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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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@ -17,7 +17,7 @@ void EnLightbox_Draw(Actor* thisx, GlobalContext* globalCtx);
const ActorInit En_Lightbox_InitVars = {
ACTOR_EN_LIGHTBOX,
ACTORTYPE_PROP,
ACTORCAT_PROP,
FLAGS,
OBJECT_LIGHTBOX,
sizeof(EnLightbox),
@ -51,13 +51,13 @@ void EnLightbox_Init(Actor* thisx, GlobalContext* globalCtx) {
break;
}
thisx->posRot2.pos = thisx->posRot.pos;
thisx->colChkInfo.unk_10 = 0x1E;
thisx->colChkInfo.unk_12 = 0x32;
ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawFunc_Circle, 6.0f);
thisx->focus.pos = thisx->world.pos;
thisx->colChkInfo.cylRadius = 30;
thisx->colChkInfo.cylHeight = 50;
ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, 6.0f);
this->dyna.unk_160 = 0;
this->dyna.unk_15C = 0;
thisx->unk_1F = 0;
thisx->targetMode = 0;
thisx->gravity = -2.0f;
CollisionHeader_GetVirtual(&D_06001F10, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, thisx, colHeader);
@ -82,7 +82,7 @@ void EnLightbox_Update(Actor* thisx, GlobalContext* globalCtx) {
} else {
if (thisx->speedXZ) {
if (thisx->bgCheckFlags & 8) {
thisx->posRot.rot.y = (thisx->posRot.rot.y + thisx->wallPolyRot) - thisx->posRot.rot.y;
thisx->world.rot.y = (thisx->world.rot.y + thisx->wallYaw) - thisx->world.rot.y;
Audio_PlaySoundGeneral(NA_SE_EV_BOMB_BOUND, &thisx->projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
thisx->speedXZ *= 0.7f;
@ -106,8 +106,9 @@ void EnLightbox_Update(Actor* thisx, GlobalContext* globalCtx) {
}
}
Actor_MoveForward(thisx);
func_8002E4B4(globalCtx, thisx, thisx->colChkInfo.unk_12, thisx->colChkInfo.unk_10, thisx->colChkInfo.unk_10, 0x1D);
thisx->posRot2.pos = thisx->posRot.pos;
Actor_UpdateBgCheckInfo(globalCtx, thisx, thisx->colChkInfo.cylHeight, thisx->colChkInfo.cylRadius,
thisx->colChkInfo.cylRadius, 0x1D);
thisx->focus.pos = thisx->world.pos;
}
void EnLightbox_Draw(Actor* thisx, GlobalContext* globalCtx) {