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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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@ -23,7 +23,7 @@ void EnMs_TalkAfterPurchase(EnMs* this, GlobalContext* globalCtx);
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const ActorInit En_Ms_InitVars = {
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ACTOR_EN_MS,
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ACTORTYPE_NPC,
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ACTORCAT_NPC,
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FLAGS,
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OBJECT_MS,
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sizeof(EnMs),
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@ -54,8 +54,8 @@ static u16 sOfferTextIDs[] = {
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_U8(unk_1F, 2, ICHAIN_CONTINUE),
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ICHAIN_F32(unk_4C, 500, ICHAIN_STOP),
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ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
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};
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extern AnimationHeader D_060005EC;
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@ -84,7 +84,7 @@ void EnMs_Init(Actor* thisx, GlobalContext* globalCtx) {
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06003DC0, &D_060005EC, this->jointTable, this->morphTable, 9);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinderType1(globalCtx, &this->collider, this, &sCylinderInit);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 35.0f);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 35.0f);
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Actor_SetScale(&this->actor, 0.015f);
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this->actor.colChkInfo.mass = MASS_IMMOVABLE;
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@ -106,14 +106,14 @@ void EnMs_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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void EnMs_Wait(EnMs* this, GlobalContext* globalCtx) {
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s16 yawDiff;
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yawDiff = this->actor.yawTowardsLink - this->actor.shape.rot.y;
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yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
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EnMs_SetOfferText(&this->actor, globalCtx);
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if (func_8002F194(&this->actor, globalCtx) != 0) { // if talk is initiated
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this->actionFunc = EnMs_Talk;
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return;
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}
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if ((this->actor.xzDistToLink < 90.0f) && (ABS(yawDiff) < 0x2000)) { // talk range
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if ((this->actor.xzDistToPlayer < 90.0f) && (ABS(yawDiff) < 0x2000)) { // talk range
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func_8002F2CC(&this->actor, globalCtx, 90.0f);
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}
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}
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@ -169,8 +169,8 @@ void EnMs_Update(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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this->activeTimer += 1;
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Actor_SetHeight(&this->actor, 20.0f);
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this->actor.unk_4C = 500.0f;
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Actor_SetFocus(&this->actor, 20.0f);
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this->actor.targetArrowOffset = 500.0f;
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Actor_SetScale(&this->actor, 0.015f);
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SkelAnime_Update(&this->skelAnime);
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this->actionFunc(this, globalCtx);
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@ -178,7 +178,7 @@ void EnMs_Update(Actor* thisx, GlobalContext* globalCtx) {
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if (gSaveContext.entranceIndex == 0x157 && gSaveContext.sceneSetupIndex == 8) { // ride carpet if in credits
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Actor_MoveForward(&this->actor);
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osSyncPrintf("OOOHHHHHH %f\n", this->actor.velocity.y);
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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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}
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Collider_UpdateCylinder(&this->actor, &this->collider);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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