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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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@ -94,8 +94,8 @@ void EnBom_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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}
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void EnBom_Move(EnBom* this, GlobalContext* globalCtx) {
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// if attached A is not null, the bomb hasnt been released yet
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if (func_8002F410(&this->actor, globalCtx)) {
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// if bomb has a parent actor, the bomb hasnt been released yet
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if (Actor_HasParent(&this->actor, globalCtx)) {
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EnBom_SetupAction(this, EnBom_WaitForRelease);
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this->actor.room = -1;
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return;
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@ -134,8 +134,8 @@ void EnBom_Move(EnBom* this, GlobalContext* globalCtx) {
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}
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void EnBom_WaitForRelease(EnBom* this, GlobalContext* globalCtx) {
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// if attachedA is NULL bomb has been released
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if (func_8002F5A0(&this->actor, globalCtx)) {
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// if parent is NULL bomb has been released
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if (Actor_HasNoParent(&this->actor, globalCtx)) {
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EnBom_SetupAction(this, EnBom_Move);
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EnBom_Move(this, globalCtx);
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}
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@ -183,7 +183,7 @@ void EnBom_Explode(EnBom* this, GlobalContext* globalCtx) {
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player = PLAYER;
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if ((player->stateFlags1 & 0x800) && (player->heldActor == &this->actor)) {
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player->actor.attachedB = NULL;
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player->actor.child = NULL;
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player->heldActor = NULL;
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player->interactRangeActor = NULL;
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player->stateFlags1 &= ~0x800;
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@ -275,7 +275,7 @@ void EnBom_Update(Actor* thisx, GlobalContext* globalCtx) {
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effPos = thisx->posRot.pos;
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effPos.y += 10.0f;
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if (func_8002F410(thisx, globalCtx)) {
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if (Actor_HasParent(thisx, globalCtx)) {
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effPos.y += 30.0f;
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}
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@ -305,7 +305,7 @@ void EnBom_Update(Actor* thisx, GlobalContext* globalCtx) {
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Collider_CylinderUpdate(thisx, &this->bombCollider);
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// if link is not holding the bomb anymore and bump conditions are met, subscribe to OC
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if (!func_8002F410(thisx, globalCtx) && this->bumpOn) {
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if (!Actor_HasParent(thisx, globalCtx) && this->bumpOn) {
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->bombCollider.base);
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}
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