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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
commit
00a5edea71
697 changed files with 8157 additions and 7942 deletions
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@ -63,7 +63,7 @@ void func_80AE7358(EnRl* this) {
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this->drawConfig = 0;
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this->alpha = 0;
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this->lightBallSpawned = 0;
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this->actor.shape.unk_14 = 0;
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this->actor.shape.shadowAlpha = 0;
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this->unk_19C = 0.0f;
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}
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@ -83,7 +83,7 @@ void func_80AE73D8(EnRl* this, GlobalContext* globalCtx) {
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}
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void func_80AE744C(EnRl* this, GlobalContext* globalCtx) {
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func_8002E4B4(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f, 5);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f, 5);
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}
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s32 func_80AE7494(EnRl* this) {
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@ -128,9 +128,9 @@ void func_80AE7590(EnRl* this, GlobalContext* globalCtx) {
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globalCtx->csCtx.npcActions[6] != NULL && globalCtx->csCtx.npcActions[6]->action == 2 &&
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!this->lightMedallionGiven) {
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player = PLAYER;
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pos.x = player->actor.posRot.pos.x;
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pos.y = player->actor.posRot.pos.y + 80.0f;
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pos.z = player->actor.posRot.pos.z;
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pos.x = player->actor.world.pos.x;
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pos.y = player->actor.world.pos.y + 80.0f;
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pos.z = player->actor.world.pos.z;
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_DEMO_EFFECT, pos.x, pos.y, pos.z, 0, 0, 0, 0xE);
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Item_Give(globalCtx, ITEM_MEDALLION_LIGHT);
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this->lightMedallionGiven = 1;
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@ -142,7 +142,7 @@ void func_80AE7668(EnRl* this, GlobalContext* globalCtx) {
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this->drawConfig = 1;
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this->action = 1;
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player->actor.posRot.rot.y = player->actor.shape.rot.y = this->actor.posRot.rot.y + 0x8000;
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player->actor.world.rot.y = player->actor.shape.rot.y = this->actor.world.rot.y + 0x8000;
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}
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void func_80AE7698(EnRl* this, GlobalContext* globalCtx) {
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@ -196,12 +196,12 @@ void func_80AE7838(EnRl* this, GlobalContext* globalCtx) {
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void func_80AE7878(EnRl* this, GlobalContext* globalCtx) {
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06007B38, &D_06000A3C, NULL, NULL, 0);
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this->action = 4;
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this->actor.shape.unk_14 = 0;
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this->actor.shape.shadowAlpha = 0;
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}
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void func_80AE78D4(EnRl* this, GlobalContext* globalCtx) {
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Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DEMO_6K, this->actor.posRot.pos.x,
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kREG(18) + 22.0f + this->actor.posRot.pos.y, this->actor.posRot.pos.z, 0, 0, 0, 5);
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Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DEMO_6K, this->actor.world.pos.x,
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kREG(18) + 22.0f + this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 5);
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}
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void func_80AE7954(EnRl* this, GlobalContext* globalCtx) {
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@ -209,7 +209,7 @@ void func_80AE7954(EnRl* this, GlobalContext* globalCtx) {
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this->action = 5;
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this->drawConfig = 2;
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this->alpha = 0;
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this->actor.shape.unk_14 = 0;
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this->actor.shape.shadowAlpha = 0;
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this->unk_19C = 0.0f;
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}
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}
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@ -225,7 +225,7 @@ void func_80AE79A4(EnRl* this, GlobalContext* globalCtx) {
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this->drawConfig = 1;
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*unk_19C = kREG(5) + 10.0f;
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this->alpha = alpha;
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this->actor.shape.unk_14 = alpha;
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this->actor.shape.shadowAlpha = alpha;
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return;
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}
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} else {
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@ -235,13 +235,13 @@ void func_80AE79A4(EnRl* this, GlobalContext* globalCtx) {
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this->drawConfig = 0;
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*unk_19C = 0.0f;
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this->alpha = 0;
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this->actor.shape.unk_14 = 0;
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this->actor.shape.shadowAlpha = 0;
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return;
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}
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}
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alpha = (*unk_19C / (kREG(5) + 10.0f)) * 255.0f;
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this->alpha = alpha;
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this->actor.shape.unk_14 = alpha;
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this->actor.shape.shadowAlpha = alpha;
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}
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void func_80AE7AF8(EnRl* this, GlobalContext* globalCtx) {
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@ -258,7 +258,7 @@ void func_80AE7AF8(EnRl* this, GlobalContext* globalCtx) {
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func_80AE78D4(this, globalCtx);
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this->lightBallSpawned = 1;
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}
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this->actor.shape.unk_14 = 0xFF;
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this->actor.shape.shadowAlpha = 0xFF;
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}
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}
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@ -340,7 +340,7 @@ void EnRl_Update(Actor* thisx, GlobalContext* globalCtx) {
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void EnRl_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnRl* this = THIS;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 50.0f);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 50.0f);
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if (this->actor.params == 2) {
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func_80AE7878(this, globalCtx);
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} else {
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@ -388,7 +388,7 @@ void EnRl_Draw(Actor* thisx, GlobalContext* globalCtx) {
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const ActorInit En_Rl_InitVars = {
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ACTOR_EN_RL,
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ACTORTYPE_NPC,
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ACTORCAT_NPC,
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FLAGS,
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OBJECT_RL,
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sizeof(EnRl),
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