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Use thisx
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parent
0c92f891ba
commit
2b51005739
1 changed files with 19 additions and 19 deletions
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@ -148,32 +148,32 @@ void func_80A74398(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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EffectBlureInit1 blureInit;
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this->actor.update = func_80A75FA0;
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this->actor.draw = func_80A76798;
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this->actor.flags |= 0x400;
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thisx->update = func_80A75FA0;
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thisx->draw = func_80A76798;
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thisx->flags |= 0x400;
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Collider_InitCylinder(globalCtx, &this->unk_320);
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Collider_SetCylinder(globalCtx, &this->unk_320, &this->actor, &D_80A78340);
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Collider_SetCylinder(globalCtx, &this->unk_320, thisx, &D_80A78340);
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Collider_InitTris(globalCtx, &this->unk_3EC);
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Collider_SetTris(globalCtx, &this->unk_3EC, &this->actor, &D_80A783E4, this->unk_40C);
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Collider_SetTris(globalCtx, &this->unk_3EC, thisx, &D_80A783E4, this->unk_40C);
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Collider_InitQuad(globalCtx, &this->unk_36C);
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Collider_SetQuad(globalCtx, &this->unk_36C, &this->actor, &D_80A783F4);
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Collider_SetQuad(globalCtx, &this->unk_36C, thisx, &D_80A783F4);
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this->actor.colChkInfo.damageTable = &D_80A78444;
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this->actor.colChkInfo.mass = 0xFE;
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thisx->colChkInfo.damageTable = &D_80A78444;
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thisx->colChkInfo.mass = 0xFE;
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this->unk_2FC = 0;
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this->actor.colChkInfo.health = 30;
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this->actor.gravity = -1.0f;
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thisx->colChkInfo.health = 30;
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thisx->gravity = -1.0f;
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this->switchFlags = (thisx->params >> 8) & 0xFF;
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this->actor.params &= 0xFF;
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thisx->params &= 0xFF;
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if (thisx->params == 0) {
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this->actor.colChkInfo.health += 20;
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this->actor.naviEnemyId = 52;
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thisx->colChkInfo.health += 20;
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thisx->naviEnemyId = 52;
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} else {
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Actor_SetScale(&this->actor, 0.012f);
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this->actor.naviEnemyId = 53;
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Actor_ChangeType(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORTYPE_ENEMY);
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Actor_SetScale(thisx, 0.012f);
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thisx->naviEnemyId = 53;
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Actor_ChangeType(globalCtx, &globalCtx->actorCtx, thisx, ACTORTYPE_ENEMY);
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}
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blureInit.p1StartColor[0] = blureInit.p1StartColor[1] = blureInit.p2StartColor[0] = blureInit.p2StartColor[1] =
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@ -194,10 +194,10 @@ void func_80A74398(Actor* thisx, GlobalContext* globalCtx) {
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if (this->switchFlags != 0xFF) {
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if (Flags_GetSwitch(globalCtx, this->switchFlags)) {
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Actor_Kill(&this->actor);
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Actor_Kill(thisx);
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}
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} else if (this->actor.params != 0 && Flags_GetClear(globalCtx, globalCtx->roomCtx.curRoom.num)) {
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Actor_Kill(&this->actor);
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} else if (thisx->params != 0 && Flags_GetClear(globalCtx, globalCtx->roomCtx.curRoom.num)) {
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Actor_Kill(thisx);
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}
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}
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