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https://github.com/zeldaret/oot.git
synced 2025-07-13 11:24:40 +00:00
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:
parent
2b38920d7e
commit
3ca6082084
47 changed files with 625 additions and 582 deletions
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@ -17,14 +17,8 @@ typedef enum {
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} AObjType;
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typedef struct {
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/* 0x000 */ Actor actor;
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/* 0x14C */ u32 dynaPolyId;
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/* 0x150 */ f32 unk_150;
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/* 0x154 */ f32 unk_154;
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/* 0x158 */ s16 unk_158;
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/* 0x15C */ u32 unk_15C;
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/* 0x160 */ u8 unk_160;
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/* 0x164 */ ActorFunc updateFunc;
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/* 0x000 */ DynaPolyActor dyna;
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/* 0x164 */ ActorFunc actionFunc;
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/* 0x168 */ s32 unk_168;
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/* 0x16C */ s16 textId;
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/* 0x16E */ s16 unk_16E;
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@ -32,33 +26,51 @@ typedef struct {
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/* 0x172 */ s16 unk_172;
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/* 0x174 */ s16 unk_174;
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/* 0x178 */ f32 unk_178;
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/* 0x17C */ ColliderCylinder cylinderCollider;
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} ActorEnAObj; // size = 0x1C8
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/* 0x17C */ ColliderCylinder collider;
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} EnAObj; // size = 0x1C8
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void func_8001D204(ActorEnAObj* this, GlobalContext* globalCtx);
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void func_8001D25C(ActorEnAObj* this, GlobalContext* globalCtx);
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void func_8001D360(ActorEnAObj* this, GlobalContext* globalCtx);
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void func_8001D4A8(ActorEnAObj* this, GlobalContext* globalCtx);
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void func_8001D608(ActorEnAObj* this, GlobalContext* globalCtx);
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#define FLAGS 0x00000010
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void func_8001D234(ActorEnAObj* this, s16 params);
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void func_8001D310(ActorEnAObj* this, s16 params);
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void func_8001D480(ActorEnAObj* this, s16 params);
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void func_8001D5C8(ActorEnAObj* this, s16 params);
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void func_8001D204(EnAObj* this, GlobalContext* globalCtx);
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void func_8001D25C(EnAObj* this, GlobalContext* globalCtx);
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void func_8001D360(EnAObj* this, GlobalContext* globalCtx);
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void func_8001D4A8(EnAObj* this, GlobalContext* globalCtx);
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void func_8001D608(EnAObj* this, GlobalContext* globalCtx);
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// TODO: Define this part of code .data here and rename the symbols
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extern ActorInit En_A_Obj_InitVars;
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void func_8001D234(EnAObj* this, s16 params);
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void func_8001D310(EnAObj* this, s16 params);
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void func_8001D480(EnAObj* this, s16 params);
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void func_8001D5C8(EnAObj* this, s16 params);
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void EnAObj_Init(EnAObj* this, GlobalContext* globalCtx);
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void EnAObj_Destroy(EnAObj* this, GlobalContext* globalCtx);
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void EnAObj_Update(EnAObj* this, GlobalContext* globalCtx);
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void EnAObj_Draw(EnAObj* this, GlobalContext* globalCtx);
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const ActorInit En_A_Obj_InitVars = {
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ACTOR_EN_A_OBJ,
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ACTORTYPE_PROP,
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FLAGS,
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OBJECT_GAMEPLAY_KEEP,
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sizeof(EnAObj),
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(ActorFunc)EnAObj_Init,
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(ActorFunc)EnAObj_Destroy,
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(ActorFunc)EnAObj_Update,
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(ActorFunc)EnAObj_Draw,
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};
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// TODO: Define this section of .data here and rename the symbols
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extern ColliderCylinderInit D_80115440;
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extern u32 D_8011546C[];
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extern u32 D_80115484[];
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void En_A_Obj_SetNewUpdate(ActorEnAObj* this, ActorFunc newUpdateFunc) {
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this->updateFunc = newUpdateFunc;
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void EnAObj_SetupAction(EnAObj* this, ActorFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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#ifdef NON_MATCHING
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// minor ordering and regalloc differences
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void En_A_Obj_Init(ActorEnAObj* this, GlobalContext* globalCtx) {
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void EnAObj_Init(EnAObj* this, GlobalContext* globalCtx) {
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u32 sp34;
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s16 type;
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s16 initialParams;
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@ -68,164 +80,164 @@ void En_A_Obj_Init(ActorEnAObj* this, GlobalContext* globalCtx) {
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sp34 = 0;
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sp28 = 6.0f;
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initialParams = this->actor.params;
