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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
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697 changed files with 8157 additions and 7942 deletions
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@ -25,7 +25,7 @@ extern CutsceneData D_02007020[];
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const ActorInit Shot_Sun_InitVars = {
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ACTOR_SHOT_SUN,
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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(ShotSun),
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@ -104,19 +104,19 @@ void ShotSun_SpawnFairy(ShotSun* this, GlobalContext* globalCtx) {
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}
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//! @bug fairyType may be uninitialized
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ELF, this->actor.initPosRot.pos.x,
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this->actor.initPosRot.pos.y, this->actor.initPosRot.pos.z, 0, 0, 0, fairyType);
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ELF, this->actor.home.pos.x, this->actor.home.pos.y,
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this->actor.home.pos.z, 0, 0, 0, fairyType);
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Actor_Kill(&this->actor);
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}
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void ShotSun_TriggerFairy(ShotSun* this, GlobalContext* globalCtx) {
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if ((func_8005B198() == this->actor.type) || (this->timer != 0)) {
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if ((func_8005B198() == this->actor.category) || (this->timer != 0)) {
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this->actionFunc = ShotSun_SpawnFairy;
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this->timer = 50;
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_DEMO_KANKYO, this->actor.initPosRot.pos.x,
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this->actor.initPosRot.pos.y, this->actor.initPosRot.pos.z, 0, 0, 0, 0x11);
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_DEMO_KANKYO, this->actor.home.pos.x, this->actor.home.pos.y,
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this->actor.home.pos.z, 0, 0, 0, 0x11);
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func_80078914(&this->actor.projectedPos, NA_SE_EV_TRE_BOX_APPEAR);
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}
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@ -127,7 +127,7 @@ void func_80BADF0C(ShotSun* this, GlobalContext* globalCtx) {
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s32 pad;
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s32 params = this->actor.params & 0xFF;
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if (Math3D_Vec3fDistSq(&this->actor.posRot.pos, &player->actor.posRot.pos) > 22500.0f) {
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if (Math3D_Vec3fDistSq(&this->actor.world.pos, &player->actor.world.pos) > 22500.0f) {
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this->unk_1A4 = 0;
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} else {
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if (this->unk_1A4 == 0) {
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@ -186,7 +186,7 @@ void ShotSun_UpdateHyliaSun(ShotSun* this, GlobalContext* globalCtx) {
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}
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Actor_Kill(&this->actor);
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} else {
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if (!(120.0f < this->actor.xzDistToLink) && gSaveContext.dayTime >= 0x4555 && gSaveContext.dayTime < 0x5000) {
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if (!(120.0f < this->actor.xzDistToPlayer) && gSaveContext.dayTime >= 0x4555 && gSaveContext.dayTime < 0x5000) {
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cylinderPos.x = player->bodyPartsPos[7].x + globalCtx->envCtx.unk_04.x * 0.16666667f;
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cylinderPos.y = player->bodyPartsPos[7].y - 30.0f + globalCtx->envCtx.unk_04.y * 0.16666667f;
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cylinderPos.z = player->bodyPartsPos[7].z + globalCtx->envCtx.unk_04.z * 0.16666667f;
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