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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
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GPG key ID: 4AEE18F83AFDEB23
697 changed files with 8157 additions and 7942 deletions

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