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z_obj_lift: doc remaining funcs and field (#1440)

* `z_obj_lift`: doc funcs and field

doc remaining funcs and field in `z_obj_lift`

* `z_obj_lift`: shakeVec->shakeOrientation

* removed space from copy-paste of field name
This commit is contained in:
blackgamma7 2022-11-19 10:30:56 -05:00 committed by GitHub
parent 1666517f47
commit 39e4e63b4d
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 33 additions and 33 deletions

View file

@ -16,13 +16,13 @@ void ObjLift_Destroy(Actor* thisx, PlayState* play);
void ObjLift_Update(Actor* thisx, PlayState* play);
void ObjLift_Draw(Actor* thisx, PlayState* play);
void func_80B9651C(ObjLift* this);
void func_80B9664C(ObjLift* this);
void func_80B967C0(ObjLift* this);
void ObjLift_SetupWait(ObjLift* this);
void ObjLift_SetupShake(ObjLift* this);
void ObjLift_SetupFall(ObjLift* this);
void func_80B96560(ObjLift* this, PlayState* play);
void func_80B96678(ObjLift* this, PlayState* play);
void func_80B96840(ObjLift* this, PlayState* play);
void ObjLift_Wait(ObjLift* this, PlayState* play);
void ObjLift_Shake(ObjLift* this, PlayState* play);
void ObjLift_Fall(ObjLift* this, PlayState* play);
ActorInit Obj_Lift_InitVars = {
ACTOR_OBJ_LIFT,
@ -76,7 +76,7 @@ void ObjLift_InitDynaPoly(ObjLift* this, PlayState* play, CollisionHeader* colli
}
}
void func_80B96160(ObjLift* this, PlayState* play) {
void ObjLift_SpawnFragments(ObjLift* this, PlayState* play) {
Vec3f pos;
Vec3f velocity;
Vec3f* temp_s3;
@ -116,10 +116,10 @@ void ObjLift_Init(Actor* thisx, PlayState* play) {
Actor_SetScale(&this->dyna.actor, sScales[(this->dyna.actor.params >> 1) & 1]);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->unk_168.x = Rand_ZeroOne() * 65535.5f;
this->unk_168.y = Rand_ZeroOne() * 65535.5f;
this->unk_168.z = Rand_ZeroOne() * 65535.5f;
func_80B9651C(this);
this->shakeOrientation.x = Rand_ZeroOne() * 65535.5f;
this->shakeOrientation.y = Rand_ZeroOne() * 65535.5f;
this->shakeOrientation.z = Rand_ZeroOne() * 65535.5f;
ObjLift_SetupWait(this);
osSyncPrintf("(Dungeon Lift)(arg_data 0x%04x)\n", this->dyna.actor.params);
}
@ -129,25 +129,25 @@ void ObjLift_Destroy(Actor* thisx, PlayState* play) {
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
void func_80B9651C(ObjLift* this) {
void ObjLift_SetupWait(ObjLift* this) {
this->timer = sFallTimerDurations[(this->dyna.actor.params >> 8) & 7];
ObjLift_SetupAction(this, func_80B96560);
ObjLift_SetupAction(this, ObjLift_Wait);
}
void func_80B96560(ObjLift* this, PlayState* play) {
void ObjLift_Wait(ObjLift* this, PlayState* play) {
s32 pad;
s32 quakeIndex;
if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
if (this->timer <= 0) {
if (((this->dyna.actor.params >> 8) & 7) == 7) {
func_80B967C0(this);
ObjLift_SetupFall(this);
} else {
quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_1);
Quake_SetSpeed(quakeIndex, 10000);
Quake_SetPerturbations(quakeIndex, 2, 0, 0, 0);
Quake_SetDuration(quakeIndex, 20);
func_80B9664C(this);
ObjLift_SetupShake(this);
}
}
} else {
