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Use thisx

This commit is contained in:
Sirius902 2020-09-30 20:27:52 -07:00
parent 0c92f891ba
commit 2b51005739

View file

@ -148,32 +148,32 @@ void func_80A74398(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EffectBlureInit1 blureInit;
this->actor.update = func_80A75FA0;
this->actor.draw = func_80A76798;
this->actor.flags |= 0x400;
thisx->update = func_80A75FA0;
thisx->draw = func_80A76798;
thisx->flags |= 0x400;
Collider_InitCylinder(globalCtx, &this->unk_320);
Collider_SetCylinder(globalCtx, &this->unk_320, &this->actor, &D_80A78340);
Collider_SetCylinder(globalCtx, &this->unk_320, thisx, &D_80A78340);
Collider_InitTris(globalCtx, &this->unk_3EC);
Collider_SetTris(globalCtx, &this->unk_3EC, &this->actor, &D_80A783E4, this->unk_40C);
Collider_SetTris(globalCtx, &this->unk_3EC, thisx, &D_80A783E4, this->unk_40C);
Collider_InitQuad(globalCtx, &this->unk_36C);
Collider_SetQuad(globalCtx, &this->unk_36C, &this->actor, &D_80A783F4);
Collider_SetQuad(globalCtx, &this->unk_36C, thisx, &D_80A783F4);
this->actor.colChkInfo.damageTable = &D_80A78444;
this->actor.colChkInfo.mass = 0xFE;
thisx->colChkInfo.damageTable = &D_80A78444;
thisx->colChkInfo.mass = 0xFE;
this->unk_2FC = 0;
this->actor.colChkInfo.health = 30;
this->actor.gravity = -1.0f;
thisx->colChkInfo.health = 30;
thisx->gravity = -1.0f;
this->switchFlags = (thisx->params >> 8) & 0xFF;
this->actor.params &= 0xFF;
thisx->params &= 0xFF;
if (thisx->params == 0) {
this->actor.colChkInfo.health += 20;
this->actor.naviEnemyId = 52;
thisx->colChkInfo.health += 20;
thisx->naviEnemyId = 52;
} else {
Actor_SetScale(&this->actor, 0.012f);
this->actor.naviEnemyId = 53;
Actor_ChangeType(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORTYPE_ENEMY);
Actor_SetScale(thisx, 0.012f);
thisx->naviEnemyId = 53;
Actor_ChangeType(globalCtx, &globalCtx->actorCtx, thisx, ACTORTYPE_ENEMY);
}
blureInit.p1StartColor[0] = blureInit.p1StartColor[1] = blureInit.p2StartColor[0] = blureInit.p2StartColor[1] =
@ -194,10 +194,10 @@ void func_80A74398(Actor* thisx, GlobalContext* globalCtx) {
if (this->switchFlags != 0xFF) {
if (Flags_GetSwitch(globalCtx, this->switchFlags)) {
Actor_Kill(&this->actor);
Actor_Kill(thisx);
}
} else if (this->actor.params != 0 && Flags_GetClear(globalCtx, globalCtx->roomCtx.curRoom.num)) {
Actor_Kill(&this->actor);
} else if (thisx->params != 0 && Flags_GetClear(globalCtx, globalCtx->roomCtx.curRoom.num)) {
Actor_Kill(thisx);
}
}