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Actor struct cleanup (#208)
* cleanup a few things * fix mistake * yawTowardsLink * run format * pr suggestion
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parent
06fc61c83d
commit
1c98ac27eb
37 changed files with 292 additions and 303 deletions
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@ -229,7 +229,7 @@ s32 EnTk_CheckFacingPlayer(EnTk* this) {
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s16 v0;
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s16 v1;
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if (this->actor.waterSurfaceDist > 10000.f) {
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if (this->actor.xyzDistFromLinkSq > 10000.f) {
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return 0;
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}
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@ -237,7 +237,7 @@ s32 EnTk_CheckFacingPlayer(EnTk* this) {
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v0 -= this->h_21E;
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v0 -= this->headRot;
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v1 = this->actor.rotTowardsLinkY - v0;
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v1 = this->actor.yawTowardsLink - v0;
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if (ABS(v1) < 0x1554) {
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return 1;
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} else {
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@ -263,7 +263,7 @@ s32 EnTk_CheckNextSpot(EnTk* this, GlobalContext* globalCtx) {
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continue;
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}
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dy = prop->posRot.pos.y - this->actor.unk_80;
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dy = prop->posRot.pos.y - this->actor.groundY;
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dxz = func_8002DB8C(&this->actor, prop);
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if (dxz > 40.f || dy > 10.f) {
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prop = prop->next;
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@ -282,7 +282,7 @@ void EnTk_CheckCurrentSpot(EnTk* this) {
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f32 dy;
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if (this->currentSpot != NULL) {
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dy = this->currentSpot->posRot.pos.y - this->actor.unk_80;
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dy = this->currentSpot->posRot.pos.y - this->actor.groundY;
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dxz = func_8002DB8C(&this->actor, this->currentSpot);
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if (dxz > 40.f || dy > 10.f) {
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this->currentSpot = NULL;
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@ -538,7 +538,7 @@ void EnTk_Rest(EnTk* this, GlobalContext* globalCtx) {
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if (this->h_1E0 != 0) {
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v1 = this->actor.shape.rot.y;
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v1 -= this->h_21E;
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v1 = this->actor.rotTowardsLinkY - v1;
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v1 = this->actor.yawTowardsLink - v1;
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if (this->h_1E0 == 2) {
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EnTk_DigAnim(this, globalCtx);
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@ -552,7 +552,7 @@ void EnTk_Rest(EnTk* this, GlobalContext* globalCtx) {
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} else if (EnTk_CheckFacingPlayer(this) != 0) {
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v1 = this->actor.shape.rot.y;
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v1 -= this->h_21E;
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v1 = this->actor.rotTowardsLinkY - v1;
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v1 = this->actor.yawTowardsLink - v1;
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this->actionCountdown = 0;
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func_800343CC(globalCtx, &this->actor, &this->h_1E0, this->collider.dim.radius + 30.f, func_80B1C54C,
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@ -560,7 +560,7 @@ void EnTk_Rest(EnTk* this, GlobalContext* globalCtx) {
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} else if (func_8002F194(&this->actor, globalCtx) != 0) {
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v1 = this->actor.shape.rot.y;
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v1 -= this->h_21E;
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v1 = this->actor.rotTowardsLinkY - v1;
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v1 = this->actor.yawTowardsLink - v1;
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this->actionCountdown = 0;
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this->h_1E0 = 1;
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