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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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@ -22,7 +22,7 @@ void MagicDark_DimLighting(GlobalContext* globalCtx, f32 intensity);
const ActorInit Magic_Dark_InitVars = {
ACTOR_MAGIC_DARK,
ACTORTYPE_ITEMACTION,
ACTORCAT_ITEMACTION,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(MagicDark),
@ -47,7 +47,7 @@ void MagicDark_Init(Actor* thisx, GlobalContext* globalCtx) {
this->scale = 0.6f;
}
thisx->posRot.pos = player->actor.posRot.pos;
thisx->world.pos = player->actor.world.pos;
Actor_SetScale(&this->actor, 0.0f);
thisx->room = -1;
@ -123,8 +123,8 @@ void MagicDark_DiamondUpdate(Actor* thisx, GlobalContext* globalCtx) {
this->primAlpha = phi_a0;
}
thisx->posRot.rot.y += 0x3E8;
thisx->shape.rot.y = thisx->posRot.rot.y + Camera_GetCamDirYaw(ACTIVE_CAM);
thisx->world.rot.y += 0x3E8;
thisx->shape.rot.y = thisx->world.rot.y + Camera_GetCamDirYaw(ACTIVE_CAM);
this->timer++;
gSaveContext.nayrusLoveTimer = nayrusLoveTimer + 1;
@ -206,15 +206,15 @@ void MagicDark_DiamondDraw(Actor* thisx, GlobalContext* globalCtx) {
Player* player = PLAYER;
f32 heightDiff;
this->actor.posRot.pos.x = player->bodyPartsPos[0].x;
this->actor.posRot.pos.z = player->bodyPartsPos[0].z;
heightDiff = player->bodyPartsPos[0].y - this->actor.posRot.pos.y;
this->actor.world.pos.x = player->bodyPartsPos[0].x;
this->actor.world.pos.z = player->bodyPartsPos[0].z;
heightDiff = player->bodyPartsPos[0].y - this->actor.world.pos.y;
if (heightDiff < -2.0f) {
this->actor.posRot.pos.y = player->bodyPartsPos[0].y + 2.0f;
this->actor.world.pos.y = player->bodyPartsPos[0].y + 2.0f;
} else if (heightDiff > 2.0f) {
this->actor.posRot.pos.y = player->bodyPartsPos[0].y - 2.0f;
this->actor.world.pos.y = player->bodyPartsPos[0].y - 2.0f;
}
Matrix_Translate(this->actor.posRot.pos.x, this->actor.posRot.pos.y, this->actor.posRot.pos.z, MTXMODE_NEW);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
Matrix_RotateY(this->actor.shape.rot.y * (M_PI / 0x8000), MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_magic_dark.c", 553),