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initialParams = this->dyna.actor.params;
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type = initialParams & 0xFF;
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this->textId = (initialParams >> 8) & 0xFF;
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this->actor.params = type;
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this->dyna.actor.params = type;
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switch (type & 0xFFFF) {
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case A_OBJ_BLOCK_SMALL:
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Actor_SetScale(&this->actor, 0.025f);
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Actor_SetScale(&this->dyna.actor, 0.025f);
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break;
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case A_OBJ_BLOCK_LARGE:
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Actor_SetScale(&this->actor, 0.05f);
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Actor_SetScale(&this->dyna.actor, 0.05f);
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break;
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case A_OBJ_BLOCK_HUGE:
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case A_OBJ_CUBE_SMALL:
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case A_OBJ_UNKNOWN_6:
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Actor_SetScale(&this->actor, 0.1f);
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Actor_SetScale(&this->dyna.actor, 0.1f);
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break;
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case A_OBJ_BLOCK_SMALL_ROT:
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Actor_SetScale(&this->actor, 0.005f);
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Actor_SetScale(&this->dyna.actor, 0.005f);
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break;
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case A_OBJ_BLOCK_LARGE_ROT:
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default:
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Actor_SetScale(&this->actor, 0.01f);
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Actor_SetScale(&this->dyna.actor, 0.01f);
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break;
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}
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if (this->actor.params >= 9) {
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if (this->dyna.actor.params >= 9) {
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sp28 = 12.0f;
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}
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, sp28);
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ActorShape_Init(&this->dyna.actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, sp28);
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this->dynaPolyId = -1;
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this->unk_160 = 0;
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this->unk_15C = 0;
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this->actor.unk_FC = 1200.0f;
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this->actor.unk_F8 = 200.0f;
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params = this->actor.params;
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this->actor.posRot2.pos = this->actor.posRot.pos;
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this->dyna.dynaPolyId = -1;
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this->dyna.unk_160 = 0;
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this->dyna.unk_15C = 0;
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this->dyna.actor.unk_FC = 1200.0f;
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this->dyna.actor.unk_F8 = 200.0f;
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params = this->dyna.actor.params;
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this->dyna.actor.posRot2.pos = this->dyna.actor.posRot.pos;
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switch (params) {
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case A_OBJ_BLOCK_LARGE:
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case A_OBJ_BLOCK_HUGE:
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this->dynaPolyId = 1;
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Actor_ChangeType(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORTYPE_BG);
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func_8001D5C8(this, this->actor.params);
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this->dyna.dynaPolyId = 1;
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Actor_ChangeType(globalCtx, &globalCtx->actorCtx, &this->dyna.actor, ACTORTYPE_BG);
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func_8001D5C8(this, this->dyna.actor.params);
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break;
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case A_OBJ_BLOCK_SMALL_ROT:
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case A_OBJ_BLOCK_LARGE_ROT:
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this->dynaPolyId = 3;
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Actor_ChangeType(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORTYPE_BG);
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func_8001D310(this, this->actor.params);
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this->dyna.dynaPolyId = 3;
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Actor_ChangeType(globalCtx, &globalCtx->actorCtx, &this->dyna.actor, ACTORTYPE_BG);
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func_8001D310(this, this->dyna.actor.params);
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break;
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case A_OBJ_UNKNOWN_6:
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this->actor.flags |= 0x1;
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this->dynaPolyId = 5;
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this->dyna.actor.flags |= 0x1;
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this->dyna.dynaPolyId = 5;
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this->unk_178 = 10.0f;
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this->actor.gravity = -2.0f;
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func_8001D234(this, this->actor.params);
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this->dyna.actor.gravity = -2.0f;
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func_8001D234(this, this->dyna.actor.params);
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break;
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case A_OBJ_GRASS_CLUMP:
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case A_OBJ_TREE_STUMP:
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this->dynaPolyId = 0;
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func_8001D234(this, this->actor.params);
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this->dyna.dynaPolyId = 0;
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func_8001D234(this, this->dyna.actor.params);
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break;
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case A_OBJ_SIGNPOST_OBLONG:
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case A_OBJ_SIGNPOST_ARROW:
