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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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parent
20206fba0d
commit
00a5edea71
697 changed files with 8157 additions and 7942 deletions
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@ -20,7 +20,7 @@ void OceffSpot_GrowCylinder(OceffSpot* this, GlobalContext* globalCtx);
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const ActorInit Oceff_Spot_InitVars = {
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ACTOR_OCEFF_SPOT,
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ACTORTYPE_ITEMACTION,
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ACTORCAT_ITEMACTION,
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FLAGS,
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OBJECT_GAMEPLAY_KEEP,
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sizeof(OceffSpot),
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@ -48,12 +48,12 @@ void OceffSpot_Init(Actor* thisx, GlobalContext* globalCtx) {
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Actor_ProcessInitChain(&this->actor, sInitChain);
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OceffSpot_SetupAction(this, OceffSpot_GrowCylinder);
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Lights_PointNoGlowSetInfo(&this->lightInfo1, this->actor.posRot.pos.x, this->actor.posRot.pos.y,
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this->actor.posRot.pos.z, 0, 0, 0, 0);
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Lights_PointNoGlowSetInfo(&this->lightInfo1, this->actor.world.pos.x, this->actor.world.pos.y,
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this->actor.world.pos.z, 0, 0, 0, 0);
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this->lightNode1 = LightContext_InsertLight(globalCtx, &globalCtx->lightCtx, &this->lightInfo1);
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Lights_PointNoGlowSetInfo(&this->lightInfo2, this->actor.posRot.pos.x, this->actor.posRot.pos.y,
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this->actor.posRot.pos.z, 0, 0, 0, 0);
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Lights_PointNoGlowSetInfo(&this->lightInfo2, this->actor.world.pos.x, this->actor.world.pos.y,
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this->actor.world.pos.z, 0, 0, 0, 0);
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this->lightNode2 = LightContext_InsertLight(globalCtx, &globalCtx->lightCtx, &this->lightInfo2);
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if (YREG(15)) {
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this->actor.scale.y = 2.4f;
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@ -72,7 +72,7 @@ void OceffSpot_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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LightContext_RemoveLight(globalCtx, &globalCtx->lightCtx, this->lightNode1);
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LightContext_RemoveLight(globalCtx, &globalCtx->lightCtx, this->lightNode2);
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func_800876C8(globalCtx);
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if ((gSaveContext.nayrusLoveTimer != 0) && (globalCtx->actorCtx.actorList[ACTORTYPE_PLAYER].length != 0)) {
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if ((gSaveContext.nayrusLoveTimer != 0) && (globalCtx->actorCtx.actorLists[ACTORCAT_PLAYER].length != 0)) {
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player->stateFlags3 |= 0x40;
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}
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}
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@ -129,20 +129,20 @@ void OceffSpot_Update(Actor* thisx, GlobalContext* globalCtx) {
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this->actor.scale.z = 0.42f * temp;
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this->actor.scale.x = 0.42f * temp;
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this->actor.posRot.pos = player->actor.posRot.pos;
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this->actor.posRot.pos.y += 5.0f;
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this->actor.world.pos = player->actor.world.pos;
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this->actor.world.pos.y += 5.0f;
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temp = (2.0f - this->unk_174) * this->unk_174;
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func_800773A8(globalCtx, temp * 0.5F, 880.0f, 0.2f, 0.9f);
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Lights_PointNoGlowSetInfo(&this->lightInfo1, (s16)this->actor.posRot.pos.x, (s16)this->actor.posRot.pos.y + 55.0f,
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(s16)this->actor.posRot.pos.z, (s32)(255.0f * temp), (s32)(255.0f * temp),
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Lights_PointNoGlowSetInfo(&this->lightInfo1, (s16)this->actor.world.pos.x, (s16)this->actor.world.pos.y + 55.0f,
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(s16)this->actor.world.pos.z, (s32)(255.0f * temp), (s32)(255.0f * temp),
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(s32)(200.0f * temp), (s16)(100.0f * temp));
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Lights_PointNoGlowSetInfo(&this->lightInfo2,
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(s16)this->actor.posRot.pos.x + Math_SinS(player->actor.shape.rot.y) * 20.0f,
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(s16)this->actor.posRot.pos.y + 20.0f,
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(s16)this->actor.posRot.pos.z + Math_CosS(player->actor.shape.rot.y) * 20.0f,
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(s16)this->actor.world.pos.x + Math_SinS(player->actor.shape.rot.y) * 20.0f,
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(s16)this->actor.world.pos.y + 20.0f,
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(s16)this->actor.world.pos.z + Math_CosS(player->actor.shape.rot.y) * 20.0f,
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(s32)(255.0f * temp), (s32)(255.0f * temp), (s32)(200.0f * temp), (s16)(100.0f * temp));
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}
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