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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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@ -19,7 +19,7 @@ void func_80A89304(EnJs* this, GlobalContext* globalCtx);
const ActorInit En_Js_InitVars = {
ACTOR_EN_JS,
ACTORTYPE_NPC,
ACTORCAT_NPC,
FLAGS,
OBJECT_JS,
sizeof(EnJs),
@ -71,8 +71,8 @@ void EnJs_Init(Actor* thisx, GlobalContext* globalCtx) {
En_Js_SetupAction(this, func_80A89304);
this->unk_284 = 0;
this->actor.gravity = -1.0f;
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_JSJUTAN, this->actor.posRot.pos.x,
this->actor.posRot.pos.y, this->actor.posRot.pos.z, 0, 0, 0, 0);
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_JSJUTAN, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
}
void EnJs_Destroy(Actor* thisx, GlobalContext* globalCtx) {
@ -88,9 +88,9 @@ u8 func_80A88F64(EnJs* this, GlobalContext* globalCtx, u16 textId) {
return 1;
} else {
this->actor.textId = textId;
yawDiff = this->actor.yawTowardsLink - this->actor.shape.rot.y;
yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if (ABS(yawDiff) <= 0x1800 && this->actor.xzDistToLink < 100.0f) {
if (ABS(yawDiff) <= 0x1800 && this->actor.xzDistToPlayer < 100.0f) {
this->unk_284 |= 1;
func_8002F2CC(&this->actor, globalCtx, 100.0f);
}
@ -175,21 +175,21 @@ void EnJs_Update(Actor* thisx, GlobalContext* globalCtx) {
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
Actor_MoveForward(&this->actor);
func_8002E4B4(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
if (this->actor.bgCheckFlags & 1) {
if (SurfaceType_GetSfx(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorPolySource) == 1) {
Math_ApproachF(&this->actor.shape.unk_08, sREG(80) + -2000.0f, 1.0f, (sREG(81) / 10.0f) + 50.0f);
if (SurfaceType_GetSfx(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorBgId) == 1) {
Math_ApproachF(&this->actor.shape.yOffset, sREG(80) + -2000.0f, 1.0f, (sREG(81) / 10.0f) + 50.0f);
}
} else {
Math_ApproachZeroF(&this->actor.shape.unk_08, 1.0f, (sREG(81) / 10.0f) + 50.0f);
Math_ApproachZeroF(&this->actor.shape.yOffset, 1.0f, (sREG(81) / 10.0f) + 50.0f);
}
if (SkelAnime_Update(&this->skelAnime)) {
this->skelAnime.curFrame = 0.0f;
}
this->actionFunc(this, globalCtx);
if (this->unk_284 & 1) {
func_80038290(globalCtx, &this->actor, &this->unk_278, &this->unk_27E, this->actor.posRot2.pos);
func_80038290(globalCtx, &this->actor, &this->unk_278, &this->unk_27E, this->actor.focus.pos);
} else {
Math_SmoothStepToS(&this->unk_278.x, 0, 6, 0x1838, 0x64);
Math_SmoothStepToS(&this->unk_278.y, 0, 6, 0x1838, 0x64);
@ -223,7 +223,7 @@ void EnJs_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec
EnJs* this = THIS;
if (limbIndex == 12) {
Matrix_MultVec3f(&D_80A896DC, &this->actor.posRot2.pos);
Matrix_MultVec3f(&D_80A896DC, &this->actor.focus.pos);
}
}
void EnJs_Draw(Actor* thisx, GlobalContext* globalCtx) {