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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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20206fba0d
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697 changed files with 8157 additions and 7942 deletions
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@ -23,7 +23,7 @@ void ObjComb_Wait(ObjComb* this, GlobalContext* globalCtx);
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const ActorInit Obj_Comb_InitVars = {
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ACTOR_OBJ_COMB,
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ACTORTYPE_PROP,
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ACTORCAT_PROP,
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FLAGS,
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OBJECT_GAMEPLAY_FIELD_KEEP,
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sizeof(ObjComb),
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@ -92,7 +92,7 @@ void ObjComb_Break(ObjComb* this, GlobalContext* globalCtx) {
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pos1.y = (i - 15) * 0.7f;
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pos1.z = Math_CosS(angle) * rand1;
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Math_Vec3f_Sum(&pos1, &this->actor.posRot.pos, &pos);
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Math_Vec3f_Sum(&pos1, &this->actor.world.pos, &pos);
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velocity.x = (Rand_ZeroOne() - 0.5f) + pos1.x * 0.5f;
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velocity.y = (Rand_ZeroOne() - 0.5f) + pos1.y * 0.6f;
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@ -125,9 +125,9 @@ void ObjComb_Break(ObjComb* this, GlobalContext* globalCtx) {
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KAKERA_COLOR_NONE, OBJECT_GAMEPLAY_FIELD_KEEP, dlist);
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}
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pos.x = this->actor.posRot.pos.x;
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pos.y = this->actor.posRot.pos.y - 10.0f;
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pos.z = this->actor.posRot.pos.z;
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pos.x = this->actor.world.pos.x;
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pos.y = this->actor.world.pos.y - 10.0f;
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pos.z = this->actor.world.pos.z;
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func_80033480(globalCtx, &pos, 40.0f, 6, 70, 60, 1);
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}
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@ -145,7 +145,7 @@ void ObjComb_ChooseItemDrop(ObjComb* this, GlobalContext* globalCtx) {
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params = -1;
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}
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if (params >= 0) {
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Item_DropCollectible(globalCtx, &this->actor.posRot.pos, params);
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Item_DropCollectible(globalCtx, &this->actor.world.pos, params);
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}
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}
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}
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@ -202,7 +202,7 @@ void ObjComb_Update(Actor* thisx, GlobalContext* globalCtx) {
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this->unk_1B2 += 12000;
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this->actionFunc(this, globalCtx);
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this->actor.shape.rot.x = Math_SinS(this->unk_1B2) * this->unk_1B0 + this->actor.initPosRot.rot.x;
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this->actor.shape.rot.x = Math_SinS(this->unk_1B2) * this->unk_1B0 + this->actor.home.rot.x;
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}
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void ObjComb_Draw(Actor* thisx, GlobalContext* globalCtx) {
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@ -212,8 +212,8 @@ void ObjComb_Draw(Actor* thisx, GlobalContext* globalCtx) {
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func_80093D18(globalCtx->state.gfxCtx);
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Matrix_Translate(this->actor.posRot.pos.x, this->actor.posRot.pos.y + (118.0f * this->actor.scale.y),
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this->actor.posRot.pos.z, 0);
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Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y + (118.0f * this->actor.scale.y),
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this->actor.world.pos.z, 0);
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Matrix_RotateY(this->actor.shape.rot.y * 0.0000958738f, 1);
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Matrix_RotateX(this->actor.shape.rot.x * 0.0000958738f, 1);
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Matrix_RotateZ(this->actor.shape.rot.z * 0.0000958738f, 1);
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