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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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697 changed files with 8157 additions and 7942 deletions
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@ -33,7 +33,7 @@ typedef enum {
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const ActorInit Mir_Ray_InitVars = {
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ACTOR_MIR_RAY,
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ACTORTYPE_ITEMACTION,
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ACTORCAT_ITEMACTION,
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FLAGS,
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OBJECT_MIR_RAY,
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sizeof(MirRay),
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@ -136,12 +136,12 @@ void MirRay_MakeShieldLight(MirRay* this, GlobalContext* globalCtx) {
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Vec3f reflectionPt;
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Vec3s lightPt;
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if (MirRay_CheckInFrustum(&this->sourcePt, &this->poolPt, player->actor.posRot.pos.x,
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player->actor.posRot.pos.y + 30.0f, player->actor.posRot.pos.z, this->sourceEndRad,
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if (MirRay_CheckInFrustum(&this->sourcePt, &this->poolPt, player->actor.world.pos.x,
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player->actor.world.pos.y + 30.0f, player->actor.world.pos.z, this->sourceEndRad,
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this->poolEndRad)) {
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if (dataEntry->params & 8) { // Light beams from mirrors
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Math_Vec3f_Diff(&player->actor.posRot.pos, &this->sourcePt, &reflectionPt);
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Math_Vec3f_Diff(&player->actor.world.pos, &this->sourcePt, &reflectionPt);
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} else { // Light beams from windows
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Math_Vec3f_Diff(&this->poolPt, &this->sourcePt, &reflectionPt);
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}
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