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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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@ -28,7 +28,7 @@ void EnSb_Cooldown(EnSb* this, GlobalContext* globalCtx);
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const ActorInit En_Sb_InitVars = {
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ACTOR_EN_SB,
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ACTORTYPE_ENEMY,
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ACTORCAT_ENEMY,
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FLAGS,
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OBJECT_SB,
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sizeof(EnSb),
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@ -87,8 +87,8 @@ static DamageTable sDamageTable[] = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_S8(naviEnemyId, 39, ICHAIN_CONTINUE),
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ICHAIN_U8(unk_1F, 2, ICHAIN_CONTINUE),
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ICHAIN_F32(unk_4C, 30, ICHAIN_STOP),
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ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
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};
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static Vec3f sFlamePosOffsets[] = {
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@ -145,7 +145,7 @@ void EnSb_SpawnBubbles(GlobalContext* globalCtx, EnSb* this) {
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if (this->actor.yDistToWater > 0) {
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for (i = 0; i < 10; i++) {
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EffectSsBubble_Spawn(globalCtx, &this->actor.posRot.pos, 10.0f, 10.0f, 30.0f, 0.25f);
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EffectSsBubble_Spawn(globalCtx, &this->actor.world.pos, 10.0f, 10.0f, 30.0f, 0.25f);
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}
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}
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}
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@ -211,9 +211,9 @@ void EnSb_SetupCooldown(EnSb* this, s32 changeSpeed) {
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void EnSb_WaitClosed(EnSb* this, GlobalContext* globalCtx) {
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// always face toward link
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 0xA, 0x7D0, 0x0);
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0xA, 0x7D0, 0x0);
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if ((this->actor.xzDistToLink <= 160.0f) && (this->actor.xzDistToLink > 40.0f)) {
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if ((this->actor.xzDistToPlayer <= 160.0f) && (this->actor.xzDistToPlayer > 40.0f)) {
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EnSb_SetupOpen(this);
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}
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}
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@ -225,8 +225,8 @@ void EnSb_Open(EnSb* this, GlobalContext* globalCtx) {
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this->timer = 15;
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EnSb_SetupWaitOpen(this);
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} else {
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 0xA, 0x7D0, 0x0);
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if ((this->actor.xzDistToLink > 160.0f) || (this->actor.xzDistToLink <= 40.0f)) {
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0xA, 0x7D0, 0x0);
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if ((this->actor.xzDistToPlayer > 160.0f) || (this->actor.xzDistToPlayer <= 40.0f)) {
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EnSb_SetupWaitClosed(this);
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}
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}
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@ -235,9 +235,9 @@ void EnSb_Open(EnSb* this, GlobalContext* globalCtx) {
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void EnSb_WaitOpen(EnSb* this, GlobalContext* globalCtx) {
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s16 timer = this->timer;
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 0xA, 0x7D0, 0x0);
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0xA, 0x7D0, 0x0);
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if ((this->actor.xzDistToLink > 160.0f) || (this->actor.xzDistToLink <= 40.0f)) {
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if ((this->actor.xzDistToPlayer > 160.0f) || (this->actor.xzDistToPlayer <= 40.0f)) {
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EnSb_SetupWaitClosed(this);
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}
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@ -245,7 +245,7 @@ void EnSb_WaitOpen(EnSb* this, GlobalContext* globalCtx) {
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this->timer = timer - 1;
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} else {
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this->timer = 0;
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this->attackYaw = this->actor.yawTowardsLink;
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this->attackYaw = this->actor.yawTowardsPlayer;
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this->actionFunc = EnSb_TurnAround;
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}
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}
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@ -257,7 +257,7 @@ void EnSb_TurnAround(EnSb* this, GlobalContext* globalCtx) {
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Math_SmoothStepToS(&this->actor.shape.rot.y, invertedYaw, 0x1, 0x1F40, 0xA);
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if (this->actor.shape.rot.y == invertedYaw) {
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this->actor.posRot.rot.y = this->attackYaw;
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this->actor.world.rot.y = this->attackYaw;
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if (this->actor.yDistToWater > 0.0f) {
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this->actor.velocity.y = 3.0f;
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this->actor.speedXZ = 5.0f;
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@ -392,8 +392,8 @@ s32 EnSb_UpdateDamage(EnSb* this, GlobalContext* globalCtx) {
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hitByWindArrow = true;
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case 15: // explosions, arrow, hammer, ice arrow, light arrow, spirit arrow, shadow arrow
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if (EnSb_IsVulnerable(this)) {
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hitY = this->collider.info.bumper.hitPos.y - this->actor.posRot.pos.y;
