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More actor cleanup Part 1 (#107)

* Fix naming and structs in z_en_item00.c and z_en_a_keep.c

* Decompile init vars in z_en_item00.c and z_en_a_keep.c

* Create missing .h files for the last few actors

* Fix some collider member names in actor structs

* Fix old actors not properly using "actionFunc" / "SetupAction"

* Remove some local temporary actor structs

* Fix some actor header includes to be absolute instead of relative
This commit is contained in:
Roman971 2020-05-01 20:26:16 +02:00 committed by GitHub
parent 2b38920d7e
commit 3ca6082084
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GPG key ID: 4AEE18F83AFDEB23
47 changed files with 625 additions and 582 deletions

View file

@ -2,6 +2,8 @@
#include <global.h>
#include <vt.h>
#include "overlays/actors/ovl_En_Part/z_en_part.h"
void ActorShape_Init(ActorShape* shape, f32 arg1, void* shadowDrawFunc, f32 arg3) {
shape->unk_08 = arg1;
shape->shadowDrawFunc = shadowDrawFunc;
@ -3155,17 +3157,8 @@ void func_80032F54(struct_80032E24* arg0, s32 arg1, s32 arg2, s32 arg3, u32 arg4
arg0->unk_14 = arg1;
}
typedef struct {
/* 0x000 */ Actor actor;
/* 0x14C */ u8 unk_14C;
/* 0x14E */ s16 unk_14E;
/* 0x150 */ s32 unk_150;
/* 0x154 */ f32 unk_154;
/* 0x158 */ f32 unk_158;
} ActorEnPart;
s32 func_8003305C(Actor* actor, struct_80032E24* arg1, GlobalContext* globalCtx, s16 params) {
ActorEnPart* spawnedEnPart;
EnPart* spawnedEnPart;
MtxF* mtx;
s16 objBankIndex;
@ -3187,8 +3180,8 @@ s32 func_8003305C(Actor* actor, struct_80032E24* arg1, GlobalContext* globalCtx,
}
mtx = &arg1->unk_00[arg1->unk_08];
spawnedEnPart = (ActorEnPart*)Actor_SpawnAttached(&globalCtx->actorCtx, actor, globalCtx, ACTOR_EN_PART,
mtx->wx, mtx->wy, mtx->wz, 0, 0, objBankIndex, params);
spawnedEnPart = (EnPart*)Actor_SpawnAttached(&globalCtx->actorCtx, actor, globalCtx, ACTOR_EN_PART, mtx->wx,
mtx->wy, mtx->wz, 0, 0, objBankIndex, params);
if (spawnedEnPart != NULL) {
func_800D20CC(&arg1->unk_00[arg1->unk_08], &spawnedEnPart->actor.shape.rot, 0);
spawnedEnPart->unk_150 = arg1->unk_0C[arg1->unk_08];
@ -4158,13 +4151,13 @@ void func_80035844(Vec3f* arg0, Vec3f* arg1, s16* arg2, s32 arg3) {
/**
* Spawns En_Part (Dissipating Flames) actor attached to the given actor.
*/
ActorEnPart* func_800358DC(Actor* actor, Vec3f* spawnPos, Vec3s* spawnRot, Vec3f* arg3, s32 arg4, s32 unused,
GlobalContext* globalCtx, s16 params, s32 arg8) {
ActorEnPart* spawnedEnPart;
EnPart* func_800358DC(Actor* actor, Vec3f* spawnPos, Vec3s* spawnRot, Vec3f* arg3, s32 arg4, s32 unused,
GlobalContext* globalCtx, s16 params, s32 arg8) {
EnPart* spawnedEnPart;
spawnedEnPart = (ActorEnPart*)Actor_SpawnAttached(&globalCtx->actorCtx, actor, globalCtx, ACTOR_EN_PART,
spawnPos->x, spawnPos->y, spawnPos->z, spawnRot->x, spawnRot->y,
actor->objBankIndex, params);
spawnedEnPart =
(EnPart*)Actor_SpawnAttached(&globalCtx->actorCtx, actor, globalCtx, ACTOR_EN_PART, spawnPos->x, spawnPos->y,
spawnPos->z, spawnRot->x, spawnRot->y, actor->objBankIndex, params);
if (spawnedEnPart != NULL) {
spawnedEnPart->actor.scale = actor->scale;
spawnedEnPart->actor.speedXZ = arg3->x;

