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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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@ -47,7 +47,7 @@ extern AnimationHeader D_06000214;
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const ActorInit En_Kakasi2_InitVars = {
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ACTOR_EN_KAKASI2,
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ACTORTYPE_PROP,
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ACTORCAT_PROP,
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FLAGS,
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OBJECT_KA,
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sizeof(EnKakasi2),
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@ -69,11 +69,11 @@ void EnKakasi2_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->switchFlag = this->actor.params & 0x3F;
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spawnRangeY = (this->actor.params >> 6) & 0xFF;
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spawnRangeXZ = this->actor.posRot.rot.z;
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spawnRangeXZ = this->actor.world.rot.z;
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if (this->switchFlag == 0x3F) {
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this->switchFlag = -1;
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}
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this->actor.unk_1F = 4;
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this->actor.targetMode = 4;
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this->maxSpawnDistance.x = (spawnRangeY * 40.0f) + 40.0f;
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this->maxSpawnDistance.y = (spawnRangeXZ * 40.0f) + 40.0f;
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@ -104,7 +104,7 @@ void EnKakasi2_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->actionFunc = func_80A9062C;
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} else {
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this->actionFunc = func_80A90264;
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this->actor.shape.unk_08 = -8000.0f;
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this->actor.shape.yOffset = -8000.0f;
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}
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}
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@ -120,8 +120,8 @@ void func_80A90264(EnKakasi2* this, GlobalContext* globalCtx) {
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this->unk_194++;
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if ((BREG(1) != 0) && (this->actor.xzDistToLink < this->maxSpawnDistance.x) &&
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(fabsf(player->actor.posRot.pos.y - this->actor.posRot.pos.y) < this->maxSpawnDistance.y)) {
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if ((BREG(1) != 0) && (this->actor.xzDistToPlayer < this->maxSpawnDistance.x) &&
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(fabsf(player->actor.world.pos.y - this->actor.world.pos.y) < this->maxSpawnDistance.y)) {
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this->actor.draw = func_80A90948;
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Collider_InitCylinder(globalCtx, &this->collider);
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@ -137,8 +137,8 @@ void func_80A90264(EnKakasi2* this, GlobalContext* globalCtx) {
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osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ SAVE 終了 ☆☆☆☆☆ %d\n" VT_RST, this->switchFlag);
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this->actionFunc = func_80A904D8;
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} else if ((this->actor.xzDistToLink < this->maxSpawnDistance.x) &&
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(fabsf(player->actor.posRot.pos.y - this->actor.posRot.pos.y) < this->maxSpawnDistance.y) &&
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} else if ((this->actor.xzDistToPlayer < this->maxSpawnDistance.x) &&
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(fabsf(player->actor.world.pos.y - this->actor.world.pos.y) < this->maxSpawnDistance.y) &&
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(gSaveContext.eventChkInf[9] & 0x1000)) {
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this->unk_194 = 0;
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@ -180,11 +180,11 @@ void func_80A90578(EnKakasi2* this, GlobalContext* globalCtx) {
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}
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this->actor.shape.rot.y += 0x800;
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Math_ApproachZeroF(&this->actor.shape.unk_08, 0.5f, 500.0f);
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Math_ApproachZeroF(&this->actor.shape.yOffset, 0.5f, 500.0f);
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if (this->actor.shape.unk_08 > -100.0f) {
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if (this->actor.shape.yOffset > -100.0f) {
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this->actionFunc = func_80A9062C;
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this->actor.shape.unk_08 = 0.0f;
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this->actor.shape.yOffset = 0.0f;
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}
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}
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@ -207,12 +207,12 @@ void EnKakasi2_Update(Actor* thisx, GlobalContext* globalCtx) {
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EnKakasi2* this = THIS;
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GlobalContext* globalCtx2 = globalCtx;
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this->actor.posRot.rot = this->actor.shape.rot;
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Actor_SetHeight(&this->actor, this->height);
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this->actor.world.rot = this->actor.shape.rot;
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Actor_SetFocus(&this->actor, this->height);
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this->actionFunc(this, globalCtx2);
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Actor_MoveForward(&this->actor);
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if (this->actor.shape.unk_08 == 0.0f) {
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if (this->actor.shape.yOffset == 0.0f) {
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Collider_UpdateCylinder(&this->actor, &this->collider);
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CollisionCheck_SetAC(globalCtx2, &globalCtx2->colChkCtx, &this->collider.base);
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CollisionCheck_SetOC(globalCtx2, &globalCtx2->colChkCtx, &this->collider.base);
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@ -220,21 +220,21 @@ void EnKakasi2_Update(Actor* thisx, GlobalContext* globalCtx) {
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if (BREG(0) != 0) {
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if (BREG(5) != 0) {
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osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ this->actor.player_distance ☆☆☆☆☆ %f\n" VT_RST,
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this->actor.xzDistToLink);
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this->actor.xzDistToPlayer);
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osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ this->hosei.x ☆☆☆☆☆ %f\n" VT_RST, this->maxSpawnDistance.x);
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osSyncPrintf("\n\n");
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}
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if (this->actor.draw == NULL) {
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if (this->unk_194 != 0) {
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if ((this->unk_194 % 2) == 0) {
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DebugDisplay_AddObject(this->actor.posRot.pos.x, this->actor.posRot.pos.y, this->actor.posRot.pos.z,
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this->actor.posRot.rot.x, this->actor.posRot.rot.y, this->actor.posRot.rot.z,
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DebugDisplay_AddObject(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z,
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this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z,
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1.0f, 1.0f, 1.0f, 70, 70, 70, 255, 4, globalCtx2->state.gfxCtx);
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}
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} else {
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DebugDisplay_AddObject(this->actor.posRot.pos.x, this->actor.posRot.pos.y, this->actor.posRot.pos.z,
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this->actor.posRot.rot.x, this->actor.posRot.rot.y, this->actor.posRot.rot.z,
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1.0f, 1.0f, 1.0f, 0, 255, 255, 255, 4, globalCtx2->state.gfxCtx);
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DebugDisplay_AddObject(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z,
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this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, 1.0f,
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1.0f, 1.0f, 0, 255, 255, 255, 4, globalCtx2->state.gfxCtx);
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}
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}
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}
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