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Actor struct cleanup (#208)

* cleanup a few things

* fix mistake

* yawTowardsLink

* run format

* pr suggestion
This commit is contained in:
fig02 2020-06-14 00:09:51 -04:00 committed by GitHub
parent 06fc61c83d
commit 1c98ac27eb
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37 changed files with 292 additions and 303 deletions

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@ -405,9 +405,9 @@ void func_80A53AD4(EnHeishi2* this, GlobalContext* globalCtx) {
player->actor.textId = 0x200F; // "I don't want that!"
}
} else {
yawDiffTemp = this->actor.rotTowardsLinkY - this->actor.shape.rot.y;
yawDiffTemp = this->actor.yawTowardsLink - this->actor.shape.rot.y;
yawDiff = ABS(yawDiffTemp);
if (!(120.0f < this->actor.xzDistanceFromLink) && (yawDiff < 0x4300)) {
if (!(120.0f < this->actor.xzDistFromLink) && (yawDiff < 0x4300)) {
func_8002F298(&this->actor, globalCtx, 100.0f, 1);
}
}
@ -653,7 +653,7 @@ void func_80A5455C(EnHeishi2* this, GlobalContext* globalCtx) {
pos.x = Math_Rand_CenteredFloat(20.0f) + this->unk_274.x;
pos.y = Math_Rand_CenteredFloat(20.0f) + (this->unk_274.y - 40.0f);
pos.z = Math_Rand_CenteredFloat(20.0f) + (this->unk_274.z - 20.0f);
rotY = Math_Rand_CenteredFloat(7000.0f) + thisx->rotTowardsLinkY;
rotY = Math_Rand_CenteredFloat(7000.0f) + thisx->yawTowardsLink;
bomb = (EnBom*)Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_BOM, pos.x, pos.y, pos.z, 0, rotY, 0, 0);
if (bomb != NULL) {
bomb->actor.speedXZ = Math_Rand_CenteredFloat(5.0f) + 10.0f;
@ -733,8 +733,8 @@ void func_80A5475C(EnHeishi2* this, GlobalContext* globalCtx) {
}
if (((this->initParams != 2) && (this->initParams != 5)) ||
((yawDiff = ABS((s16)(this->actor.rotTowardsLinkY - this->actor.shape.rot.y)),
!(this->actor.xzDistanceFromLink > 120.0f)) &&
((yawDiff = ABS((s16)(this->actor.yawTowardsLink - this->actor.shape.rot.y)),
!(this->actor.xzDistFromLink > 120.0f)) &&
(yawDiff < 0x4300))) {
func_8002F2F4(&this->actor, globalCtx);
}