View file

@ -17,14 +17,8 @@ typedef enum {
} AObjType;
typedef struct {
/* 0x000 */ Actor actor;
/* 0x14C */ u32 dynaPolyId;
/* 0x150 */ f32 unk_150;
/* 0x154 */ f32 unk_154;
/* 0x158 */ s16 unk_158;
/* 0x15C */ u32 unk_15C;
/* 0x160 */ u8 unk_160;
/* 0x164 */ ActorFunc updateFunc;
/* 0x000 */ DynaPolyActor dyna;
/* 0x164 */ ActorFunc actionFunc;
/* 0x168 */ s32 unk_168;
/* 0x16C */ s16 textId;
/* 0x16E */ s16 unk_16E;
@ -32,33 +26,51 @@ typedef struct {
/* 0x172 */ s16 unk_172;
/* 0x174 */ s16 unk_174;
/* 0x178 */ f32 unk_178;
/* 0x17C */ ColliderCylinder cylinderCollider;
} ActorEnAObj; // size = 0x1C8
/* 0x17C */ ColliderCylinder collider;
} EnAObj; // size = 0x1C8
void func_8001D204(ActorEnAObj* this, GlobalContext* globalCtx);
void func_8001D25C(ActorEnAObj* this, GlobalContext* globalCtx);
void func_8001D360(ActorEnAObj* this, GlobalContext* globalCtx);
void func_8001D4A8(ActorEnAObj* this, GlobalContext* globalCtx);
void func_8001D608(ActorEnAObj* this, GlobalContext* globalCtx);
#define FLAGS 0x00000010
void func_8001D234(ActorEnAObj* this, s16 params);
void func_8001D310(ActorEnAObj* this, s16 params);
void func_8001D480(ActorEnAObj* this, s16 params);
void func_8001D5C8(ActorEnAObj* this, s16 params);
void func_8001D204(EnAObj* this, GlobalContext* globalCtx);
void func_8001D25C(EnAObj* this, GlobalContext* globalCtx);
void func_8001D360(EnAObj* this, GlobalContext* globalCtx);
void func_8001D4A8(EnAObj* this, GlobalContext* globalCtx);
void func_8001D608(EnAObj* this, GlobalContext* globalCtx);
// TODO: Define this part of code .data here and rename the symbols
extern ActorInit En_A_Obj_InitVars;
void func_8001D234(EnAObj* this, s16 params);
void func_8001D310(EnAObj* this, s16 params);
void func_8001D480(EnAObj* this, s16 params);
void func_8001D5C8(EnAObj* this, s16 params);
void EnAObj_Init(EnAObj* this, GlobalContext* globalCtx);
void EnAObj_Destroy(EnAObj* this, GlobalContext* globalCtx);
void EnAObj_Update(EnAObj* this, GlobalContext* globalCtx);
void EnAObj_Draw(EnAObj* this, GlobalContext* globalCtx);
const ActorInit En_A_Obj_InitVars = {
ACTOR_EN_A_OBJ,
ACTORTYPE_PROP,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(EnAObj),
(ActorFunc)EnAObj_Init,
(ActorFunc)EnAObj_Destroy,
(ActorFunc)EnAObj_Update,
(ActorFunc)EnAObj_Draw,
};
// TODO: Define this section of .data here and rename the symbols
extern ColliderCylinderInit D_80115440;
extern u32 D_8011546C[];
extern u32 D_80115484[];
void En_A_Obj_SetNewUpdate(ActorEnAObj* this, ActorFunc newUpdateFunc) {
this->updateFunc = newUpdateFunc;
void EnAObj_SetupAction(EnAObj* this, ActorFunc actionFunc) {
this->actionFunc = actionFunc;
}
#ifdef NON_MATCHING
// minor ordering and regalloc differences
void En_A_Obj_Init(ActorEnAObj* this, GlobalContext* globalCtx) {
void EnAObj_Init(EnAObj* this, GlobalContext* globalCtx) {
u32 sp34;
s16 type;
s16 initialParams;
@ -68,164 +80,164 @@ void En_A_Obj_Init(ActorEnAObj* this, GlobalContext* globalCtx) {
sp34 = 0;
sp28 = 6.0f;
initialParams = this->actor.params;
initialParams = this->dyna.actor.params;
type = initialParams & 0xFF;
this->textId = (initialParams >> 8) & 0xFF;
this->actor.params = type;
this->dyna.actor.params = type;
switch (type & 0xFFFF) {
case A_OBJ_BLOCK_SMALL:
