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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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GPG key ID: 4AEE18F83AFDEB23
109 changed files with 424 additions and 359 deletions

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@ -551,13 +551,13 @@ void EnDodongo_Walk(EnDodongo* this, GlobalContext* globalCtx) {
if ((s32)this->skelAnime.curFrame < 21) {
if (!this->rightFootStep) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_J_WALK);
func_80033260(globalCtx, &this->actor, &this->leftFootPos, 10.0f, 3, 2.0f, 0xC8, 0xF, 0);
Actor_SpawnFloorDust(globalCtx, &this->actor, &this->leftFootPos, 10.0f, 3, 2.0f, 0xC8, 0xF, 0);
this->rightFootStep = true;
}
} else {
if (this->rightFootStep) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_J_WALK);
func_80033260(globalCtx, &this->actor, &this->rightFootPos, 10.0f, 3, 2.0f, 0xC8, 0xF, 0);
Actor_SpawnFloorDust(globalCtx, &this->actor, &this->rightFootPos, 10.0f, 3, 2.0f, 0xC8, 0xF, 0);
this->rightFootStep = false;
}
}
@ -642,11 +642,11 @@ void EnDodongo_SweepTail(EnDodongo* this, GlobalContext* globalCtx) {
tailPos.x = this->sphElements[1].dim.worldSphere.center.x;
tailPos.y = this->sphElements[1].dim.worldSphere.center.y;
tailPos.z = this->sphElements[1].dim.worldSphere.center.z;
func_80033260(globalCtx, &this->actor, &tailPos, 5.0f, 2, 2.0f, 100, 15, 0);
Actor_SpawnFloorDust(globalCtx, &this->actor, &tailPos, 5.0f, 2, 2.0f, 100, 15, 0);
tailPos.x = this->sphElements[2].dim.worldSphere.center.x;
tailPos.y = this->sphElements[2].dim.worldSphere.center.y;
tailPos.z = this->sphElements[2].dim.worldSphere.center.z;
func_80033260(globalCtx, &this->actor, &tailPos, 5.0f, 2, 2.0f, 100, 15, 0);
Actor_SpawnFloorDust(globalCtx, &this->actor, &tailPos, 5.0f, 2, 2.0f, 100, 15, 0);
if (this->colliderBody.base.atFlags & AT_HIT) {
Player* player = PLAYER;
@ -717,7 +717,7 @@ void EnDodongo_CollisionCheck(EnDodongo* this, GlobalContext* globalCtx) {
this->colliderBody.base.acFlags &= ~AC_HIT;
} else if ((this->colliderBody.base.acFlags & AC_HIT) && (this->actionState > DODONGO_DEATH)) {
this->colliderBody.base.acFlags &= ~AC_HIT;
func_8003573C(&this->actor, &this->colliderBody, 0);
Actor_SetDropFlagJntSph(&this->actor, &this->colliderBody, 0);
if (this->actor.colChkInfo.damageEffect != 0xE) {
this->damageEffect = this->actor.colChkInfo.damageEffect;
if ((this->actor.colChkInfo.damageEffect == 1) || (this->actor.colChkInfo.damageEffect == 0xF)) {