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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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
697 changed files with 8157 additions and 7942 deletions

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@ -32,7 +32,7 @@ void func_80B9A6E8(ObjMure2* this);
const ActorInit Obj_Mure2_InitVars = {
ACTOR_OBJ_MURE2,
ACTORTYPE_PROP,
ACTORCAT_PROP,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(ObjMure2),
@ -56,9 +56,9 @@ void ObjMure2_SetPosShrubCircle(Vec3f* vec, ObjMure2* this) {
Vec3f* vecPtr = vec;
s32 i;
Math_Vec3f_Copy(vecPtr, &this->actor.posRot.pos);
Math_Vec3f_Copy(vecPtr, &this->actor.world.pos);
for (i = 1, vecPtr++; i < D_80B9A818[this->actor.params & 3]; vecPtr++, i++) {
Math_Vec3f_Copy(vecPtr, &this->actor.posRot.pos);
Math_Vec3f_Copy(vecPtr, &this->actor.world.pos);
vecPtr->x += (80.0f * Math_SinS((i - 1) * 0x2000));
vecPtr->z += (80.0f * Math_CosS((i - 1) * 0x2000));
}
@ -76,8 +76,8 @@ void ObjMure2_SetPosShrubScattered(Vec3f* vec, ObjMure2* this) {
Vec3f* vecPtr;
s32 i;
Vec3f* actorPos = &this->actor.posRot.pos; // Required to match
ObjMure2* this2 = this; // Required to match
Vec3f* actorPos = &this->actor.world.pos; // Required to match
ObjMure2* this2 = this; // Required to match
for (vecPtr = vec, i = 0; i < D_80B9A818[this2->actor.params & 3]; vecPtr++, i++) {
Math_Vec3f_Copy(vecPtr, actorPos);
@ -92,7 +92,7 @@ void ObjMure2_SetPosRockCircle(Vec3f* vec, ObjMure2* this) {
s32 i;
for (i = 0; i < D_80B9A818[this->actor.params & 3]; vecPtr++, i++) {
Math_Vec3f_Copy(vecPtr, &this->actor.posRot.pos);
Math_Vec3f_Copy(vecPtr, &this->actor.world.pos);
vecPtr->x += (80.0f * Math_SinS(i * 0x2000));
vecPtr->z += (80.0f * Math_CosS(i * 0x2000));
}
@ -134,7 +134,7 @@ void ObjMure2_SpawnActors(ObjMure2* this, GlobalContext* globalCtx) {
if (((this->currentActorNum >> i) & 1) == 0) {
this->actorSpawnPtrList[i] =
Actor_Spawn(&globalCtx->actorCtx, globalCtx, sActorSpawnIDs[actorNum], spawnPos[i].x, spawnPos[i].y,
spawnPos[i].z, this->actor.posRot.rot.x, 0, this->actor.posRot.rot.z, params);
spawnPos[i].z, this->actor.world.rot.x, 0, this->actor.world.rot.z, params);
if (this->actorSpawnPtrList[i] != NULL) {
this->actorSpawnPtrList[i]->room = this->actor.room;
}