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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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109 changed files with 424 additions and 359 deletions
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@ -551,13 +551,13 @@ void EnDodongo_Walk(EnDodongo* this, GlobalContext* globalCtx) {
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if ((s32)this->skelAnime.curFrame < 21) {
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if (!this->rightFootStep) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_J_WALK);
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func_80033260(globalCtx, &this->actor, &this->leftFootPos, 10.0f, 3, 2.0f, 0xC8, 0xF, 0);
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Actor_SpawnFloorDust(globalCtx, &this->actor, &this->leftFootPos, 10.0f, 3, 2.0f, 0xC8, 0xF, 0);
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this->rightFootStep = true;
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}
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} else {
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if (this->rightFootStep) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_J_WALK);
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func_80033260(globalCtx, &this->actor, &this->rightFootPos, 10.0f, 3, 2.0f, 0xC8, 0xF, 0);
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Actor_SpawnFloorDust(globalCtx, &this->actor, &this->rightFootPos, 10.0f, 3, 2.0f, 0xC8, 0xF, 0);
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this->rightFootStep = false;
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}
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}
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@ -642,11 +642,11 @@ void EnDodongo_SweepTail(EnDodongo* this, GlobalContext* globalCtx) {
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tailPos.x = this->sphElements[1].dim.worldSphere.center.x;
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tailPos.y = this->sphElements[1].dim.worldSphere.center.y;
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tailPos.z = this->sphElements[1].dim.worldSphere.center.z;
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func_80033260(globalCtx, &this->actor, &tailPos, 5.0f, 2, 2.0f, 100, 15, 0);
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Actor_SpawnFloorDust(globalCtx, &this->actor, &tailPos, 5.0f, 2, 2.0f, 100, 15, 0);
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tailPos.x = this->sphElements[2].dim.worldSphere.center.x;
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tailPos.y = this->sphElements[2].dim.worldSphere.center.y;
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tailPos.z = this->sphElements[2].dim.worldSphere.center.z;
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func_80033260(globalCtx, &this->actor, &tailPos, 5.0f, 2, 2.0f, 100, 15, 0);
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Actor_SpawnFloorDust(globalCtx, &this->actor, &tailPos, 5.0f, 2, 2.0f, 100, 15, 0);
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if (this->colliderBody.base.atFlags & AT_HIT) {
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Player* player = PLAYER;
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@ -717,7 +717,7 @@ void EnDodongo_CollisionCheck(EnDodongo* this, GlobalContext* globalCtx) {
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this->colliderBody.base.acFlags &= ~AC_HIT;
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} else if ((this->colliderBody.base.acFlags & AC_HIT) && (this->actionState > DODONGO_DEATH)) {
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this->colliderBody.base.acFlags &= ~AC_HIT;
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func_8003573C(&this->actor, &this->colliderBody, 0);
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Actor_SetDropFlagJntSph(&this->actor, &this->colliderBody, 0);
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if (this->actor.colChkInfo.damageEffect != 0xE) {
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this->damageEffect = this->actor.colChkInfo.damageEffect;
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if ((this->actor.colChkInfo.damageEffect == 1) || (this->actor.colChkInfo.damageEffect == 0xF)) {
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