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this->actor.textId = (this->textId & 0xFF) | 0x300;
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this->actor.flags |= 0x8 | 0x1;
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this->actor.unk_4C = 500.0f;
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this->dyna.actor.textId = (this->textId & 0xFF) | 0x300;
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this->dyna.actor.flags |= 0x8 | 0x1;
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this->dyna.actor.unk_4C = 500.0f;
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this->unk_178 = 45.0f;
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func_8001D234(this, this->actor.params);
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Collider_InitCylinder(globalCtx, &this->cylinderCollider);
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Collider_SetCylinder(globalCtx, &this->cylinderCollider, &this->actor, &D_80115440);
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this->actor.colChkInfo.mass = 0xFF;
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this->actor.unk_1F = 0;
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func_8001D234(this, this->dyna.actor.params);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->dyna.actor, &D_80115440);
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this->dyna.actor.colChkInfo.mass = 0xFF;
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this->dyna.actor.unk_1F = 0;
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break;
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case A_OBJ_KNOB:
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this->actor.gravity = -1.5f;
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this->dyna.actor.gravity = -1.5f;
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func_8001D480(this, params);
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break;
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default:
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this->actor.gravity = -2.0f;
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this->dyna.actor.gravity = -2.0f;
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func_8001D234(this, params);
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break;
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}
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if (this->actor.params < 5) {
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this->actor.colChkInfo.mass = 0xFF;
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if (this->dyna.actor.params < 5) {
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this->dyna.actor.colChkInfo.mass = 0xFF;
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}
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if (this->dynaPolyId != -1) {
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DynaPolyInfo_Alloc(D_8011546C[this->dynaPolyId], &sp34);
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this->dynaPolyId = DynaPolyInfo_RegisterActor(globalCtx, &globalCtx->colCtx.dyna, &this->actor, sp34);
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if (this->dyna.dynaPolyId != -1) {
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DynaPolyInfo_Alloc(D_8011546C[this->dyna.dynaPolyId], &sp34);
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this->dyna.dynaPolyId = DynaPolyInfo_RegisterActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, sp34);
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}
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}
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#else
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_en_a_keep/En_A_Obj_Init.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_en_a_keep/EnAObj_Init.s")
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#endif
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void En_A_Obj_Destroy(ActorEnAObj* this, GlobalContext* globalCtx) {
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ColliderCylinder* cylinderCollider = &this->cylinderCollider;
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void EnAObj_Destroy(EnAObj* this, GlobalContext* globalCtx) {
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ColliderCylinder* collider = &this->collider;
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DynaPolyInfo_Free(globalCtx, &globalCtx->colCtx.dyna, this->dynaPolyId);
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DynaPolyInfo_Free(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
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switch (this->actor.params) {
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switch (this->dyna.actor.params) {
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case A_OBJ_SIGNPOST_OBLONG:
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case A_OBJ_SIGNPOST_ARROW:
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Collider_DestroyCylinder(globalCtx, cylinderCollider);
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Collider_DestroyCylinder(globalCtx, collider);
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}
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}
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void func_8001D204(ActorEnAObj* this, GlobalContext* globalCtx) {
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if (func_8002F334(&this->actor, globalCtx)) {
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func_8001D234(this, this->actor.params);
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void func_8001D204(EnAObj* this, GlobalContext* globalCtx) {
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if (func_8002F334(&this->dyna.actor, globalCtx)) {
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func_8001D234(this, this->dyna.actor.params);
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}
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}
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void func_8001D234(ActorEnAObj* this, s16 params) {
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En_A_Obj_SetNewUpdate(this, (ActorFunc)func_8001D25C);
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void func_8001D234(EnAObj* this, s16 params) {
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EnAObj_SetupAction(this, (ActorFunc)func_8001D25C);
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}
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void func_8001D25C(ActorEnAObj* this, GlobalContext* globalCtx) {
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void func_8001D25C(EnAObj* this, GlobalContext* globalCtx) {
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s16 var;
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if (this->actor.textId != 0) {
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var = this->actor.rotTowardsLinkY - this->actor.shape.rot.y;
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if ((ABS(var) < 0x2800) || ((this->actor.params == 0xA) && (ABS(var) > 0x5800))) {
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if (func_8002F194(&this->actor, globalCtx)) {
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En_A_Obj_SetNewUpdate(this, (ActorFunc)func_8001D204);
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if (this->dyna.actor.textId != 0) {
