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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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@ -21,7 +21,7 @@ extern Gfx D_06000EB0[];
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const ActorInit En_Skjneedle_InitVars = {
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ACTOR_EN_SKJNEEDLE,
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ACTORTYPE_ENEMY,
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ACTORCAT_ENEMY,
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FLAGS,
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OBJECT_SKJ,
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sizeof(EnSkjneedle),
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@ -44,8 +44,8 @@ static ColliderCylinderInitType1 sCylinderInit = {
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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, 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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void EnSkjneedle_Init(Actor* thisx, GlobalContext* globalCtx) {
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@ -54,7 +54,7 @@ void EnSkjneedle_Init(Actor* thisx, GlobalContext* globalCtx) {
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Actor_ProcessInitChain(&this->actor, sInitChain);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinderType1(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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ActorShape_Init(&this->actor.shape, 0, ActorShadow_DrawFunc_Circle, 20.0f);
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ActorShape_Init(&this->actor.shape, 0, ActorShadow_DrawCircle, 20.0f);
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thisx->flags &= ~0x1;
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Actor_SetScale(&this->actor, 0.01f);
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}
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@ -90,7 +90,7 @@ void EnSkjneedle_Update(Actor* thisx, GlobalContext* globalCtx) {
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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Actor_MoveForward(&this->actor);
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func_8002E4B4(globalCtx, &this->actor, 20.0f, 20.0f, 20.0f, 7);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 20.0f, 7);
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}
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}
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