
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this->actor.home.pos.z = (Rand_ZeroOne() - 0.5f) * phi_f2 + thisTemp->soilActor->actor.world.pos.z;
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}
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if (D_80A7DEB0 > 0.999f) {
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this->unk_328 = Math_Vec3f_Yaw(&this->actor.posRot.pos, &this->actor.initPosRot.pos);
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this->unk_328 = Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.home.pos);
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this->unk_324 = Rand_ZeroOne() * 0.6f + 0.6f;
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} else if (Rand_ZeroOne() < 0.07f) {
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if (this->unk_324 > 1.0f) {
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@ -631,23 +629,23 @@ void func_80A7D460(EnInsect* this, GlobalContext* globalCtx) {
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}
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sp38 = (Rand_ZeroOne() - 0.5f) * 65535.0f * sp34;
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this->unk_328 = Math_Vec3f_Yaw(&this->actor.posRot.pos, &this->actor.initPosRot.pos) + sp38;
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this->unk_328 = Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.home.pos) + sp38;
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}
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Actor_SetScale(&this->actor, CLAMP_MAX(thisTemp->actor.scale.x + 0.0008f, 0.01f));
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if (this->actor.bgCheckFlags & 1) {
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Math_SmoothStepToF(&this->actor.speedXZ, this->unk_324, 0.1f, 0.5f, 0.0f);
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Math_ScaledStepToS(&this->actor.posRot.rot.y, this->unk_328, 2000);
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sp50 = Math_ScaledStepToS(&this->actor.posRot.rot.x, 0, 2000);
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this->actor.shape.rot.y = this->actor.posRot.rot.y;
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this->actor.shape.rot.x = this->actor.posRot.rot.x;
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Math_ScaledStepToS(&this->actor.world.rot.y, this->unk_328, 2000);
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sp50 = Math_ScaledStepToS(&this->actor.world.rot.x, 0, 2000);
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this->actor.shape.rot.y = this->actor.world.rot.y;
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this->actor.shape.rot.x = this->actor.world.rot.x;
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} else {
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Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.1f, 0.5f, 0.0f);
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this->actor.speedXZ += (Rand_ZeroOne() - 0.5f) * 0.14f;
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this->actor.velocity.y += Rand_ZeroOne() * 0.12f;
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this->actor.posRot.rot.y += this->unk_316;
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this->actor.shape.rot.y = this->actor.posRot.rot.y;
|
||||
this->actor.world.rot.y += this->unk_316;
|
||||
this->actor.shape.rot.y = this->actor.world.rot.y;
|
||||
this->actor.shape.rot.x -= 2000;
|
||||
}
|
||||
|
||||
|
@ -706,7 +704,7 @@ void func_80A7D460(EnInsect* this, GlobalContext* globalCtx) {
|
|||
} else if (sp50 != 0) {
|
||||
func_80A7C3A0(this);
|
||||
} else if ((sp3A == 2 || sp3A == 3) && (this->unk_314 & 1) && this->unk_31C <= 0 && this->unk_31A <= 0 &&
|
||||
this->actor.groundY < -31990.0f) {
|
||||
this->actor.floorHeight < -31990.0f) {
|
||||
osSyncPrintf(VT_COL(YELLOW, BLACK));
|
||||
// BG missing? To do Actor_delete
|
||||
osSyncPrintf("BG 抜け? Actor_delete します(%s %d)\n", "../z_en_mushi.c", 1197);
|
||||
|
@ -761,7 +759,7 @@ void EnInsect_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
|
||||
if (phi_v0 != 0) {
|
||||
phi_v0 |= 0x40;
|
||||
func_8002E4B4(globalCtx, &this->actor, 8.0f, 5.0f, 0.0f, phi_v0);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 8.0f, 5.0f, 0.0f, phi_v0);
|
||||
}
|
||||
|
||||
if (Actor_HasParent(&this->actor, globalCtx)) {
|
||||
|
@ -773,7 +771,7 @@ void EnInsect_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
} else {
|
||||
func_80A7CA64(this);
|
||||
}
|
||||
} else if (this->actor.xzDistToLink < 50.0f && this->actionFunc != func_80A7CAD0) {
|
||||
} else if (this->actor.xzDistToPlayer < 50.0f && this->actionFunc != func_80A7CAD0) {
|
||||
if (!(this->unk_314 & 0x20) && this->unk_31C < 180) {
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
}
|
||||
|
@ -784,7 +782,7 @@ void EnInsect_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
}
|
||||
}
|
||||
|
||||
Actor_SetHeight(&this->actor, 0.0f);
|
||||
Actor_SetFocus(&this->actor, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue