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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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@ -20,7 +20,7 @@ extern Gfx D_06000950[];
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const ActorInit En_Stream_InitVars = {
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ACTOR_EN_STREAM,
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ACTORTYPE_BG,
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ACTORCAT_BG,
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FLAGS,
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OBJECT_STREAM,
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sizeof(EnStream),
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@ -91,16 +91,16 @@ void EnStream_SuckPlayer(EnStream* this, GlobalContext* globalCtx) {
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s32 pad30;
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s32 pad2C;
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if (func_80B0B81C(&this->actor.posRot.pos, &player->actor.posRot.pos, &posDifference, this->actor.scale.y) != 0) {
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if (func_80B0B81C(&this->actor.world.pos, &player->actor.world.pos, &posDifference, this->actor.scale.y) != 0) {
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xzDist = sqrtf(SQ(posDifference.x) + SQ(posDifference.z));
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yDistWithOffset = player->actor.posRot.pos.y - (this->actor.posRot.pos.y - 90.0f);
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yDistWithOffset = player->actor.world.pos.y - (this->actor.world.pos.y - 90.0f);
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player->windDirection = Math_FAtan2F(-posDifference.x, -posDifference.z) * 10430.378f;
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if (xzDist > 3.0f) {
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Math_SmoothStepToF(&player->windSpeed, 3.0f, 0.5f, xzDist, 0.0f);
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} else {
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player->windSpeed = 0.0f;
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Math_SmoothStepToF(&player->actor.posRot.pos.x, this->actor.posRot.pos.x, 0.5f, 3.0f, 0.0f);
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Math_SmoothStepToF(&player->actor.posRot.pos.z, this->actor.posRot.pos.z, 0.5f, 3.0f, 0.0f);
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Math_SmoothStepToF(&player->actor.world.pos.x, this->actor.world.pos.x, 0.5f, 3.0f, 0.0f);
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Math_SmoothStepToF(&player->actor.world.pos.z, this->actor.world.pos.z, 0.5f, 3.0f, 0.0f);
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}
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if (yDistWithOffset > 0.0f) {
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Math_SmoothStepToF(&player->actor.velocity.y, -3.0f, 0.7f, yDistWithOffset, 0.0f);
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@ -118,7 +118,7 @@ void EnStream_WaitForPlayer(EnStream* this, GlobalContext* globalCtx) {
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s16 pad;
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Vec3f temp;
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if (func_80B0B81C(&this->actor.posRot.pos, &player->actor.posRot.pos, &temp, this->actor.scale.y) != 0) {
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if (func_80B0B81C(&this->actor.world.pos, &player->actor.world.pos, &temp, this->actor.scale.y) != 0) {
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EnStream_SetupAction(this, EnStream_SuckPlayer);
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}
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}
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