1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2024-12-04 16:55:56 +00:00

rename eyeIdx -> eyeTexIndex

Mido has two eyes and different textures for them
This commit is contained in:
feacur 2024-11-10 13:12:40 +01:00
parent 91732239da
commit 0a6c724857
2 changed files with 6 additions and 6 deletions

View file

@ -544,10 +544,10 @@ u8 EnMd_ShouldSpawn(EnMd* this, PlayState* play) {
void EnMd_UpdateEyes(EnMd* this) { void EnMd_UpdateEyes(EnMd* this) {
if (DECR(this->blinkTimer) == 0) { if (DECR(this->blinkTimer) == 0) {
this->eyeIdx++; this->eyeTexIndex++;
if (this->eyeIdx > ENMD_EYE_CLOSED) { if (this->eyeTexIndex > ENMD_EYE_CLOSED) {
this->blinkTimer = Rand_S16Offset(30, 30); this->blinkTimer = Rand_S16Offset(30, 30);
this->eyeIdx = ENMD_EYE_OPEN; this->eyeTexIndex = ENMD_EYE_OPEN;
} }
} }
} }
@ -897,10 +897,10 @@ void EnMd_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_md.c", 1280); OPEN_DISPS(play->state.gfxCtx, "../z_en_md.c", 1280);
if (this->alpha == 255) { if (this->alpha == 255) {
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeIdx])); gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeTexIndex]));
func_80034BA0(play, &this->skelAnime, EnMd_OverrideLimbDraw, EnMd_PostLimbDraw, &this->actor, this->alpha); func_80034BA0(play, &this->skelAnime, EnMd_OverrideLimbDraw, EnMd_PostLimbDraw, &this->actor, this->alpha);
} else if (this->alpha != 0) { } else if (this->alpha != 0) {
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeIdx])); gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeTexIndex]));
func_80034CC4(play, &this->skelAnime, EnMd_OverrideLimbDraw, EnMd_PostLimbDraw, &this->actor, this->alpha); func_80034CC4(play, &this->skelAnime, EnMd_OverrideLimbDraw, EnMd_PostLimbDraw, &this->actor, this->alpha);
} }

View file

@ -49,7 +49,7 @@ typedef struct EnMd {
/* 0x020A */ u8 animEntry; // each one changes animation info and waits /* 0x020A */ u8 animEntry; // each one changes animation info and waits
/* 0x020B */ u8 animState; // defines a sequence of animation entries /* 0x020B */ u8 animState; // defines a sequence of animation entries
/* 0x020C */ s16 blinkTimer; /* 0x020C */ s16 blinkTimer;
/* 0x020E */ s16 eyeIdx; /* 0x020E */ s16 eyeTexIndex;
/* 0x0210 */ s16 alpha; /* 0x0210 */ s16 alpha;
/* 0x0212 */ s16 waypoint; /* 0x0212 */ s16 waypoint;
/* 0x0214 */ s16 unk_214[ENMD_LIMB_MAX]; /* 0x0214 */ s16 unk_214[ENMD_LIMB_MAX];