Actor_SetScale(&this->actor, 0.025f);
Actor_SetScale(&this->dyna.actor, 0.025f);
break;
case A_OBJ_BLOCK_LARGE:
Actor_SetScale(&this->actor, 0.05f);
Actor_SetScale(&this->dyna.actor, 0.05f);
break;
case A_OBJ_BLOCK_HUGE:
case A_OBJ_CUBE_SMALL:
case A_OBJ_UNKNOWN_6:
Actor_SetScale(&this->actor, 0.1f);
Actor_SetScale(&this->dyna.actor, 0.1f);
break;
case A_OBJ_BLOCK_SMALL_ROT:
Actor_SetScale(&this->actor, 0.005f);
Actor_SetScale(&this->dyna.actor, 0.005f);
break;
case A_OBJ_BLOCK_LARGE_ROT:
default:
Actor_SetScale(&this->actor, 0.01f);
Actor_SetScale(&this->dyna.actor, 0.01f);
break;
}
if (this->actor.params >= 9) {
if (this->dyna.actor.params >= 9) {
sp28 = 12.0f;
}
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, sp28);
ActorShape_Init(&this->dyna.actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, sp28);
this->dynaPolyId = -1;
this->unk_160 = 0;
this->unk_15C = 0;
this->actor.unk_FC = 1200.0f;
this->actor.unk_F8 = 200.0f;
params = this->actor.params;
this->actor.posRot2.pos = this->actor.posRot.pos;
this->dyna.dynaPolyId = -1;
this->dyna.unk_160 = 0;
this->dyna.unk_15C = 0;
this->dyna.actor.unk_FC = 1200.0f;
this->dyna.actor.unk_F8 = 200.0f;
params = this->dyna.actor.params;
this->dyna.actor.posRot2.pos = this->dyna.actor.posRot.pos;
switch (params) {
case A_OBJ_BLOCK_LARGE:
case A_OBJ_BLOCK_HUGE:
this->dynaPolyId = 1;
Actor_ChangeType(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORTYPE_BG);
func_8001D5C8(this, this->actor.params);
this->dyna.dynaPolyId = 1;
Actor_ChangeType(globalCtx, &globalCtx->actorCtx, &this->dyna.actor, ACTORTYPE_BG);
func_8001D5C8(this, this->dyna.actor.params);
break;
case A_OBJ_BLOCK_SMALL_ROT:
case A_OBJ_BLOCK_LARGE_ROT:
this->dynaPolyId = 3;
Actor_ChangeType(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORTYPE_BG);
func_8001D310(this, this->actor.params);
this->dyna.dynaPolyId = 3;
Actor_ChangeType(globalCtx, &globalCtx->actorCtx, &this->dyna.actor, ACTORTYPE_BG);
func_8001D310(this, this->dyna.actor.params);
break;
case A_OBJ_UNKNOWN_6:
this->actor.flags |= 0x1;
this->dynaPolyId = 5;
this->dyna.actor.flags |= 0x1;
this->dyna.dynaPolyId = 5;
this->unk_178 = 10.0f;
this->actor.gravity = -2.0f;
func_8001D234(this, this->actor.params);
this->dyna.actor.gravity = -2.0f;
func_8001D234(this, this->dyna.actor.params);
break;
case A_OBJ_GRASS_CLUMP:
case A_OBJ_TREE_STUMP:
this->dynaPolyId = 0;
func_8001D234(this, this->actor.params);
this->dyna.dynaPolyId = 0;
func_8001D234(this, this->dyna.actor.params);
break;
case A_OBJ_SIGNPOST_OBLONG:
case A_OBJ_SIGNPOST_ARROW:
this->actor.textId = (this->textId & 0xFF) | 0x300;
this->actor.flags |= 0x8 | 0x1;
this->actor.unk_4C = 500.0f;
this->dyna.actor.textId = (this->textId & 0xFF) | 0x300;
this->dyna.actor.flags |= 0x8 | 0x1;
this->dyna.actor.unk_4C = 500.0f;
this->unk_178 = 45.0f;
func_8001D234(this, this->actor.params);
Collider_InitCylinder(globalCtx, &this->cylinderCollider);
Collider_SetCylinder(globalCtx, &this->cylinderCollider, &this->actor, &D_80115440);
this->actor.colChkInfo.mass = 0xFF;
this->actor.unk_1F = 0;
func_8001D234(this, this->dyna.actor.params);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->dyna.actor, &D_80115440);
this->dyna.actor.colChkInfo.mass = 0xFF;
