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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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@ -23,7 +23,7 @@ void func_80AA21C8(EnMa2* this, GlobalContext* globalCtx);
const ActorInit En_Ma2_InitVars = {
ACTOR_EN_MA2,
ACTORTYPE_NPC,
ACTORCAT_NPC,
FLAGS,
OBJECT_MA2,
sizeof(EnMa2),
@ -141,7 +141,7 @@ void func_80AA1AE4(EnMa2* this, GlobalContext* globalCtx) {
phi_a3 = 0;
}
this->unk_1E0.unk_18 = player->actor.posRot.pos;
this->unk_1E0.unk_18 = player->actor.world.pos;
this->unk_1E0.unk_14 = 0.0f;
func_80034A14(&this->actor, &this->unk_1E0, 0, phi_a3);
@ -223,7 +223,7 @@ void EnMa2_Init(Actor* thisx, GlobalContext* globalCtx) {
EnMa2* this = THIS;
s32 pad;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 18.0f);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 18.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06008D90, NULL, NULL, NULL, 0);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
@ -251,9 +251,9 @@ void EnMa2_Init(Actor* thisx, GlobalContext* globalCtx) {
return;
}
func_8002E4B4(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_SetScale(&this->actor, 0.01f);
this->actor.unk_1F = 6;
this->actor.targetMode = 6;
this->unk_1E0.unk_00 = 0;
}
@ -279,7 +279,7 @@ void func_80AA204C(EnMa2* this, GlobalContext* globalCtx) {
player->stateFlags2 |= 0x2000000;
func_8010BD58(globalCtx, 0x23);
this->actionFunc = func_80AA20E4;
} else if (this->actor.xzDistToLink < 30.0f + (f32)this->collider.dim.radius) {
} else if (this->actor.xzDistToPlayer < 30.0f + (f32)this->collider.dim.radius) {
player->stateFlags2 |= 0x800000;
}
}
@ -367,7 +367,7 @@ void EnMa2_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_ma2.c", 904);
if (limbIndex == 18) {
Matrix_MultVec3f(&vec, &this->actor.posRot2.pos);
Matrix_MultVec3f(&vec, &this->actor.focus.pos);
}
if ((limbIndex == 14) && (this->skelAnime.animation == &D_060093BC)) {
gSPDisplayList(POLY_OPA_DISP++, D_06005420);
@ -385,7 +385,7 @@ void EnMa2_Draw(Actor* thisx, GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_ma2.c", 955);
camera = ACTIVE_CAM;
someFloat = Math_Vec3f_DistXZ(&this->actor.posRot.pos, &camera->eye);
someFloat = Math_Vec3f_DistXZ(&this->actor.world.pos, &camera->eye);
func_800F6268(someFloat, 0x2F);
func_80093D18(globalCtx->state.gfxCtx);