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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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@ -26,7 +26,7 @@ void ItemEtcetera_UpdateFireArrow(ItemEtcetera* this, GlobalContext* globalCtx);
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const ActorInit Item_Etcetera_InitVars = {
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ACTOR_ITEM_ETCETERA,
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ACTORTYPE_PROP,
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ACTORCAT_PROP,
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FLAGS,
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OBJECT_GAMEPLAY_KEEP,
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sizeof(ItemEtcetera),
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@ -89,7 +89,7 @@ void ItemEtcetera_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->futureActionFunc = ItemEtcetera_UpdateFireArrow;
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Actor_SetScale(&this->actor, 0.5f);
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this->actor.draw = NULL;
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this->actor.shape.unk_08 = 50.0f;
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this->actor.shape.yOffset = 50.0f;
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break;
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case ITEM_ETC_RUPEE_GREEN_CHEST_GAME:
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case ITEM_ETC_RUPEE_BLUE_CHEST_GAME:
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@ -100,7 +100,7 @@ void ItemEtcetera_Init(Actor* thisx, GlobalContext* globalCtx) {
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Actor_SetScale(&this->actor, 0.5f);
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this->futureActionFunc = func_80B85B28;
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this->drawFunc = ItemEtcetera_DrawThroughLens;
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this->actor.posRot.pos.y += 15.0f;
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this->actor.world.pos.y += 15.0f;
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break;
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}
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}
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@ -139,7 +139,7 @@ void func_80B858B4(ItemEtcetera* this, GlobalContext* globalCtx) {
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if (0) {} // Necessary to match
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func_8002F434(&this->actor, globalCtx, this->getItemId, 30.0f, 50.0f);
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if ((globalCtx->gameplayFrames & 0xD) == 0) {
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EffectSsBubble_Spawn(globalCtx, &this->actor.posRot.pos, 0.0f, 0.0f, 10.0f, 0.13f);
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EffectSsBubble_Spawn(globalCtx, &this->actor.world.pos, 0.0f, 0.0f, 10.0f, 0.13f);
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}
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}
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}
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@ -155,14 +155,14 @@ void ItemEtcetera_SpawnSparkles(ItemEtcetera* this, GlobalContext* globalCtx) {
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velocity.z = Rand_CenteredFloat(3.0f);
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velocity.y = -0.05f;
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accel.y = -0.025f;
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pos.x = Rand_CenteredFloat(12.0f) + this->actor.posRot.pos.x;
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pos.y = (Rand_ZeroOne() * 6.0f) + this->actor.posRot.pos.y;
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pos.z = Rand_CenteredFloat(12.0f) + this->actor.posRot.pos.z;
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pos.x = Rand_CenteredFloat(12.0f) + this->actor.world.pos.x;
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pos.y = (Rand_ZeroOne() * 6.0f) + this->actor.world.pos.y;
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pos.z = Rand_CenteredFloat(12.0f) + this->actor.world.pos.z;
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EffectSsKiraKira_SpawnDispersed(globalCtx, &pos, &velocity, &accel, &primColor, &envColor, 5000, 16);
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}
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void ItemEtcetera_MoveFireArrowDown(ItemEtcetera* this, GlobalContext* globalCtx) {
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func_8002E4B4(globalCtx, &this->actor, 10.0f, 10.0f, 0.0f, 5);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, 10.0f, 0.0f, 5);
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Actor_MoveForward(&this->actor);
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if (!(this->actor.bgCheckFlags & 1)) {
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ItemEtcetera_SpawnSparkles(this, globalCtx);
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