@ -155,25 +155,25 @@ void func_80B96560(ObjLift* this, PlayState* play) {
}
}
void func_80B9664C(ObjLift* this) {
void ObjLift_SetupShake(ObjLift* this) {
this->timer = 20;
ObjLift_SetupAction(this, func_80B96678);
ObjLift_SetupAction(this, ObjLift_Shake);
}
void func_80B96678(ObjLift* this, PlayState* play) {
void ObjLift_Shake(ObjLift* this, PlayState* play) {
if (this->timer <= 0) {
func_80B967C0(this);
ObjLift_SetupFall(this);
} else {
this->unk_168.x += 10000;
this->dyna.actor.world.rot.x = (s16)(Math_SinS(this->unk_168.x) * 300.0f) + this->dyna.actor.home.rot.x;
this->dyna.actor.world.rot.z = (s16)(Math_CosS(this->unk_168.x) * 300.0f) + this->dyna.actor.home.rot.z;
this->shakeOrientation.x += 10000;
this->dyna.actor.world.rot.x = (s16)(Math_SinS(this->shakeOrientation.x) * 300.0f) + this->dyna.actor.home.rot.x;
this->dyna.actor.world.rot.z = (s16)(Math_CosS(this->shakeOrientation.x) * 300.0f) + this->dyna.actor.home.rot.z;
this->dyna.actor.shape.rot.x = this->dyna.actor.world.rot.x;
this->dyna.actor.shape.rot.z = this->dyna.actor.world.rot.z;
this->unk_168.y += 18000;
this->dyna.actor.world.pos.y = Math_SinS(this->unk_168.y) + this->dyna.actor.home.pos.y;
this->unk_168.z += 18000;
this->dyna.actor.world.pos.x = Math_SinS(this->unk_168.z) * 3.0f + this->dyna.actor.home.pos.x;
this->dyna.actor.world.pos.z = Math_CosS(this->unk_168.z) * 3.0f + this->dyna.actor.home.pos.z;
this->shakeOrientation.y += 18000;
this->dyna.actor.world.pos.y = Math_SinS(this->shakeOrientation.y) + this->dyna.actor.home.pos.y;
this->shakeOrientation.z += 18000;
this->dyna.actor.world.pos.x = Math_SinS(this->shakeOrientation.z) * 3.0f + this->dyna.actor.home.pos.x;
this->dyna.actor.world.pos.z = Math_CosS(this->shakeOrientation.z) * 3.0f + this->dyna.actor.home.pos.z;
}
if ((this->timer & 3) == 3) {
@ -181,13 +181,13 @@ void func_80B96678(ObjLift* this, PlayState* play) {
}
}
void func_80B967C0(ObjLift* this) {
ObjLift_SetupAction(this, func_80B96840);
void ObjLift_SetupFall(ObjLift* this) {
ObjLift_SetupAction(this, ObjLift_Fall);
Math_Vec3f_Copy(&this->dyna.actor.world.pos, &this->dyna.actor.home.pos);
this->dyna.actor.shape.rot = this->dyna.actor.world.rot = this->dyna.actor.home.rot;
}
void func_80B96840(ObjLift* this, PlayState* play) {
void ObjLift_Fall(ObjLift* this, PlayState* play) {
s32 pad;
s32 bgId;
Vec3f pos;
@ -200,7 +200,7 @@ void func_80B96840(ObjLift* this, PlayState* play) {
if ((this->dyna.actor.floorHeight - this->dyna.actor.world.pos.y) >=
(sMaxFallDistances[(this->dyna.actor.params >> 1) & 1] - 0.001f)) {
func_80B96160(this, play);
ObjLift_SpawnFragments(this, play);
SfxSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 20, NA_SE_EV_BOX_BREAK);
Flags_SetSwitch(play, (this->dyna.actor.params >> 2) & 0x3F);
Actor_Kill(&this->dyna.actor);

View file

@ -11,7 +11,7 @@ typedef void (*ObjLiftActionFunc)(struct ObjLift*, PlayState*);
typedef struct ObjLift {
/* 0x0000 */ DynaPolyActor dyna;
/* 0x0164 */ ObjLiftActionFunc actionFunc;
/* 0x0168 */ Vec3s unk_168;
/* 0x0168 */ Vec3s shakeOrientation;
/* 0x016E */ s16 timer;
} ObjLift; // size = 0x0170