this->dyna.actor.unk_1F = 0;
break;
case A_OBJ_KNOB:
this->actor.gravity = -1.5f;
this->dyna.actor.gravity = -1.5f;
func_8001D480(this, params);
break;
default:
this->actor.gravity = -2.0f;
this->dyna.actor.gravity = -2.0f;
func_8001D234(this, params);
break;
}
if (this->actor.params < 5) {
this->actor.colChkInfo.mass = 0xFF;
if (this->dyna.actor.params < 5) {
this->dyna.actor.colChkInfo.mass = 0xFF;
}
if (this->dynaPolyId != -1) {
DynaPolyInfo_Alloc(D_8011546C[this->dynaPolyId], &sp34);
this->dynaPolyId = DynaPolyInfo_RegisterActor(globalCtx, &globalCtx->colCtx.dyna, &this->actor, sp34);
if (this->dyna.dynaPolyId != -1) {
DynaPolyInfo_Alloc(D_8011546C[this->dyna.dynaPolyId], &sp34);
this->dyna.dynaPolyId = DynaPolyInfo_RegisterActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, sp34);
}
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_en_a_keep/En_A_Obj_Init.s")
#pragma GLOBAL_ASM("asm/non_matchings/code/z_en_a_keep/EnAObj_Init.s")
#endif
void En_A_Obj_Destroy(ActorEnAObj* this, GlobalContext* globalCtx) {
ColliderCylinder* cylinderCollider = &this->cylinderCollider;
void EnAObj_Destroy(EnAObj* this, GlobalContext* globalCtx) {
ColliderCylinder* collider = &this->collider;
DynaPolyInfo_Free(globalCtx, &globalCtx->colCtx.dyna, this->dynaPolyId);
DynaPolyInfo_Free(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
switch (this->actor.params) {
switch (this->dyna.actor.params) {
case A_OBJ_SIGNPOST_OBLONG:
case A_OBJ_SIGNPOST_ARROW:
Collider_DestroyCylinder(globalCtx, cylinderCollider);
Collider_DestroyCylinder(globalCtx, collider);
}
}
void func_8001D204(ActorEnAObj* this, GlobalContext* globalCtx) {
if (func_8002F334(&this->actor, globalCtx)) {
func_8001D234(this, this->actor.params);
void func_8001D204(EnAObj* this, GlobalContext* globalCtx) {
if (func_8002F334(&this->dyna.actor, globalCtx)) {
func_8001D234(this, this->dyna.actor.params);
}
}
void func_8001D234(ActorEnAObj* this, s16 params) {
En_A_Obj_SetNewUpdate(this, (ActorFunc)func_8001D25C);
void func_8001D234(EnAObj* this, s16 params) {
EnAObj_SetupAction(this, (ActorFunc)func_8001D25C);
}
void func_8001D25C(ActorEnAObj* this, GlobalContext* globalCtx) {
void func_8001D25C(EnAObj* this, GlobalContext* globalCtx) {
s16 var;
if (this->actor.textId != 0) {
var = this->actor.rotTowardsLinkY - this->actor.shape.rot.y;
if ((ABS(var) < 0x2800) || ((this->actor.params == 0xA) && (ABS(var) > 0x5800))) {
if (func_8002F194(&this->actor, globalCtx)) {
En_A_Obj_SetNewUpdate(this, (ActorFunc)func_8001D204);
if (this->dyna.actor.textId != 0) {
var = this->dyna.actor.rotTowardsLinkY - this->dyna.actor.shape.rot.y;
if ((ABS(var) < 0x2800) || ((this->dyna.actor.params == 0xA) && (ABS(var) > 0x5800))) {
if (func_8002F194(&this->dyna.actor, globalCtx)) {
EnAObj_SetupAction(this, (ActorFunc)func_8001D204);
} else {
func_8002F2F4(&this->actor, globalCtx);
func_8002F2F4(&this->dyna.actor, globalCtx);
}
}
}
}
void func_8001D310(ActorEnAObj* this, s16 params) {
void func_8001D310(EnAObj* this, s16 params) {
this->unk_16E = 0;
this->unk_168 = 10;
this->actor.posRot.rot.y = 0;
this->actor.shape.rot = this->actor.posRot.rot;
En_A_Obj_SetNewUpdate(this, (ActorFunc)func_8001D360);
this->dyna.actor.posRot.rot.y = 0;
this->dyna.actor.shape.rot = this->dyna.actor.posRot.rot;
