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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
commit
00a5edea71
697 changed files with 8157 additions and 7942 deletions
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@ -20,7 +20,7 @@ extern Gfx D_0500A5E8[];
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const ActorInit Obj_Hamishi_InitVars = {
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ACTOR_OBJ_HAMISHI,
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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(ObjHamishi),
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@ -80,19 +80,17 @@ void ObjHamishi_Shake(ObjHamishi* this) {
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Math_StepToF(&this->shakePosSize, 0.0f, 0.15f);
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Math_StepToF(&this->shakeRotSize, 0.0f, 40.0f);
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this->actor.posRot.pos.x =
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this->actor.initPosRot.pos.x + (Math_SinS(this->shakePosPhase * 4) * this->shakePosSize);
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this->actor.posRot.pos.z =
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this->actor.initPosRot.pos.z + (Math_CosS(this->shakePosPhase * 7) * this->shakePosSize);
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this->actor.world.pos.x = this->actor.home.pos.x + (Math_SinS(this->shakePosPhase * 4) * this->shakePosSize);
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this->actor.world.pos.z = this->actor.home.pos.z + (Math_CosS(this->shakePosPhase * 7) * this->shakePosSize);
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this->actor.shape.rot.x =
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this->actor.initPosRot.rot.x + (s16)(Math_SinS(this->shakeRotPhase * 4) * this->shakeRotSize);
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this->actor.home.rot.x + (s16)(Math_SinS(this->shakeRotPhase * 4) * this->shakeRotSize);
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this->actor.shape.rot.z =
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this->actor.initPosRot.rot.z + (s16)(Math_CosS(this->shakeRotPhase * 7) * this->shakeRotSize);
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this->actor.home.rot.z + (s16)(Math_CosS(this->shakeRotPhase * 7) * this->shakeRotSize);
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} else {
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Math_StepToF(&this->actor.posRot.pos.x, this->actor.initPosRot.pos.x, 1.0f);
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Math_StepToF(&this->actor.posRot.pos.z, this->actor.initPosRot.pos.z, 1.0f);
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Math_ScaledStepToS(&this->actor.shape.rot.x, this->actor.initPosRot.rot.x, 0xBB8);
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Math_ScaledStepToS(&this->actor.shape.rot.z, this->actor.initPosRot.rot.z, 0xBB8);
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Math_StepToF(&this->actor.world.pos.x, this->actor.home.pos.x, 1.0f);
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Math_StepToF(&this->actor.world.pos.z, this->actor.home.pos.z, 1.0f);
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Math_ScaledStepToS(&this->actor.shape.rot.x, this->actor.home.rot.x, 0xBB8);
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Math_ScaledStepToS(&this->actor.shape.rot.z, this->actor.home.rot.z, 0xBB8);
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}
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}
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@ -111,9 +109,9 @@ void ObjHamishi_Break(ObjHamishi* this, GlobalContext* globalCtx) {
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phi_s0 += 20000;
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temp_f20 = Rand_ZeroOne() * 10.0f;
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pos.x = (Math_SinS(phi_s0) * temp_f20) + this->actor.posRot.pos.x;
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pos.y = (Rand_ZeroOne() * 40.0f) + this->actor.posRot.pos.y + 5.0f;
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pos.z = (Math_CosS(phi_s0) * temp_f20) + this->actor.posRot.pos.z;
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pos.x = (Math_SinS(phi_s0) * temp_f20) + this->actor.world.pos.x;
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pos.y = (Rand_ZeroOne() * 40.0f) + this->actor.world.pos.y + 5.0f;
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pos.z = (Math_CosS(phi_s0) * temp_f20) + this->actor.world.pos.z;
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temp_f20 = (Rand_ZeroOne() * 10.0f) + 2.0f;
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velocity.x = Math_SinS(phi_s0) * temp_f20;
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@ -132,12 +130,12 @@ void ObjHamishi_Break(ObjHamishi* this, GlobalContext* globalCtx) {
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gravity = -320;
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}
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EffectSsKakera_Spawn(globalCtx, &pos, &velocity, &this->actor.posRot.pos, gravity, phi_v0, 30, 5, 0,
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EffectSsKakera_Spawn(globalCtx, &pos, &velocity, &this->actor.world.pos, gravity, phi_v0, 30, 5, 0,
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sEffectScales[i], 3, 0, 70, 1, OBJECT_GAMEPLAY_FIELD_KEEP, D_0500A5E8);
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}
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func_80033480(globalCtx, &this->actor.posRot.pos, 140.0f, 6, 180, 90, 1);
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func_80033480(globalCtx, &this->actor.posRot.pos, 140.0f, 12, 80, 90, 1);
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func_80033480(globalCtx, &this->actor.world.pos, 140.0f, 6, 180, 90, 1);
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func_80033480(globalCtx, &this->actor.world.pos, 140.0f, 12, 80, 90, 1);
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}
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void ObjHamishi_Init(Actor* thisx, GlobalContext* globalCtx) {
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@ -149,7 +147,7 @@ void ObjHamishi_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->actor.uncullZoneForward += 1000.0f;
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}
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if (this->actor.shape.rot.y == 0) {
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this->actor.shape.rot.y = this->actor.posRot.rot.y = this->actor.initPosRot.rot.y = Rand_ZeroFloat(65536.0f);
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this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.home.rot.y = Rand_ZeroFloat(65536.0f);
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}
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ObjHamishi_InitCollision(&this->actor, globalCtx);
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@ -160,7 +158,7 @@ void ObjHamishi_Init(Actor* thisx, GlobalContext* globalCtx) {
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return;
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}
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this->actor.shape.unk_08 = 80.0f;
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this->actor.shape.yOffset = 80.0f;
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}
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void ObjHamishi_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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@ -185,14 +183,14 @@ void ObjHamishi_Update(Actor* thisx, GlobalContext* globalCtx) {
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this->shakeRotSize = 400.0f;
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} else {
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ObjHamishi_Break(this, globalCtx);
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Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 40, NA_SE_EV_WALL_BROKEN);
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Audio_PlaySoundAtPosition(globalCtx, &this->actor.world.pos, 40, NA_SE_EV_WALL_BROKEN);
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Flags_SetSwitch(globalCtx, this->actor.params & 0x3F);
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Actor_Kill(&this->actor);
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}
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} else {
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this->collider.base.acFlags &= ~AC_HIT;
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if (this->actor.xzDistToLink < 600.0f) {
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if (this->actor.xzDistToPlayer < 600.0f) {
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CollisionCheck_SetAC(globalCtx, colChkCtx, &this->collider.base);
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CollisionCheck_SetOC(globalCtx, colChkCtx, &this->collider.base);
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}
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