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adjusting sub98 init structs across actors

This commit is contained in:
fig02 2020-03-31 05:00:04 -04:00
parent daa7877c96
commit 340fbd5a40
9 changed files with 48 additions and 50 deletions

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@ -57,7 +57,12 @@ static ColliderCylinderInit colCylinderInit = {
0x00, 0x01, 0x01, 0x00, 0x001E, 0x0028, 0x0000, 0x0000, 0x0000, 0x0000,
};
static SubActor98Init subActor98Init = { 0x04, 0x001E, 0x0028, 0x96 };
static Sub98Init4 sub98Init = {
0x04,
0x001E,
0x0028,
0x96,
};
static ActorDamageChart damageChart = { {
{ 0x1, 0x0 }, { 0x0, 0x2 }, { 0x0, 0x1 }, { 0x0, 0x2 }, { 0x1, 0x0 }, { 0x0, 0x2 }, { 0x0, 0x2 }, { 0x1, 0x0 },
@ -96,7 +101,7 @@ static void EnWallmas_Init(EnWallmas* this, GlobalContext* globalCtx) {
ActorCollider_AllocCylinder(globalCtx, &this->colCylinder);
ActorCollider_InitCylinder(globalCtx, &this->colCylinder, &this->actor, &colCylinderInit);
func_80061ED4(&this->actor.sub_98, &damageChart, &subActor98Init);
func_80061ED4(&this->actor.sub_98, &damageChart, &sub98Init);
this2->switchFlag = (u8)(this2->actor.params >> 0x8);
this->actor.params = this->actor.params & 0xFF;