EnAObj_SetupAction(this, (ActorFunc)func_8001D360);
}
void func_8001D360(ActorEnAObj* this, GlobalContext* globalCtx) {
void func_8001D360(EnAObj* this, GlobalContext* globalCtx) {
if (this->unk_16E == 0) {
if (this->unk_160 != 0) {
if (this->dyna.unk_160 != 0) {
this->unk_16E++;
this->unk_170 = 20;
if ((s16)(this->actor.rotTowardsLinkY + 0x4000) < 0) {
if ((s16)(this->dyna.actor.rotTowardsLinkY + 0x4000) < 0) {
this->unk_174 = -1000;
} else {
this->unk_174 = 1000;
}
if (this->actor.rotTowardsLinkY < 0) {
if (this->dyna.actor.rotTowardsLinkY < 0) {
this->unk_172 = -this->unk_174;
} else {
this->unk_172 = this->unk_174;
@ -235,101 +247,103 @@ void func_8001D360(ActorEnAObj* this, GlobalContext* globalCtx) {
if (this->unk_168 != 0) {
this->unk_168--;
} else {
this->actor.shape.rot.y += this->unk_172;
this->actor.shape.rot.x += this->unk_174;
this->dyna.actor.shape.rot.y += this->unk_172;
this->dyna.actor.shape.rot.x += this->unk_174;
this->unk_170--;
this->actor.gravity = -1.0f;
this->dyna.actor.gravity = -1.0f;
if (this->unk_170 == 0) {
this->actor.posRot.pos = this->actor.initPosRot.pos;
this->dyna.actor.posRot.pos = this->dyna.actor.initPosRot.pos;
this->unk_16E = 0;
this->unk_168 = 10;
this->actor.velocity.y = 0.0f;
this->actor.gravity = 0.0f;
this->actor.shape.rot = this->actor.posRot.rot;
this->dyna.actor.velocity.y = 0.0f;
this->dyna.actor.gravity = 0.0f;
this->dyna.actor.shape.rot = this->dyna.actor.posRot.rot;
}
}
}
}
void func_8001D480(ActorEnAObj* this, s16 params) {
En_A_Obj_SetNewUpdate(this, (ActorFunc)func_8001D4A8);
void func_8001D480(EnAObj* this, s16 params) {
EnAObj_SetupAction(this, (ActorFunc)func_8001D4A8);
}
void func_8001D4A8(ActorEnAObj* this, GlobalContext* globalCtx) {
Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 1.0f, 1.0f, 0.5f, 0.0f);
this->actor.shape.rot.x = this->actor.shape.rot.x + (this->actor.posRot.rot.x >> 1);
this->actor.shape.rot.z = this->actor.shape.rot.z + (this->actor.posRot.rot.z >> 1);
void func_8001D4A8(EnAObj* this, GlobalContext* globalCtx) {
Math_SmoothScaleMaxMinF(&this->dyna.actor.speedXZ, 1.0f, 1.0f, 0.5f, 0.0f);
this->dyna.actor.shape.rot.x = this->dyna.actor.shape.rot.x + (this->dyna.actor.posRot.rot.x >> 1);
this->dyna.actor.shape.rot.z = this->dyna.actor.shape.rot.z + (this->dyna.actor.posRot.rot.z >> 1);
if ((this->actor.speedXZ != 0.0f) && (this->actor.bgCheckFlags & 0x8)) {
if ((this->dyna.actor.speedXZ != 0.0f) && (this->dyna.actor.bgCheckFlags & 0x8)) {
if (1) { // Necessary to match
this->actor.posRot.rot.y = ((this->actor.unk_7E - this->actor.posRot.rot.y) + this->actor.unk_7E) - 0x8000;
this->dyna.actor.posRot.rot.y =
((this->dyna.actor.unk_7E - this->dyna.actor.posRot.rot.y) + this->dyna.actor.unk_7E) - 0x8000;
}
this->actor.bgCheckFlags &= ~0x8;
this->dyna.actor.bgCheckFlags &= ~0x8;
}
if (this->actor.bgCheckFlags & 0x2) {
if (this->actor.velocity.y < -8.0f) {
this->actor.velocity.y *= -0.6f;
this->actor.speedXZ *= 0.6f;
this->actor.bgCheckFlags &= ~0x3;
if (this->dyna.actor.bgCheckFlags & 0x2) {
if (this->dyna.actor.velocity.y < -8.0f) {
this->dyna.actor.velocity.y *= -0.6f;
this->dyna.actor.speedXZ *= 0.6f;
this->dyna.actor.bgCheckFlags &= ~0x3;
} else {
Actor_Kill(&this->actor);
