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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
This commit is contained in:
fig02 2021-01-18 16:04:04 -05:00 committed by GitHub
parent 20206fba0d
commit 00a5edea71
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GPG key ID: 4AEE18F83AFDEB23
697 changed files with 8157 additions and 7942 deletions

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