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Some actor.c docs (in preparation for en_test) (#820)

* renames

* format

* format functions.h

* clean

* arg name

* remove asm
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fig02 2021-06-21 19:51:04 -04:00 committed by GitHub
parent 7984c1c514
commit 0a35c752e7
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109 changed files with 424 additions and 359 deletions

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@ -270,7 +270,7 @@ void EnAm_SpawnEffects(EnAm* this, GlobalContext* globalCtx) {
}
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EN_AMOS_WALK);
func_80033260(globalCtx, &this->dyna.actor, &this->dyna.actor.world.pos, 4.0f, 3, 8.0f, 0x12C, 0xF, 0);
Actor_SpawnFloorDust(globalCtx, &this->dyna.actor, &this->dyna.actor.world.pos, 4.0f, 3, 8.0f, 0x12C, 0xF, 0);
}
void EnAm_SetupSleep(EnAm* this) {
@ -348,7 +348,7 @@ void EnAm_SetupRecoilFromDamage(EnAm* this, GlobalContext* globalCtx) {
}
this->dyna.actor.colorFilterTimer = 0;
func_80032C7C(globalCtx, &this->dyna.actor);
Enemy_StartFinishingBlow(globalCtx, &this->dyna.actor);
EnAm_SetupAction(this, EnAm_RecoilFromDamage);
}
@ -800,7 +800,7 @@ void EnAm_UpdateDamage(EnAm* this, GlobalContext* globalCtx) {
if (this->dyna.actor.colChkInfo.damageEffect != AM_DMGEFF_MAGIC_FIRE_LIGHT) {
this->unk_264 = 0;
this->damageEffect = this->dyna.actor.colChkInfo.damageEffect;
func_80035650(&this->dyna.actor, &this->hurtCollider.info, 0);
Actor_SetDropFlag(&this->dyna.actor, &this->hurtCollider.info, 0);
if ((this->dyna.actor.colChkInfo.damageEffect == AM_DMGEFF_NUT) ||
(this->dyna.actor.colChkInfo.damageEffect == AM_DMGEFF_STUN) ||