mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-07 06:40:15 +00:00
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
This commit is contained in:
parent
20206fba0d
commit
00a5edea71
697 changed files with 8157 additions and 7942 deletions
|
@ -21,7 +21,7 @@ void func_80AF8F60(Player* player, u8* shadowTexture, f32 arg2);
|
|||
|
||||
const ActorInit En_Sda_InitVars = {
|
||||
ACTOR_EN_SDA,
|
||||
ACTORTYPE_BOSS,
|
||||
ACTORCAT_BOSS,
|
||||
FLAGS,
|
||||
OBJECT_GAMEPLAY_KEEP,
|
||||
sizeof(EnSda),
|
||||
|
@ -133,7 +133,7 @@ void EnSda_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
player = PLAYER;
|
||||
}
|
||||
|
||||
this->actor.posRot.pos = player->actor.posRot.pos;
|
||||
this->actor.world.pos = player->actor.world.pos;
|
||||
|
||||
osSyncPrintf("SDA MOVE END\n");
|
||||
}
|
||||
|
@ -151,7 +151,7 @@ void EnSda_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|||
player = PLAYER;
|
||||
}
|
||||
|
||||
player->actor.shape.unk_14 = 0;
|
||||
player->actor.shape.shadowAlpha = 0;
|
||||
func_80AF95C4(this, shadowTexture, player, globalCtx);
|
||||
|
||||
if (KREG(0) < 5) {
|
||||
|
@ -182,13 +182,13 @@ void func_80AF8F60(Player* player, u8* shadowTexture, f32 arg2) {
|
|||
lerp.y = D_80AFA660[i].y + (D_80AFA660[j].y - D_80AFA660[i].y) * arg2;
|
||||
lerp.z = D_80AFA660[i].z + (D_80AFA660[j].z - D_80AFA660[i].z) * arg2;
|
||||
|
||||
sp88.x = lerp.x - player->actor.posRot.pos.x;
|
||||
sp88.y = lerp.y - player->actor.posRot.pos.y + BREG(48) + 76.0f + 30.0f - 105.0f + 15.0f;
|
||||
sp88.z = lerp.z - player->actor.posRot.pos.z;
|
||||
sp88.x = lerp.x - player->actor.world.pos.x;
|
||||
sp88.y = lerp.y - player->actor.world.pos.y + BREG(48) + 76.0f + 30.0f - 105.0f + 15.0f;
|
||||
sp88.z = lerp.z - player->actor.world.pos.z;
|
||||
} else {
|
||||
sp88.x = D_80AFA660[i].x - player->actor.posRot.pos.x;
|
||||
sp88.y = D_80AFA660[i].y - player->actor.posRot.pos.y + BREG(48) + 76.0f + 30.0f - 105.0f + 15.0f;
|
||||
sp88.z = D_80AFA660[i].z - player->actor.posRot.pos.z;
|
||||
sp88.x = D_80AFA660[i].x - player->actor.world.pos.x;
|
||||
sp88.y = D_80AFA660[i].y - player->actor.world.pos.y + BREG(48) + 76.0f + 30.0f - 105.0f + 15.0f;
|
||||
sp88.z = D_80AFA660[i].z - player->actor.world.pos.z;
|
||||
}
|
||||
Matrix_MultVec3f(&sp88, &sp7C);
|
||||
sp7C.x *= (1.0f + (BREG(49) / 100.0f));
|
||||
|
@ -324,9 +324,9 @@ void func_80AF95C4(EnSda* this, u8* shadowTexture, Player* player, GlobalContext
|
|||
}
|
||||
Matrix_RotateX((BREG(50) + 70) / 100.0f, 0);
|
||||
for (i = 0; i < 22; i++) {
|
||||
sp194.x = sp64[i].x - player->actor.posRot.pos.x;
|
||||
sp194.y = sp64[i].y - player->actor.posRot.pos.y + KREG(80) + 16.0f;
|
||||
sp194.z = sp64[i].z - player->actor.posRot.pos.z;
|
||||
sp194.x = sp64[i].x - player->actor.world.pos.x;
|
||||
sp194.y = sp64[i].y - player->actor.world.pos.y + KREG(80) + 16.0f;
|
||||
sp194.z = sp64[i].z - player->actor.world.pos.z;
|
||||
Matrix_MultVec3f(&sp194, &sp188);
|
||||
sp188.x *= (1.0f + (KREG(90) / 100.0f));
|
||||
sp188.y *= (1.0f + (KREG(90) / 100.0f));
|
||||
|
@ -374,12 +374,12 @@ void func_80AF9C70(u8* shadowTexture, Player* player, GlobalContext* globalCtx)
|
|||
func_80094044(globalCtx->state.gfxCtx);
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x00, 0, 0, 0, (BREG(52) + 50));
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, 0);
|
||||
Matrix_Translate(player->actor.posRot.pos.x, player->actor.groundY, player->actor.posRot.pos.z, MTXMODE_NEW);
|
||||
Matrix_Translate(player->actor.world.pos.x, player->actor.floorHeight, player->actor.world.pos.z, MTXMODE_NEW);
|
||||
Matrix_RotateY(BREG(51) / 100.0f, MTXMODE_APPLY);
|
||||
Matrix_Scale(1.0f, 1.0f, (BREG(63) / 10.0f) + 1.0f, MTXMODE_APPLY);
|
||||
tempx = (BREG(62) / 10.0f) + 2.0f;
|
||||
tempz =
|
||||
((player->actor.posRot.pos.y - player->actor.groundY + BREG(54)) * (BREG(55) - 5) / 10.0f) + BREG(58) - 20.0f;
|
||||
tempz = ((player->actor.world.pos.y - player->actor.floorHeight + BREG(54)) * (BREG(55) - 5) / 10.0f) + BREG(58) -
|
||||
20.0f;
|
||||
Matrix_Translate(tempx, 0.0f, tempz, MTXMODE_APPLY);
|
||||
Matrix_Scale(((BREG(56) - 250) / 1000.0f) + 0.6f, 1.0f, ((BREG(59) - 250) / 1000.0f) + 0.6f, MTXMODE_APPLY);
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_sda.c", 860),
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue