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