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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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697 changed files with 8157 additions and 7942 deletions

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