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Decompile a bunch of objects (#603)
* Mostly done but shifted * still messed up * Almost OK * OBJECT_JYA_OBJ OK, OBJECT_GR OK * Done * Merge master and format * Cleanup * Cleanup 2 * Start object MB dont merge yet * Object_MB OK * Object_ydan_objects OK * General 'ydan' actor cleanup * Forgot some small things * Object_EC OK * add .gitkeep and run format * Object_sd OK but no textures cause of a zap issue * PR fixes * Fix object_sd * fix ydan * delete .gitkeep files * OBJECT_BOX as far as it can go with current ZAP * Fix undefined_syms * Start child link object * Push progress, dont merge yet * Object_mori_objects OK * Fixed? * Fix conflicts again * Seems like i missed some textures * Extract data for BgBombwall * More field * ZAP YEP 2.0 * Object_Box OK * Object_SD ok. Ready to merge * remove ASM and merge master * remove ASM * remove files wrongfully added to docs/ * Almost done * Change comment in z_player_lib.c * forgot some DLists in player_lib.c * Fix conflict, run format * Same as before but this time with Tex and TLUT * Last few things * fix object_GR and add limbs to object_sd * Nane -> Name * gChildDekuShieldMtx is now a matrix and not a blob * PR fixes (Fig) * add a space for comment in z_player_lib.c * re push and new lines * PR fixes (AngheloAlf) * PR fixes (Roman) * Fix Heishi2 * PR fixes (Fig) * Replace spacing in a file * PR fixes (Roman)
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parent
36fead60a0
commit
201c9ec1cd
72 changed files with 1499 additions and 1128 deletions
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@ -6,6 +6,7 @@
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#include "z_obj_comb.h"
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#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
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#include "objects/gameplay_field_keep/gameplay_field_keep.h"
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#define FLAGS 0x00000000
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@ -67,14 +68,11 @@ static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneDownward, 900, ICHAIN_STOP),
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};
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extern Gfx D_050095B0[];
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extern Gfx D_05009940[];
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void ObjComb_Break(ObjComb* this, GlobalContext* globalCtx) {
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Vec3f pos1;
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Vec3f pos;
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Vec3f velocity;
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Gfx* dlist = D_05009940;
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Gfx* dlist = gFieldBeehiveFragmentDL;
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s16 scale;
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s16 angle = 0;
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s16 gravity;
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@ -85,7 +83,7 @@ void ObjComb_Break(ObjComb* this, GlobalContext* globalCtx) {
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s32 i;
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for (i = 0; i < 31; i++) {
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angle += 20000;
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angle += 0x4E20;
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rand1 = Rand_ZeroOne() * 10.0f;
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pos1.x = Math_SinS(angle) * rand1;
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@ -200,7 +198,7 @@ void ObjComb_Wait(ObjComb* this, GlobalContext* globalCtx) {
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void ObjComb_Update(Actor* thisx, GlobalContext* globalCtx) {
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ObjComb* this = THIS;
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this->unk_1B2 += 12000;
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this->unk_1B2 += 0x2EE0;
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this->actionFunc(this, globalCtx);
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this->actor.shape.rot.x = Math_SinS(this->unk_1B2) * this->unk_1B0 + this->actor.home.rot.x;
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}
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@ -223,7 +221,7 @@ void ObjComb_Draw(Actor* thisx, GlobalContext* globalCtx) {
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_obj_comb.c", 394),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, D_050095B0);
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gSPDisplayList(POLY_OPA_DISP++, gFieldBeehiveDL);
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Collider_UpdateSpheres(0, &this->collider);
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