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attchaedA/attachedB renamed to parent/child (#358)
* fix colliderinit typo * rename parent/child * cleanup * forgot to change something in functions.h * SpawnAsChild * format
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parent
468c592792
commit
1f1b5e39f5
233 changed files with 584 additions and 585 deletions
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@ -223,7 +223,7 @@ void func_8098E86C(DemoSa* this, GlobalContext* globalCtx) {
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f32 posY = posRot->y;
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f32 posZ = posRot->z;
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Actor_SpawnAttached(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DOOR_WARP1, posX, posY, posZ, 0, 0, 0, 2);
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Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DOOR_WARP1, posX, posY, posZ, 0, 0, 0, 2);
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}
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void func_8098E8C8(DemoSa* this, GlobalContext* globalCtx) {
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@ -232,8 +232,8 @@ void func_8098E8C8(DemoSa* this, GlobalContext* globalCtx) {
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f32 posY = player->actor.posRot.pos.y + 80.0f;
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f32 posZ = player->actor.posRot.pos.z;
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Actor_SpawnAttached(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DEMO_EFFECT, posX, posY, posZ, 0, 0, 0,
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0xB);
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Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DEMO_EFFECT, posX, posY, posZ, 0, 0, 0,
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0xB);
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Item_Give(globalCtx, ITEM_MEDALLION_FOREST);
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}
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@ -371,8 +371,8 @@ void func_8098EE08(void) {
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}
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void func_8098EE28(DemoSa* this, GlobalContext* globalCtx) {
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Actor_SpawnAttached(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DEMO_6K, this->actor.posRot.pos.x,
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(kREG(23) + 25.0f) + this->actor.posRot.pos.y, this->actor.posRot.pos.z, 0, 0, 0, 4);
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Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DEMO_6K, this->actor.posRot.pos.x,
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(kREG(23) + 25.0f) + this->actor.posRot.pos.y, this->actor.posRot.pos.z, 0, 0, 0, 4);
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}
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void func_8098EEA8(DemoSa* this, GlobalContext* globalCtx) {
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@ -604,8 +604,8 @@ void func_8098F83C(DemoSa* this, GlobalContext* globalCtx) {
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Vec3f* thisPos = &this->actor.posRot.pos;
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SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_0600B1A0, &D_0601113C, NULL, NULL, 0);
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Actor_SpawnAttached(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_ELF, thisPos->x, thisPos->y, thisPos->z,
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0, 0, 0, 3);
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Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_ELF, thisPos->x, thisPos->y, thisPos->z,
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0, 0, 0, 3);
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this->action = 16;
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this->drawConfig = 0;
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this->actor.shape.unk_14 = 0;
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