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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
This commit is contained in:
fig02 2020-08-29 18:25:16 -04:00 committed by GitHub
parent 468c592792
commit 1f1b5e39f5
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GPG key ID: 4AEE18F83AFDEB23
233 changed files with 584 additions and 585 deletions

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@ -223,7 +223,7 @@ void func_8098E86C(DemoSa* this, GlobalContext* globalCtx) {
f32 posY = posRot->y;
f32 posZ = posRot->z;
Actor_SpawnAttached(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DOOR_WARP1, posX, posY, posZ, 0, 0, 0, 2);
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DOOR_WARP1, posX, posY, posZ, 0, 0, 0, 2);
}
void func_8098E8C8(DemoSa* this, GlobalContext* globalCtx) {
@ -232,8 +232,8 @@ void func_8098E8C8(DemoSa* this, GlobalContext* globalCtx) {
f32 posY = player->actor.posRot.pos.y + 80.0f;
f32 posZ = player->actor.posRot.pos.z;
Actor_SpawnAttached(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DEMO_EFFECT, posX, posY, posZ, 0, 0, 0,
0xB);
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DEMO_EFFECT, posX, posY, posZ, 0, 0, 0,
0xB);
Item_Give(globalCtx, ITEM_MEDALLION_FOREST);
}
@ -371,8 +371,8 @@ void func_8098EE08(void) {
}
void func_8098EE28(DemoSa* this, GlobalContext* globalCtx) {
Actor_SpawnAttached(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DEMO_6K, this->actor.posRot.pos.x,
(kREG(23) + 25.0f) + this->actor.posRot.pos.y, this->actor.posRot.pos.z, 0, 0, 0, 4);
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DEMO_6K, this->actor.posRot.pos.x,
(kREG(23) + 25.0f) + this->actor.posRot.pos.y, this->actor.posRot.pos.z, 0, 0, 0, 4);
}
void func_8098EEA8(DemoSa* this, GlobalContext* globalCtx) {
@ -604,8 +604,8 @@ void func_8098F83C(DemoSa* this, GlobalContext* globalCtx) {
Vec3f* thisPos = &this->actor.posRot.pos;
SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_0600B1A0, &D_0601113C, NULL, NULL, 0);
Actor_SpawnAttached(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_ELF, thisPos->x, thisPos->y, thisPos->z,
0, 0, 0, 3);
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_ELF, thisPos->x, thisPos->y, thisPos->z,
0, 0, 0, 3);
this->action = 16;
this->drawConfig = 0;
this->actor.shape.unk_14 = 0;