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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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@ -48,7 +48,7 @@ extern AnimationHeader D_06000214;
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const ActorInit En_Kakasi_InitVars = {
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ACTOR_EN_KAKASI,
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ACTORTYPE_NPC,
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ACTORCAT_NPC,
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FLAGS,
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OBJECT_KA,
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sizeof(EnKakasi),
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@ -69,14 +69,14 @@ void EnKakasi_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnKakasi* this = THIS;
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osSyncPrintf("\n\n");
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osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ Let’s DANCE! ☆☆☆☆☆ %f\n" VT_RST, this->actor.posRot.pos.y);
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osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ Let’s DANCE! ☆☆☆☆☆ %f\n" VT_RST, this->actor.world.pos.y);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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this->actor.unk_1F = 6;
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this->actor.targetMode = 6;
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SkelAnime_InitFlex(globalCtx, &this->skelanime, &D_060065B0, &D_06000214, NULL, NULL, 0);
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this->rot = this->actor.posRot.rot;
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this->rot = this->actor.world.rot;
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this->actor.flags |= 0x400;
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this->actor.colChkInfo.mass = MASS_IMMOVABLE;
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@ -199,8 +199,8 @@ void func_80A8F660(EnKakasi* this, GlobalContext* globalCtx) {
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void func_80A8F75C(EnKakasi* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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s16 yawTowardsLink;
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s16 absyawTowardsLink;
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s16 yawTowardsPlayer;
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s16 absyawTowardsPlayer;
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func_80A8F28C(this);
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SkelAnime_Update(&this->skelanime);
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@ -214,11 +214,11 @@ void func_80A8F75C(EnKakasi* this, GlobalContext* globalCtx) {
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return;
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}
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yawTowardsLink = this->actor.yawTowardsLink - this->actor.shape.rot.y;
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if (!(this->actor.xzDistToLink > 120.0f)) {
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absyawTowardsLink = ABS(yawTowardsLink);
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yawTowardsPlayer = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
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if (!(this->actor.xzDistToPlayer > 120.0f)) {
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absyawTowardsPlayer = ABS(yawTowardsPlayer);
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if (absyawTowardsLink < 0x4300) {
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if (absyawTowardsPlayer < 0x4300) {
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if (!this->unk_194) {
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if (player->stateFlags2 & 0x1000000) {
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this->camId = func_800800F8(globalCtx, 0x8D4, -0x63, &this->actor, 0);
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@ -230,7 +230,7 @@ void func_80A8F75C(EnKakasi* this, GlobalContext* globalCtx) {
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this->actionFunc = func_80A8F8D0;
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return;
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}
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if (this->actor.xzDistToLink < 80.0f) {
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if (this->actor.xzDistToPlayer < 80.0f) {
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player->stateFlags2 |= 0x800000;
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}
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}
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@ -327,7 +327,7 @@ void EnKakasi_Update(Actor* thisx, GlobalContext* globalCtx) {
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s32 i;
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this->unk_198++;
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this->actor.posRot.rot = this->actor.shape.rot;
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this->actor.world.rot = this->actor.shape.rot;
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for (i = 0; i < ARRAY_COUNT(this->unk_19C); i++) {
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if (this->unk_19C[i] != 0) {
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this->unk_19C[i]--;
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@ -335,10 +335,10 @@ void EnKakasi_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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this->height = 60.0f;
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Actor_SetHeight(&this->actor, this->height);
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Actor_SetFocus(&this->actor, this->height);
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this->actionFunc(this, globalCtx);
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Actor_MoveForward(&this->actor);
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func_8002E4B4(globalCtx, &this->actor, 50.0f, 50.0f, 100.0f, 28);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 50.0f, 100.0f, 28);
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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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}
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