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var = this->dyna.actor.rotTowardsLinkY - this->dyna.actor.shape.rot.y;
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if ((ABS(var) < 0x2800) || ((this->dyna.actor.params == 0xA) && (ABS(var) > 0x5800))) {
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if (func_8002F194(&this->dyna.actor, globalCtx)) {
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EnAObj_SetupAction(this, (ActorFunc)func_8001D204);
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} else {
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func_8002F2F4(&this->actor, globalCtx);
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func_8002F2F4(&this->dyna.actor, globalCtx);
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}
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}
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}
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}
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void func_8001D310(ActorEnAObj* this, s16 params) {
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void func_8001D310(EnAObj* this, s16 params) {
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this->unk_16E = 0;
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this->unk_168 = 10;
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this->actor.posRot.rot.y = 0;
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this->actor.shape.rot = this->actor.posRot.rot;
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En_A_Obj_SetNewUpdate(this, (ActorFunc)func_8001D360);
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this->dyna.actor.posRot.rot.y = 0;
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this->dyna.actor.shape.rot = this->dyna.actor.posRot.rot;
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EnAObj_SetupAction(this, (ActorFunc)func_8001D360);
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}
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void func_8001D360(ActorEnAObj* this, GlobalContext* globalCtx) {
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void func_8001D360(EnAObj* this, GlobalContext* globalCtx) {
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if (this->unk_16E == 0) {
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if (this->unk_160 != 0) {
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if (this->dyna.unk_160 != 0) {
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this->unk_16E++;
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this->unk_170 = 20;
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if ((s16)(this->actor.rotTowardsLinkY + 0x4000) < 0) {
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if ((s16)(this->dyna.actor.rotTowardsLinkY + 0x4000) < 0) {
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this->unk_174 = -1000;
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} else {
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this->unk_174 = 1000;
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}
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if (this->actor.rotTowardsLinkY < 0) {
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if (this->dyna.actor.rotTowardsLinkY < 0) {
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this->unk_172 = -this->unk_174;
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} else {
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this->unk_172 = this->unk_174;
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@ -235,101 +247,103 @@ void func_8001D360(ActorEnAObj* this, GlobalContext* globalCtx) {
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if (this->unk_168 != 0) {
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this->unk_168--;
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} else {
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this->actor.shape.rot.y += this->unk_172;
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this->actor.shape.rot.x += this->unk_174;
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this->dyna.actor.shape.rot.y += this->unk_172;
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this->dyna.actor.shape.rot.x += this->unk_174;
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this->unk_170--;
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this->actor.gravity = -1.0f;
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this->dyna.actor.gravity = -1.0f;
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if (this->unk_170 == 0) {
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this->actor.posRot.pos = this->actor.initPosRot.pos;
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this->dyna.actor.posRot.pos = this->dyna.actor.initPosRot.pos;
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this->unk_16E = 0;
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this->unk_168 = 10;
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this->actor.velocity.y = 0.0f;
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this->actor.gravity = 0.0f;
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this->actor.shape.rot = this->actor.posRot.rot;
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this->dyna.actor.velocity.y = 0.0f;
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this->dyna.actor.gravity = 0.0f;
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this->dyna.actor.shape.rot = this->dyna.actor.posRot.rot;
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}
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}
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}
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}
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void func_8001D480(ActorEnAObj* this, s16 params) {
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En_A_Obj_SetNewUpdate(this, (ActorFunc)func_8001D4A8);
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void func_8001D480(EnAObj* this, s16 params) {
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EnAObj_SetupAction(this, (ActorFunc)func_8001D4A8);
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}
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void func_8001D4A8(ActorEnAObj* this, GlobalContext* globalCtx) {
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Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 1.0f, 1.0f, 0.5f, 0.0f);
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this->actor.shape.rot.x = this->actor.shape.rot.x + (this->actor.posRot.rot.x >> 1);
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this->actor.shape.rot.z = this->actor.shape.rot.z + (this->actor.posRot.rot.z >> 1);
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void func_8001D4A8(EnAObj* this, GlobalContext* globalCtx) {
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Math_SmoothScaleMaxMinF(&this->dyna.actor.speedXZ, 1.0f, 1.0f, 0.5f, 0.0f);
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this->dyna.actor.shape.rot.x = this->dyna.actor.shape.rot.x + (this->dyna.actor.posRot.rot.x >> 1);
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this->dyna.actor.shape.rot.z = this->dyna.actor.shape.rot.z + (this->dyna.actor.posRot.rot.z >> 1);
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|
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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);
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue