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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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parent
20206fba0d
commit
00a5edea71
697 changed files with 8157 additions and 7942 deletions
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@ -21,7 +21,7 @@ void func_80ABBBA8(EnNutsball* this, GlobalContext* globalCtx);
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const ActorInit En_Nutsball_InitVars = {
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ACTOR_EN_NUTSBALL,
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ACTORTYPE_PROP,
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ACTORCAT_PROP,
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FLAGS,
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OBJECT_GAMEPLAY_KEEP,
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sizeof(EnNutsball),
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@ -59,7 +59,7 @@ void EnNutsball_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnNutsball* this = THIS;
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s32 pad;
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ActorShape_Init(&this->actor.shape, 400.0f, ActorShadow_DrawFunc_Circle, 13.0f);
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ActorShape_Init(&this->actor.shape, 400.0f, ActorShadow_DrawCircle, 13.0f);
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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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this->objBankIndex = Object_GetIndex(&globalCtx->objectCtx, sObjectIDs[this->actor.params]);
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@ -99,7 +99,7 @@ void func_80ABBBA8(EnNutsball* this, GlobalContext* globalCtx) {
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this->actor.gravity = -1.0f;
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}
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this->actor.initPosRot.rot.z += 0x2AA8;
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this->actor.home.rot.z += 0x2AA8;
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if ((this->actor.bgCheckFlags & 8) || (this->actor.bgCheckFlags & 1) || (this->collider.base.atFlags & AT_HIT) ||
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(this->collider.base.acFlags & AC_HIT) || (this->collider.base.ocFlags1 & OC1_HIT)) {
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@ -114,18 +114,18 @@ void func_80ABBBA8(EnNutsball* this, GlobalContext* globalCtx) {
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this->collider.info.toucher.dmgFlags = 2;
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func_800D20CC(&player->shieldMf, &sp4C, 0);
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this->actor.posRot.rot.y = sp4C.y + 0x8000;
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this->actor.world.rot.y = sp4C.y + 0x8000;
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this->timer = 30;
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return;
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}
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}
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sp40.x = this->actor.posRot.pos.x;
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sp40.y = this->actor.posRot.pos.y + 4;
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sp40.z = this->actor.posRot.pos.z;
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sp40.x = this->actor.world.pos.x;
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sp40.y = this->actor.world.pos.y + 4;
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sp40.z = this->actor.world.pos.z;
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EffectSsHahen_SpawnBurst(globalCtx, &sp40, 6.0f, 0, 7, 3, 15, HAHEN_OBJECT_DEFAULT, 10, NULL);
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Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 20, NA_SE_EN_OCTAROCK_ROCK);
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Audio_PlaySoundAtPosition(globalCtx, &this->actor.world.pos, 20, NA_SE_EN_OCTAROCK_ROCK);
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Actor_Kill(&this->actor);
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} else {
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if (this->timer == -300) {
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@ -143,7 +143,7 @@ void EnNutsball_Update(Actor* thisx, GlobalContext* globalCtx) {
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this->actionFunc(this, globalCtx);
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Actor_MoveForward(&this->actor);
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func_8002E4B4(globalCtx, &this->actor, 10, sCylinderInit.dim.radius, sCylinderInit.dim.height, 5);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10, sCylinderInit.dim.radius, sCylinderInit.dim.height, 5);
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Collider_UpdateCylinder(&this->actor, &this->collider);
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this->actor.flags |= 0x1000000;
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@ -161,7 +161,7 @@ void EnNutsball_Draw(Actor* thisx, GlobalContext* globalCtx) {
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func_80093D18(globalCtx->state.gfxCtx);
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Matrix_Mult(&globalCtx->mf_11DA0, MTXMODE_APPLY);
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Matrix_RotateZ(thisx->initPosRot.rot.z * 9.58738e-05f, MTXMODE_APPLY);
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Matrix_RotateZ(thisx->home.rot.z * 9.58738e-05f, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_nutsball.c", 333),
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G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_OPA_DISP++, sDLists[thisx->params]);
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