mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-21 22:41:14 +00:00
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:
parent
20206fba0d
commit
00a5edea71
697 changed files with 8157 additions and 7942 deletions
|
@ -28,9 +28,9 @@ u32 EffectSsFcircle_Init(GlobalContext* globalCtx, u32 index, EffectSs* this, vo
|
|||
|
||||
this->pos = initParams->pos;
|
||||
this->actor = initParams->actor;
|
||||
this->vec.x = initParams->pos.x - initParams->actor->posRot.pos.x;
|
||||
this->vec.y = initParams->pos.y - initParams->actor->posRot.pos.y;
|
||||
this->vec.z = initParams->pos.z - initParams->actor->posRot.pos.z;
|
||||
this->vec.x = initParams->pos.x - initParams->actor->world.pos.x;
|
||||
this->vec.y = initParams->pos.y - initParams->actor->world.pos.y;
|
||||
this->vec.z = initParams->pos.z - initParams->actor->world.pos.z;
|
||||
this->gfx = D_040184B0;
|
||||
this->life = 20;
|
||||
this->draw = EffectSsFcircle_Draw;
|
||||
|
@ -77,15 +77,15 @@ void EffectSsFcircle_Update(GlobalContext* globalCtx, u32 index, EffectSs* this)
|
|||
|
||||
if (actor != NULL) {
|
||||
if (actor->update != NULL) {
|
||||
this->pos.x = actor->posRot.pos.x + this->vec.x;
|
||||
this->pos.y = actor->posRot.pos.y + this->vec.y;
|
||||
this->pos.z = actor->posRot.pos.z + this->vec.z;
|
||||
this->pos.x = actor->world.pos.x + this->vec.x;
|
||||
this->pos.y = actor->world.pos.y + this->vec.y;
|
||||
this->pos.z = actor->world.pos.z + this->vec.z;
|
||||
this->rYaw = actor->shape.rot.y;
|
||||
|
||||
if (actor->dmgEffectTimer > 20) {
|
||||
if (actor->colorFilterTimer > 20) {
|
||||
this->life = 20;
|
||||
} else {
|
||||
this->life = actor->dmgEffectTimer;
|
||||
this->life = actor->colorFilterTimer;
|
||||
}
|
||||
|
||||
Math_StepToS(&this->rScale, 100, 20);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue