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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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@ -21,7 +21,7 @@ void ObjBombiwa_Break(ObjBombiwa* this, GlobalContext* globalCtx);
const ActorInit Obj_Bombiwa_InitVars = {
ACTOR_OBJ_BOMBIWA,
ACTORTYPE_PROP,
ACTORCAT_PROP,
FLAGS,
OBJECT_BOMBIWA,
sizeof(ObjBombiwa),
@ -83,11 +83,11 @@ void ObjBombiwa_Init(Actor* thisx, GlobalContext* globalCtx) {
CollisionCheck_SetInfo(&thisx->colChkInfo, NULL, &sColChkInfoInit);
if (thisx->shape.rot.y == 0) {
s16 rand = (s16)Rand_ZeroFloat(65536.0f);
thisx->posRot.rot.y = rand;
thisx->world.rot.y = rand;
thisx->shape.rot.y = rand;
}
thisx->shape.unk_08 = -200.0f;
thisx->posRot.pos.y = thisx->initPosRot.pos.y + 20.0f;
thisx->shape.yOffset = -200.0f;
thisx->world.pos.y = thisx->home.pos.y + 20.0f;
}
}
@ -108,9 +108,9 @@ void ObjBombiwa_Break(ObjBombiwa* this, GlobalContext* globalCtx) {
dlist = D_060009E0;
for (i = 0; i < ARRAY_COUNT(sEffectScales); i++) {
pos.x = ((Rand_ZeroOne() - 0.5f) * 10.0f) + this->actor.initPosRot.pos.x;
pos.y = ((Rand_ZeroOne() * 5.0f) + this->actor.initPosRot.pos.y) + 8.0f;
pos.z = ((Rand_ZeroOne() - 0.5f) * 10.0f) + this->actor.initPosRot.pos.z;
pos.x = ((Rand_ZeroOne() - 0.5f) * 10.0f) + this->actor.home.pos.x;
pos.y = ((Rand_ZeroOne() * 5.0f) + this->actor.home.pos.y) + 8.0f;
pos.z = ((Rand_ZeroOne() - 0.5f) * 10.0f) + this->actor.home.pos.z;
velocity.x = (Rand_ZeroOne() - 0.5f) * 15.0f;
velocity.y = (Rand_ZeroOne() * 16.0f) + 5.0f;
velocity.z = (Rand_ZeroOne() - 0.5f) * 15.0f;
@ -119,7 +119,7 @@ void ObjBombiwa_Break(ObjBombiwa* this, GlobalContext* globalCtx) {
EffectSsKakera_Spawn(globalCtx, &pos, &velocity, &pos, -400, arg5, 10, 2, 0, scale, 1, 0, 80, KAKERA_COLOR_NONE,
OBJECT_BOMBIWA, dlist);
}
func_80033480(globalCtx, &this->actor.posRot.pos, 60.0f, 8, 100, 160, 1);
func_80033480(globalCtx, &this->actor.world.pos, 60.0f, 8, 100, 160, 1);
}
void ObjBombiwa_Update(Actor* thisx, GlobalContext* globalCtx) {
@ -130,14 +130,14 @@ void ObjBombiwa_Update(Actor* thisx, GlobalContext* globalCtx) {
((this->collider.base.acFlags & AC_HIT) && (this->collider.info.acHitInfo->toucher.dmgFlags & 0x40000040))) {
ObjBombiwa_Break(this, globalCtx);
Flags_SetSwitch(globalCtx, this->actor.params & 0x3F);
Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 80, NA_SE_EV_WALL_BROKEN);
Audio_PlaySoundAtPosition(globalCtx, &this->actor.world.pos, 80, NA_SE_EV_WALL_BROKEN);
if (((this->actor.params >> 0xF) & 1) != 0) {
func_80078884(NA_SE_SY_CORRECT_CHIME);
}
Actor_Kill(&this->actor);
} else {
this->collider.base.acFlags &= ~AC_HIT;
if (this->actor.xzDistToLink < 800.0f) {
if (this->actor.xzDistToPlayer < 800.0f) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}