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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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@ -20,7 +20,7 @@ extern Gfx D_0404D4E0[];
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const ActorInit Obj_Syokudai_InitVars = {
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ACTOR_OBJ_SYOKUDAI,
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ACTORTYPE_PROP,
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ACTORCAT_PROP,
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FLAGS,
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OBJECT_SYOKUDAI,
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sizeof(ObjSyokudai),
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@ -97,8 +97,8 @@ void ObjSyokudai_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->actor.colChkInfo.mass = MASS_IMMOVABLE;
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Lights_PointGlowSetInfo(&this->lightInfo, this->actor.posRot.pos.x, this->actor.posRot.pos.y + 70.0f,
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this->actor.posRot.pos.z, 255, 255, 180, -1);
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Lights_PointGlowSetInfo(&this->lightInfo, this->actor.world.pos.x, this->actor.world.pos.y + 70.0f,
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this->actor.world.pos.z, 255, 255, 180, -1);
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this->lightNode = LightContext_InsertLight(globalCtx, &globalCtx->lightCtx, &this->lightInfo);
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if ((this->actor.params & 0x400) || ((torchType != 2) && Flags_GetSwitch(globalCtx, this->actor.params & 0x3F))) {
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@ -107,7 +107,7 @@ void ObjSyokudai_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->flameTexScroll = (s32)(Rand_ZeroOne() * 20.0f);
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sLitTorchCount = 0;
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Actor_SetHeight(&this->actor, 60.0f);
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Actor_SetFocus(&this->actor, 60.0f);
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}
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void ObjSyokudai_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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@ -142,9 +142,9 @@ void ObjSyokudai_Update(Actor* thisx, GlobalContext* globalCtx2) {
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if (torchCount == 10) {
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torchCount = 24;
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}
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if (WaterBox_GetSurfaceImpl(globalCtx, &globalCtx->colCtx, this->actor.posRot.pos.x, this->actor.posRot.pos.z,
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if (WaterBox_GetSurfaceImpl(globalCtx, &globalCtx->colCtx, this->actor.world.pos.x, this->actor.world.pos.z,
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&waterSurface, &dummy) &&
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((waterSurface - this->actor.posRot.pos.y) > 52.0f)) {
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((waterSurface - this->actor.world.pos.y) > 52.0f)) {
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this->litTimer = 0;
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if (torchType == 1) {
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Flags_UnsetSwitch(globalCtx, switchFlag);
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@ -178,7 +178,7 @@ void ObjSyokudai_Update(Actor* thisx, GlobalContext* globalCtx2) {
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interactionType = 1;
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}
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} else if (player->heldItemActionParam == 6) {
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Math_Vec3f_Diff(&player->swordInfo[0].tip, &this->actor.posRot.pos, &tipToFlame);
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Math_Vec3f_Diff(&player->swordInfo[0].tip, &this->actor.world.pos, &tipToFlame);
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tipToFlame.y -= 67.0f;
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if ((SQ(tipToFlame.x) + SQ(tipToFlame.y) + SQ(tipToFlame.z)) < SQ(20.0f)) {
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interactionType = -1;
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