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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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@ -24,7 +24,7 @@ void func_80B93E38(ObjHsblock* this);
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const ActorInit Obj_Hsblock_InitVars = {
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ACTOR_OBJ_HSBLOCK,
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ACTORTYPE_BG,
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ACTORCAT_BG,
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FLAGS,
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OBJECT_D_HSBLOCK,
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sizeof(ObjHsblock),
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@ -69,9 +69,9 @@ void func_80B93B68(ObjHsblock* this, GlobalContext* globalCtx, CollisionHeader*
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void func_80B93BF0(ObjHsblock* this, GlobalContext* globalCtx) {
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if ((this->dyna.actor.params >> 5) & 1) {
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Actor_SpawnAsChild(&globalCtx->actorCtx, this, globalCtx, ACTOR_OBJ_ICE_POLY, this->dyna.actor.posRot.pos.x,
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this->dyna.actor.posRot.pos.y, this->dyna.actor.posRot.pos.z, this->dyna.actor.posRot.rot.x,
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this->dyna.actor.posRot.rot.y, this->dyna.actor.posRot.rot.z, 1);
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Actor_SpawnAsChild(&globalCtx->actorCtx, this, globalCtx, ACTOR_OBJ_ICE_POLY, this->dyna.actor.world.pos.x,
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this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z, this->dyna.actor.world.rot.x,
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this->dyna.actor.world.rot.y, this->dyna.actor.world.rot.z, 1);
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}
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}
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@ -112,7 +112,7 @@ void func_80B93D90(ObjHsblock* this) {
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void func_80B93DB0(ObjHsblock* this) {
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this->dyna.actor.flags |= 0x10;
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this->dyna.actor.posRot.pos.y = this->dyna.actor.initPosRot.pos.y - 105.0f;
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this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y - 105.0f;
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ObjHsblock_SetupAction(this, func_80B93DF4);
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}
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@ -128,9 +128,9 @@ void func_80B93E38(ObjHsblock* this) {
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void func_80B93E5C(ObjHsblock* this, GlobalContext* globalCtx) {
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Math_SmoothStepToF(&this->dyna.actor.velocity.y, 16.0f, 0.1f, 0.8f, 0.0f);
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if (fabsf(Math_SmoothStepToF(&this->dyna.actor.posRot.pos.y, this->dyna.actor.initPosRot.pos.y, 0.3f,
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if (fabsf(Math_SmoothStepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, 0.3f,
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this->dyna.actor.velocity.y, 0.3f)) < 0.001f) {
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this->dyna.actor.posRot.pos.y = this->dyna.actor.initPosRot.pos.y;
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this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y;
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func_80B93D90(this);
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this->dyna.actor.flags &= ~0x10;
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}
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@ -142,7 +142,7 @@ void ObjHsblock_Update(Actor* thisx, GlobalContext* globalCtx) {
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if (this->actionFunc != NULL) {
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this->actionFunc(this, globalCtx);
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}
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Actor_SetHeight(thisx, D_80B940C0[thisx->params & 3]);
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Actor_SetFocus(thisx, D_80B940C0[thisx->params & 3]);
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}
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void ObjHsblock_Draw(Actor* thisx, GlobalContext* globalCtx) {
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