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

* renames

* format

* format functions.h

* clean

* arg name

* remove asm
This commit is contained in:
fig02 2021-06-21 19:51:04 -04:00 committed by GitHub
parent 7984c1c514
commit 0a35c752e7
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GPG key ID: 4AEE18F83AFDEB23
109 changed files with 424 additions and 359 deletions

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@ -270,7 +270,7 @@ void EnDh_Walk(EnDh* this, GlobalContext* globalCtx) {
}
if (this->actor.xzDistToPlayer <= 100.0f) {
this->actor.speedXZ = 0.0f;
if (func_8002E084(&this->actor, 60 * 0x10000 / 360)) {
if (Actor_IsFacingPlayer(&this->actor, 60 * 0x10000 / 360)) {
EnDh_SetupAttack(this);
}
} else if (--this->timer == 0) {
@ -311,7 +311,7 @@ void EnDh_Attack(EnDh* this, GlobalContext* globalCtx) {
if (SkelAnime_Update(&this->skelAnime)) {
this->actionState++;
} else if ((this->actor.xzDistToPlayer > 100.0f) || !func_8002E084(&this->actor, 60 * 0x10000 / 360)) {
} else if ((this->actor.xzDistToPlayer > 100.0f) || !Actor_IsFacingPlayer(&this->actor, 60 * 0x10000 / 360)) {
Animation_Change(&this->skelAnime, &D_06004658, -1.0f, this->skelAnime.curFrame, 0.0f, ANIMMODE_ONCE, -4.0f);
this->actionState = 4;
this->collider2.base.atFlags = this->collider2.elements[0].info.toucherFlags = AT_NONE; // also TOUCH_NONE
@ -344,7 +344,7 @@ void EnDh_Attack(EnDh* this, GlobalContext* globalCtx) {
}
break;
case 3:
if ((this->actor.xzDistToPlayer <= 100.0f) && (func_8002E084(&this->actor, 60 * 0x10000 / 360) != 0)) {
if ((this->actor.xzDistToPlayer <= 100.0f) && (Actor_IsFacingPlayer(&this->actor, 60 * 0x10000 / 360))) {
Animation_Change(&this->skelAnime, &D_06004658, 1.0f, 20.0f, Animation_GetLastFrame(&D_06004658),
ANIMMODE_ONCE, -6.0f);
this->actionState = 0;
@ -427,7 +427,7 @@ void EnDh_Damage(EnDh* this, GlobalContext* globalCtx) {
this->actor.world.rot.y = this->actor.shape.rot.y;
if (this->retreat) {
EnDh_SetupRetreat(this, globalCtx);
} else if ((this->actor.xzDistToPlayer <= 105.0f) && func_8002E084(&this->actor, 60 * 0x10000 / 360)) {
} else if ((this->actor.xzDistToPlayer <= 105.0f) && Actor_IsFacingPlayer(&this->actor, 60 * 0x10000 / 360)) {
f32 frames = Animation_GetLastFrame(&D_06004658);
EnDh_SetupAttack(this);