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Macros: PLAYER
-> GET_PLAYER(globalCtx)
, ACTIVE_CAM
-> GET_ACTIVE_CAM(globalCtx)
(#921)
* PLAYER -> GET_PLAYER(globalCtx) * ACTIVE_CAM -> GET_ACTIVE_CAM(globalCtx) * PR Suggestions * formatter * Add brackets * remove from actorfixer.py * Bring back actorfixer.py change
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281 changed files with 1013 additions and 979 deletions
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@ -368,7 +368,7 @@ void EnTite_Attack(EnTite* this, GlobalContext* globalCtx) {
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if (!(this->collider.base.atFlags & AT_HIT) && (this->actor.flags & 0x40)) {
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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} else {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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this->collider.base.atFlags &= ~AT_HIT;
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Animation_MorphToLoop(&this->skelAnime, &object_tite_Anim_0012E4, 4.0f);
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this->actor.speedXZ = -6.0f;
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@ -449,7 +449,7 @@ void EnTite_TurnTowardPlayer(EnTite* this, GlobalContext* globalCtx) {
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if ((this->actor.params == TEKTITE_BLUE) && (this->actor.bgCheckFlags & 0x20)) {
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this->actor.world.pos.y += this->actor.yDistToWater;
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}
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angleToPlayer = Actor_WorldYawTowardActor(&this->actor, &PLAYER->actor) - this->actor.world.rot.y;
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angleToPlayer = Actor_WorldYawTowardActor(&this->actor, &GET_PLAYER(globalCtx)->actor) - this->actor.world.rot.y;
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if (angleToPlayer > 0) {
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turnVelocity = (angleToPlayer / 42.0f) + 10.0f;
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this->actor.world.rot.y += (turnVelocity * 2);
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