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