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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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20206fba0d
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697 changed files with 8157 additions and 7942 deletions
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@ -27,7 +27,7 @@ void func_80AA3200(EnMa3* this, GlobalContext* globalCtx);
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const ActorInit En_Ma3_InitVars = {
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ACTOR_EN_MA3,
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ACTORTYPE_NPC,
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ACTORCAT_NPC,
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FLAGS,
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OBJECT_MA2,
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sizeof(EnMa3),
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@ -200,7 +200,7 @@ void func_80AA2E54(EnMa3* this, GlobalContext* globalCtx) {
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phi_a3 = 0;
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}
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this->unk_1E0.unk_18 = player->actor.posRot.pos;
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this->unk_1E0.unk_18 = player->actor.world.pos;
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this->unk_1E0.unk_14 = 0.0f;
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func_80034A14(&this->actor, &this->unk_1E0, 0, phi_a3);
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}
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@ -254,7 +254,7 @@ void EnMa3_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnMa3* this = THIS;
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s32 pad;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 18.0f);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 18.0f);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06008D90, NULL, NULL, NULL, 0);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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@ -274,7 +274,7 @@ void EnMa3_Init(Actor* thisx, GlobalContext* globalCtx) {
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return;
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}
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func_8002E4B4(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
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Actor_SetScale(&this->actor, 0.01f);
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this->unk_1E0.unk_00 = (u16)0;
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}
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@ -349,7 +349,7 @@ void EnMa3_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_ma3.c", 927);
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if (limbIndex == 18) {
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Matrix_MultVec3f(&vec, &this->actor.posRot2.pos);
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Matrix_MultVec3f(&vec, &this->actor.focus.pos);
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}
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if ((limbIndex == 14) && (this->skelAnime.animation == &D_060093BC)) {
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gSPDisplayList(POLY_OPA_DISP++, &D_06005420);
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@ -367,7 +367,7 @@ void EnMa3_Draw(Actor* thisx, GlobalContext* globalCtx) {
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_ma3.c", 978);
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camera = globalCtx->cameraPtrs[globalCtx->activeCamera];
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someFloat = Math_Vec3f_DistXZ(&this->actor.posRot.pos, &camera->eye);
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someFloat = Math_Vec3f_DistXZ(&this->actor.world.pos, &camera->eye);
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func_800F6268(someFloat, 0x2F);
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func_80093D18(globalCtx->state.gfxCtx);
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