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Doc dynapoly move flags (#1372)
* Doc dynapoly move flags * Use `DYNAPOLYMOVE_UPD_` more * remove `DynaPolyActor.unk_15A` (padding) * `DYNAPOLYMOVE_UPD_` -> `DYNA_MOVE_` * Remove `DYNA_MOVE_POS_AND_ROT_Y` * Actual docs * Update function names * transformFlags and Carried names Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com> * Fixup comment on `DynaPolyActor_UpdateCarriedActorPos` * Format * `DYNA_TRANSFORM_NONE` -> 0 * Touch up mentioning the `DYNA_TRANSFORM_` flags in docs Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>
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119 changed files with 159 additions and 149 deletions
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@ -641,8 +641,8 @@ s32 func_800427B4(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* pointA, Vec
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void BgCheck_DrawDynaCollision(PlayState*, CollisionContext*);
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void BgCheck_DrawStaticCollision(PlayState*, CollisionContext*);
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void func_80043334(CollisionContext* colCtx, Actor* actor, s32 bgId);
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s32 func_800433A4(CollisionContext* colCtx, s32 bgId, Actor* actor);
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void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 flags);
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s32 DynaPolyActor_TransformCarriedActor(CollisionContext* colCtx, s32 bgId, Actor* carriedActor);
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void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 transformFlags);
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void DynaPolyActor_UnsetAllInteractFlags(DynaPolyActor* dynaActor);
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void DynaPolyActor_SetActorOnTop(DynaPolyActor* dynaActor);
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void DynaPoly_SetPlayerOnTop(CollisionContext* colCtx, s32 floorBgId);
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@ -1303,13 +1303,6 @@ typedef struct {
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/* 0x1CAD6 */ s16 unk_1CAD6[5];
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} FileSelectState; // size = 0x1CAE0
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typedef enum {
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DPM_UNK = 0,
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DPM_PLAYER = 1,
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DPM_ENEMY = 2,
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DPM_UNK3 = 3
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} DynaPolyMoveFlag;
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typedef struct {
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/* 0x00 */ AnimationHeader* animation;
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/* 0x04 */ f32 playSpeed;
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@ -254,6 +254,9 @@ if neither of the above are set : blue
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0x2000 : translucent, else opaque
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*/
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#define DYNA_TRANSFORM_POS (1 << 0) // Position of the actors on top follows the dynapoly actor's movement.
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#define DYNA_TRANSFORM_ROT_Y (1 << 1) // The Y rotation of the actors on top follows the dynapoly actor's Y rotation.
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#define DYNA_INTERACT_ACTOR_ON_TOP (1 << 0) // There is an actor standing on the collision of the dynapoly actor
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#define DYNA_INTERACT_PLAYER_ON_TOP (1 << 1) // The player actor is standing on the collision of the dynapoly actor
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#define DYNA_INTERACT_PLAYER_ABOVE (1 << 2) // The player is directly above the collision of the dynapoly actor (any distance above)
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@ -265,8 +268,7 @@ typedef struct DynaPolyActor {
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/* 0x150 */ f32 unk_150;
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/* 0x154 */ f32 unk_154;
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/* 0x158 */ s16 unk_158; // y rotation?
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/* 0x15A */ u16 unk_15A;
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/* 0x15C */ u32 unk_15C;
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/* 0x15C */ u32 transformFlags;
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/* 0x160 */ u8 interactFlags;
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/* 0x162 */ s16 unk_162;
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} DynaPolyActor; // size = 0x164
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