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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
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697 changed files with 8157 additions and 7942 deletions
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@ -18,7 +18,7 @@ void EnLight_UpdateSwitch(Actor* thisx, GlobalContext* globalCtx);
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const ActorInit En_Light_InitVars = {
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ACTOR_EN_LIGHT,
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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(EnLight),
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@ -55,12 +55,12 @@ void EnLight_Init(Actor* thisx, GlobalContext* globalCtx) {
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if (gSaveContext.gameMode == 3) {
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// special case for the credits
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yOffset = (this->actor.params < 0) ? 1 : 40;
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Lights_PointNoGlowSetInfo(&this->lightInfo, this->actor.posRot.pos.x, yOffset + (s16)this->actor.posRot.pos.y,
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this->actor.posRot.pos.z, 255, 255, 180, -1);
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Lights_PointNoGlowSetInfo(&this->lightInfo, this->actor.world.pos.x, yOffset + (s16)this->actor.world.pos.y,
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this->actor.world.pos.z, 255, 255, 180, -1);
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} else {
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yOffset = (this->actor.params < 0) ? 1 : 40;
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Lights_PointGlowSetInfo(&this->lightInfo, this->actor.posRot.pos.x, yOffset + (s16)this->actor.posRot.pos.y,
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this->actor.posRot.pos.z, 255, 255, 180, -1);
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Lights_PointGlowSetInfo(&this->lightInfo, this->actor.world.pos.x, yOffset + (s16)this->actor.world.pos.y,
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this->actor.world.pos.z, 255, 255, 180, -1);
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}
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this->lightNode = LightContext_InsertLight(globalCtx, &globalCtx->lightCtx, &this->lightInfo);
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@ -83,8 +83,8 @@ void EnLight_UpdatePosRot(EnLight* this, GlobalContext* globalCtx) {
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this->actor.shape.rot.y = Camera_GetCamDirYaw(ACTIVE_CAM) + 0x8000;
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if (this->actor.parent != NULL) {
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Math_Vec3f_Copy(&this->actor.posRot.pos, &(this->actor.parent)->posRot.pos);
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this->actor.posRot.pos.y += 17.0f;
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Math_Vec3f_Copy(&this->actor.world.pos, &(this->actor.parent)->world.pos);
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this->actor.world.pos.y += 17.0f;
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}
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this->timer++;
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