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z_bgcheck.c, 800430A0.c, 80043480.c (#256)
* beginning of migrating changes * got matching * changed order a bit * clean up bgcheck * fix conflict * fix conflict again * first stab at identifying types, some oks * Clean up most bad structs/pointer math, move relevant structs to z64bgcheck.h, get some OKs * more OKs, z_bgcheck.bss migration, update some sys_math3d.c args * couple more OKs * pushing some OKs * fix compilation issues * code_800430A0.c OK, more files decomp'd * 8003A3E0 big OK :) * Decomp most of func_8003C614, decomp helper funcs * Decomp SurfaceType, CamData, and WaterBox property related functions * more OKs, big OK in 8003C078 * more OKs, more progress, move a function definition in z_collision_check to functions.h * more clean-ups, more OKs, dyn_vtx is now defined as u8* * 8003A5B8, 8003A7D8, 8003C614, 8003DD6C OK, document function args better * data migrated, more OKs * 80041240 OK, func_8003B3C8 and func_8003BB18 disassembled * func_80040284, 800409A8 non_matching, add IS_ZERO macro * All asm files have C representations, some big OKs, lots of minor tweaks * More OKs, non-matching code cleanup * 8003FBF4 and 80040BE4 OK, improve codegen for most functions * format z_bgcheck.c * fix warnings, compile errors on NON_MATCHING * func_8003EE80 is now NON_MATCHING * begin documenting some functions * formatting * more documentation, func_8003A95C OK * fix PHYSICAL_TO_VIRTUAL changes * fix var rename * More documentation, functions 80040E40, 80041648 OK, change types to not be compatible with ZAP * func_8004239C ok, more NON_MATCHING improvements, more documentation * Implement most suggested changes * Convert comments to slower comments * /** * Implement ZAP2 changes * my anti-virus ate my format.sh results * Rename a couple hundred functions, fix minor stuff * rename var so that clang formats correctly * run format.sh * implement Petrie's matches/suggestions * format * matches * and the asm * slight error * Add SSList * two more matches * stuff * implement code changes * clean up Petrie's matchings Co-authored-by: Arthur <arthurtilly413@gmail.com> Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
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416 changed files with 6610 additions and 13487 deletions
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@ -87,18 +87,18 @@ void EnKusa_SetupAction(EnKusa* this, EnKusaActionFunc actionFunc) {
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s32 EnKusa_SnapToFloor(EnKusa* this, GlobalContext* globalCtx, f32 yOffset) {
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s32 pad;
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CollisionPoly* sp28;
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CollisionPoly* poly;
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Vec3f pos;
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UNK_TYPE sp24;
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s32 bgId;
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f32 floorY;
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pos.x = this->actor.posRot.pos.x;
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pos.y = this->actor.posRot.pos.y + 30.0f;
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pos.z = this->actor.posRot.pos.z;
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floorY = func_8003C9A4(&globalCtx->colCtx, &sp28, &sp24, &this->actor, &pos);
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floorY = BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &poly, &bgId, &this->actor, &pos);
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if (floorY > -32000.0f) {
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if (floorY > BGCHECK_Y_MIN) {
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this->actor.posRot.pos.y = floorY + yOffset;
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Math_Vec3f_Copy(&this->actor.initPosRot.pos, &this->actor.posRot.pos);
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return true;
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