Actor_Kill(&this->dyna.actor);
}
}
}
void func_8001D5C8(ActorEnAObj* this, s16 params) {
this->actor.unk_FC = 1200.0f;
this->actor.unk_F8 = 720.0f;
En_A_Obj_SetNewUpdate(this, (ActorFunc)func_8001D608);
void func_8001D5C8(EnAObj* this, s16 params) {
this->dyna.actor.unk_FC = 1200.0f;
this->dyna.actor.unk_F8 = 720.0f;
EnAObj_SetupAction(this, (ActorFunc)func_8001D608);
}
void func_8001D608(ActorEnAObj* this, GlobalContext* globalCtx) {
this->actor.speedXZ += this->unk_150;
this->actor.posRot.rot.y = this->unk_158;
void func_8001D608(EnAObj* this, GlobalContext* globalCtx) {
this->dyna.actor.speedXZ += this->dyna.unk_150;
this->dyna.actor.posRot.rot.y = this->dyna.unk_158;
this->actor.speedXZ =
(this->actor.speedXZ < -2.5f) ? -2.5f : ((this->actor.speedXZ > 2.5f) ? 2.5f : this->actor.speedXZ);
this->dyna.actor.speedXZ = (this->dyna.actor.speedXZ < -2.5f)
? -2.5f
: ((this->dyna.actor.speedXZ > 2.5f) ? 2.5f : this->dyna.actor.speedXZ);
Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
Math_SmoothScaleMaxMinF(&this->dyna.actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
if (this->actor.speedXZ != 0.0f) {
Audio_PlayActorSound2(&this->actor, 0x200A);
if (this->dyna.actor.speedXZ != 0.0f) {
Audio_PlayActorSound2(&this->dyna.actor, 0x200A);
}
this->unk_154 = 0.0f;
this->unk_150 = 0.0f;
this->dyna.unk_154 = 0.0f;
this->dyna.unk_150 = 0.0f;
}
void En_A_Obj_Update(ActorEnAObj* this, GlobalContext* globalCtx) {
void EnAObj_Update(EnAObj* this, GlobalContext* globalCtx) {
Collider* collider;
this->updateFunc(this, globalCtx);
Actor_MoveForward(&this->actor);
this->actionFunc(this, globalCtx);
Actor_MoveForward(&this->dyna.actor);
if (this->actor.gravity != 0.0f) {
if (this->actor.params != A_OBJ_KNOB) {
func_8002E4B4(globalCtx, &this->actor, 5.0f, 40.0f, 0.0f, 0x1D);
if (this->dyna.actor.gravity != 0.0f) {
if (this->dyna.actor.params != A_OBJ_KNOB) {
func_8002E4B4(globalCtx, &this->dyna.actor, 5.0f, 40.0f, 0.0f, 0x1D);
} else {
func_8002E4B4(globalCtx, &this->actor, 5.0f, 20.0f, 0.0f, 0x1D);
func_8002E4B4(globalCtx, &this->dyna.actor, 5.0f, 20.0f, 0.0f, 0x1D);
}
}
this->actor.posRot2.pos = this->actor.posRot.pos;
this->actor.posRot2.pos.y += this->unk_178;
this->dyna.actor.posRot2.pos = this->dyna.actor.posRot.pos;
this->dyna.actor.posRot2.pos.y += this->unk_178;
switch (this->actor.params) {
switch (this->dyna.actor.params) {
case A_OBJ_SIGNPOST_OBLONG:
case A_OBJ_SIGNPOST_ARROW:
collider = (Collider*)&this->cylinderCollider;
Collider_CylinderUpdate(&this->actor, &this->cylinderCollider);
collider = (Collider*)&this->collider;
Collider_CylinderUpdate(&this->dyna.actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, collider);
}
}
void En_A_Obj_Draw(ActorEnAObj* this, GlobalContext* globalCtx) {
s32 type = this->actor.params;
void EnAObj_Draw(EnAObj* this, GlobalContext* globalCtx) {
s32 type = this->dyna.actor.params;
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
Gfx* dispRefs[4];
@ -341,7 +355,7 @@ void En_A_Obj_Draw(ActorEnAObj* this, GlobalContext* globalCtx) {
type = A_OBJ_KNOB;
}
if (this->actor.params == A_OBJ_KNOB) {
if (this->dyna.actor.params == A_OBJ_KNOB) {
gDPSetPrimColor(gfxCtx->polyOpa.p++, 0, 1, 0x3C, 0x3C, 0x3C, 0x32);
}

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