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yawDiff = this->actor.yawTowardsLink - this->actor.shape.rot.y;
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hitY = this->collider.info.bumper.hitPos.y - this->actor.world.pos.y;
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yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
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if ((hitY < 30.0f) && (hitY > 10.0f) && (yawDiff >= -0x1FFF) && (yawDiff < 0x2000)) {
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Actor_ApplyDamage(&this->actor);
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func_8003426C(&this->actor, 0x4000, 0xFF, 0x2000, 0x50);
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@ -410,8 +410,8 @@ s32 EnSb_UpdateDamage(EnSb* this, GlobalContext* globalCtx) {
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case 1: // hookshot/longshot
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case 13: // all sword damage
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if (EnSb_IsVulnerable(this)) {
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hitY = this->collider.info.bumper.hitPos.y - this->actor.posRot.pos.y;
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yawDiff = this->actor.yawTowardsLink - this->actor.shape.rot.y;
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hitY = this->collider.info.bumper.hitPos.y - this->actor.world.pos.y;
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yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
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if ((hitY < 30.0f) && (hitY > 10.0f) && (yawDiff >= -0x1FFF) && (yawDiff < 0x2000)) {
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Actor_ApplyDamage(&this->actor);
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func_8003426C(&this->actor, 0x4000, 0xFF, 0x2000, 0x50);
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@ -428,7 +428,7 @@ s32 EnSb_UpdateDamage(EnSb* this, GlobalContext* globalCtx) {
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func_80032E24(&this->unk_1E0, 8, globalCtx);
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this->isDead = true;
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func_80032C7C(globalCtx, &this->actor);
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Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 40, NA_SE_EN_SHELL_DEAD);
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Audio_PlaySoundAtPosition(globalCtx, &this->actor.world.pos, 40, NA_SE_EN_SHELL_DEAD);
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return 1;
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}
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@ -456,18 +456,18 @@ void EnSb_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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if (func_8003305C(this, &this->unk_1E0, globalCtx, this->actor.params) != 0) {
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if (!this->hitByWindArrow) {
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Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.posRot.pos, 0x80);
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Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0x80);
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} else {
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Item_DropCollectible(globalCtx, &this->actor.posRot.pos, 8);
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Item_DropCollectible(globalCtx, &this->actor.world.pos, 8);
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}
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Actor_Kill(&this->actor);
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}
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} else {
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Actor_SetHeight(&this->actor, 20.0f);
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Actor_SetFocus(&this->actor, 20.0f);
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Actor_SetScale(&this->actor, 0.006f);
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Actor_MoveForward(&this->actor);
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this->actionFunc(this, globalCtx);
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func_8002E4B4(globalCtx, &this->actor, 20.0f, 20.0f, 20.0f, 5);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 20.0f, 5);
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EnSb_UpdateDamage(this, globalCtx);
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Collider_UpdateCylinder(&this->actor, &this->collider);
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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@ -493,15 +493,15 @@ void EnSb_Draw(Actor* thisx, GlobalContext* globalCtx) {
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SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
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NULL, EnSb_PostLimbDraw, this);
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if (this->fire != 0) {
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this->actor.dmgEffectTimer++;
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this->actor.colorFilterTimer++;
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fireDecr = this->fire - 1;
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// this is intended to draw flames after being burned, but the condition is never met to run this code
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// fire gets set to 4 when burned, decrements to 3 and fails the "& 1" check and never stores the decrement
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if ((fireDecr & 1) == 0) {
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offset = &sFlamePosOffsets[(fireDecr & 3)];
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flamePos.x = Rand_CenteredFloat(5.0f) + (this->actor.posRot.pos.x + offset->x);
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flamePos.y = Rand_CenteredFloat(5.0f) + (this->actor.posRot.pos.y + offset->y);
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flamePos.z = Rand_CenteredFloat(5.0f) + (this->actor.posRot.pos.z + offset->z);
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flamePos.x = Rand_CenteredFloat(5.0f) + (this->actor.world.pos.x + offset->x);
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flamePos.y = Rand_CenteredFloat(5.0f) + (this->actor.world.pos.y + offset->y);
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flamePos.z = Rand_CenteredFloat(5.0f) + (this->actor.world.pos.z + offset->z);
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EffectSsEnFire_SpawnVec3f(globalCtx, this, &flamePos, 100, 0, 0, -1);
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}
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}
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