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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

View file

@ -289,7 +289,7 @@ void func_80A53638(EnHeishi2* this, GlobalContext* globalCtx) {
if (ACTOR_BG_SPOT15_SAKU != actor->dyna.actor.id) {
actor = (BgSpot15Saku*)(actor->dyna.actor.next);
} else {
this->attachedGate = actor;
this->gate = actor;
actor->unk_168 = 1;
break;
}
@ -325,7 +325,7 @@ void func_80A53850(EnHeishi2* this, GlobalContext* globalCtx) {
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
func_800C04D8(globalCtx, this->cameraId, &this->unk_280, &this->unk_28C);
gate = (BgSpot15Saku*)this->attachedGate;
gate = (BgSpot15Saku*)this->gate;
if ((this->unk_2F2[0] == 0) || (gate->unk_168 == 0)) {
Gameplay_ClearCamera(globalCtx, this->cameraId);
Gameplay_ChangeCameraStatus(globalCtx, 0, 7);
@ -453,10 +453,10 @@ void func_80A53D0C(EnHeishi2* this, GlobalContext* globalCtx) {
}
if (this->unk_2EC <= frameCount) {
while (gate != NULL) {
if (ACTOR_BG_GATE_SHUTTER != gate->dyna.actor.id) {
if (gate->dyna.actor.id != ACTOR_BG_GATE_SHUTTER) {
gate = (BgGateShutter*)gate->dyna.actor.next;
} else {
this->attachedGate = gate;
this->gate = gate;
gate->openingState = 1;
break;
}
@ -496,7 +496,7 @@ void func_80A53F30(EnHeishi2* this, GlobalContext* globalCtx) {
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
func_800C04D8(globalCtx, this->cameraId, &this->unk_280, &this->unk_28C);
gate = (BgGateShutter*)this->attachedGate;
gate = (BgGateShutter*)this->gate;
if ((this->unk_2F2[0] == 0) || (gate->openingState == 0)) {
Gameplay_ClearCamera(globalCtx, this->cameraId);
Gameplay_ChangeCameraStatus(globalCtx, 0, 7);
@ -619,7 +619,7 @@ void func_80A543A0(EnHeishi2* this, GlobalContext* globalCtx) {
if (ACTOR_BG_GATE_SHUTTER != gate->dyna.actor.id) {
gate = (BgGateShutter*)(gate->dyna.actor.next);
} else {
this->attachedGate = gate;
this->gate = gate;
if (this->unk_30A != 2) {
gate->openingState = -1;
break;

View file

@ -43,7 +43,7 @@ typedef struct EnHeishi2 {
/* 0x030D */ char unk_30D;
/* 0x030E */ s16 unk_30E;
/* 0x0310 */ s16 cameraId;
/* 0x0314 */ Actor* attachedGate;
/* 0x0314 */ Actor* gate; // first BgGateShutter that can be found in the actor list
/* 0x0318 */ char unk_318[0x18];
/* 0x0330 */ MtxF mtxf_330;
/* 0x0370 */ char unk_370[0x28];