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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
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697 changed files with 8157 additions and 7942 deletions
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@ -21,7 +21,7 @@ void func_80B43B6C(EnYukabyun* this, GlobalContext* globalCtx);
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const ActorInit En_Yukabyun_InitVars = {
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ACTOR_EN_YUKABYUN,
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ACTORTYPE_ENEMY,
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ACTORCAT_ENEMY,
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FLAGS,
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OBJECT_YUKABYUN,
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sizeof(EnYukabyun),
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@ -53,7 +53,7 @@ static ColliderCylinderInit sCylinderInit = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_VEC3F(scale, 1, ICHAIN_CONTINUE),
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ICHAIN_F32(unk_4C, 16, ICHAIN_STOP),
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ICHAIN_F32(targetArrowOffset, 16, ICHAIN_STOP),
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};
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static UNK_PTR D_80B43F64[] = { 0x06000AF0, 0x06000000 };
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@ -65,7 +65,7 @@ void EnYukabyun_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnYukabyun* this = THIS;
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Actor_ProcessInitChain(&this->actor, sInitChain);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 0.4f);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 0.4f);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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this->actor.params++;
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@ -93,17 +93,17 @@ void func_80B43AD4(EnYukabyun* this, GlobalContext* globalCtx) {
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this->unk_150 += 0xA0;
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this->actor.shape.rot.y += this->unk_150;
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if (this->unk_150 >= 0x2000) {
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this->actor.posRot.rot.y = this->actor.yawTowardsLink;
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this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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this->actor.speedXZ = 10.0f;
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this->actionfunc = func_80B43B6C;
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}
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Math_StepToF(&this->actor.posRot.pos.y, this->actor.initPosRot.pos.y + 30.0f, 1.0f);
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Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y + 30.0f, 1.0f);
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func_8002F974(&this->actor, NA_SE_EN_YUKABYUN_FLY - SFX_FLAG);
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}
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void func_80B43B6C(EnYukabyun* this, GlobalContext* globalCtx) {
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this->actor.shape.rot.y += this->unk_150;
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if (this->actor.xzDistToLink > 5000.0f) {
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if (this->actor.xzDistToPlayer > 5000.0f) {
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Actor_Kill(&this->actor);
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return;
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}
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@ -111,7 +111,7 @@ void func_80B43B6C(EnYukabyun* this, GlobalContext* globalCtx) {
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}
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void EnYukabyun_Break(EnYukabyun* this, GlobalContext* globalCtx) {
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EffectSsHahen_SpawnBurst(globalCtx, &this->actor.posRot.pos, 8.0f, 0, 1300, 300, 15, OBJECT_YUKABYUN, 10,
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EffectSsHahen_SpawnBurst(globalCtx, &this->actor.world.pos, 8.0f, 0, 1300, 300, 15, OBJECT_YUKABYUN, 10,
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D_06000A60);
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Actor_Kill(&this->actor);
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}
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@ -127,7 +127,7 @@ void EnYukabyun_Update(Actor* thisx, GlobalContext* globalCtx) {
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this->collider.base.acFlags &= ~AC_HIT;
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this->collider.base.ocFlags1 &= ~OC1_HIT;
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this->actor.flags &= ~0x5;
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Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 30, NA_SE_EN_OCTAROCK_ROCK);
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Audio_PlaySoundAtPosition(globalCtx, &this->actor.world.pos, 30, NA_SE_EN_OCTAROCK_ROCK);
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this->actionfunc = EnYukabyun_Break;
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}
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@ -135,7 +135,7 @@ void EnYukabyun_Update(Actor* thisx, GlobalContext* globalCtx) {
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Actor_MoveForward(&this->actor);
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if (!(this->actionfunc == func_80B43A94 || this->actionfunc == EnYukabyun_Break)) {
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func_8002E4B4(globalCtx, &this->actor, 5.0f, 20.0f, 8.0f, 5);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 20.0f, 8.0f, 5);
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Collider_UpdateCylinder(&this->actor, &this->collider);
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this->actor.flags |= 0x1000000;
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@ -144,7 +144,7 @@ void EnYukabyun_Update(Actor* thisx, GlobalContext* globalCtx) {
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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}
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Actor_SetHeight(&this->actor, 4.0f);
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Actor_SetFocus(&this->actor, 4.0f);
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}
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void EnYukabyun_Draw(Actor* thisx, GlobalContext* globalCtx) {
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