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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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@ -93,7 +93,7 @@ u8 D_80B2CEC0 = false;
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const ActorInit En_Viewer_InitVars = {
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ACTOR_EN_VIEWER,
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ACTORTYPE_ITEMACTION,
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ACTORCAT_ITEMACTION,
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FLAGS,
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OBJECT_GAMEPLAY_KEEP,
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sizeof(EnViewer),
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@ -129,8 +129,8 @@ EnViewerAnimFunc sAnimFuncs[] = {
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static void* sActorShadowDrawFunc[] = {
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NULL,
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ActorShadow_DrawFunc_Circle,
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ActorShadow_DrawFunc_Squiggly,
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ActorShadow_DrawCircle,
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ActorShadow_DrawHorse,
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};
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// timer
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@ -762,9 +762,9 @@ void EnViewer_GetCutsceneNextPos(EnViewer* this, GlobalContext* globalCtx) {
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endPos.z = globalCtx->csCtx.npcActions[0]->endPos.z;
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interpolated = func_8006F93C(globalCtx->csCtx.npcActions[0]->endFrame,
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globalCtx->csCtx.npcActions[0]->startFrame, globalCtx->csCtx.frames);
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this->actor.posRot.pos.x = ((endPos.x - startPos.x) * interpolated) + startPos.x;
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this->actor.posRot.pos.y = ((endPos.y - startPos.y) * interpolated) + startPos.y;
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this->actor.posRot.pos.z = ((endPos.z - startPos.z) * interpolated) + startPos.z;
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this->actor.world.pos.x = ((endPos.x - startPos.x) * interpolated) + startPos.x;
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this->actor.world.pos.y = ((endPos.y - startPos.y) * interpolated) + startPos.y;
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this->actor.world.pos.z = ((endPos.z - startPos.z) * interpolated) + startPos.z;
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}
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} else {
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if (globalCtx->csCtx.state != 0 && globalCtx->csCtx.npcActions[1] != NULL &&
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@ -777,19 +777,19 @@ void EnViewer_GetCutsceneNextPos(EnViewer* this, GlobalContext* globalCtx) {
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endPos.z = globalCtx->csCtx.npcActions[1]->endPos.z;
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interpolated = func_8006F93C(globalCtx->csCtx.npcActions[1]->endFrame,
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globalCtx->csCtx.npcActions[1]->startFrame, globalCtx->csCtx.frames);
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this->actor.posRot.pos.x = ((endPos.x - startPos.x) * interpolated) + startPos.x;
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this->actor.posRot.pos.y = ((endPos.y - startPos.y) * interpolated) + startPos.y;
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this->actor.posRot.pos.z = ((endPos.z - startPos.z) * interpolated) + startPos.z;
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this->actor.world.pos.x = ((endPos.x - startPos.x) * interpolated) + startPos.x;
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this->actor.world.pos.y = ((endPos.y - startPos.y) * interpolated) + startPos.y;
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this->actor.world.pos.z = ((endPos.z - startPos.z) * interpolated) + startPos.z;
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if (globalCtx->csCtx.npcActions[1]->action == 12) {
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yaw = Math_Vec3f_Yaw(&startPos, &endPos);
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Math_SmoothStepToS(&this->actor.posRot.rot.y, yaw, 10, 1000, 1);
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Math_SmoothStepToS(&this->actor.world.rot.y, yaw, 10, 1000, 1);
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Math_SmoothStepToS(&this->actor.shape.rot.y, yaw, 10, 1000, 1);
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}
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if (params == 9) {
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this->actor.posRot.rot.x = globalCtx->csCtx.npcActions[1]->urot.x;
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this->actor.posRot.rot.y = globalCtx->csCtx.npcActions[1]->urot.y;
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this->actor.posRot.rot.z = globalCtx->csCtx.npcActions[1]->urot.z;
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this->actor.world.rot.x = globalCtx->csCtx.npcActions[1]->urot.x;
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this->actor.world.rot.y = globalCtx->csCtx.npcActions[1]->urot.y;
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this->actor.world.rot.z = globalCtx->csCtx.npcActions[1]->urot.z;
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this->actor.shape.rot.x = globalCtx->csCtx.npcActions[1]->urot.x;
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this->actor.shape.rot.y = globalCtx->csCtx.npcActions[1]->urot.y;
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this->actor.shape.rot.z = globalCtx->csCtx.npcActions[1]->urot.z;
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