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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>
This commit is contained in:
Dragorn421 2022-10-12 00:47:33 +02:00 committed by GitHub
parent 3ee2190b8d
commit 40a4abefa5
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GPG key ID: 4AEE18F83AFDEB23
119 changed files with 159 additions and 149 deletions

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@ -110,7 +110,7 @@ void BgBdanObjects_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
this->switchFlag = (thisx->params >> 8) & 0x3F;
thisx->params &= 0xFF;
if (thisx->params == 2) {

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@ -155,7 +155,7 @@ void BgBdanSwitch_Init(Actor* thisx, PlayState* play) {
case BLUE:
case YELLOW_HEAVY:
case YELLOW:
BgBdanSwitch_InitDynaPoly(this, play, &gJabuFloorSwitchCol, DPM_PLAYER);
BgBdanSwitch_InitDynaPoly(this, play, &gJabuFloorSwitchCol, DYNA_TRANSFORM_POS);
break;
case YELLOW_TALL_1:
case YELLOW_TALL_2:

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@ -38,7 +38,7 @@ void BgBomGuard_Init(Actor* thisx, PlayState* play) {
s32 pad[2];
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gBowlingDefaultCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);

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@ -86,7 +86,7 @@ void BgBombwall_InitDynapoly(BgBombwall* this, PlayState* play) {
s32 pad2;
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gBgBombwallCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);

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@ -50,7 +50,7 @@ void BgBowlWall_Init(Actor* thisx, PlayState* play) {
s32 pad2;
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
if (this->dyna.actor.params == 0) {
CollisionHeader_GetVirtual(&gBowlingFirstAndFinalRoundCol, &colHeader);

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@ -82,7 +82,7 @@ void BgBreakwall_Init(Actor* thisx, PlayState* play) {
s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
this->bombableWallDList = sBombableWallInfo[wallType].dList;
this->colType = sBombableWallInfo[wallType].colType;

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@ -56,7 +56,7 @@ void BgDdanJd_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
CollisionHeader_GetVirtual(&gDodongoRisingPlatformCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
this->idleTimer = IDLE_FRAMES;

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@ -69,7 +69,7 @@ void BgDdanKd_Init(Actor* thisx, PlayState* play) {
this->prevExplosive = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->dyna.actor, &sCylinderInit);
CollisionHeader_GetVirtual(&gDodongoFallingStairsCol, &colHeader);

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@ -113,7 +113,7 @@ void BgDodoago_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gDodongoLowerJawCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
ActorShape_Init(&this->dyna.actor.shape, 0.0f, NULL, 0.0f);

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@ -71,7 +71,7 @@ void BgGanonOtyuka_Init(Actor* thisx, PlayState* play2) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(thisx, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&sCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);

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@ -37,7 +37,7 @@ void BgGateShutter_Init(Actor* thisx, PlayState* play) {
s32 pad[2];
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gKakarikoGuardGateCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
this->somePos.x = thisx->world.pos.x;

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@ -44,7 +44,7 @@ void BgGjyoBridge_Init(Actor* thisx, PlayState* play) {
colHeader = NULL;
Actor_ProcessInitChain(thisx, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gRainbowBridgeCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);

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@ -40,7 +40,7 @@ void BgGndFiremeiro_Init(Actor* thisx, PlayState* play) {
this->initPos = this->dyna.actor.world.pos;
if (this->dyna.actor.params == 0) {
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gFireTrialPlatformCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
this->actionFunc = BgGndFiremeiro_Rise;

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@ -50,7 +50,7 @@ void BgGndIceblock_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gWaterTrialIceBlockCol, &colHeader);
this->targetPos = this->dyna.actor.home.pos;
this->actionFunc = BgGndIceblock_Idle;

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@ -43,7 +43,7 @@ void BgHaka_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gGravestoneCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
this->actionFunc = func_8087B7E8;

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@ -76,7 +76,7 @@ void BgHakaGate_Init(Actor* thisx, PlayState* play) {
Actor_ProcessInitChain(thisx, sInitChain);
this->switchFlag = (thisx->params >> 8) & 0xFF;
thisx->params &= 0xFF;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
if (thisx->params == BGHAKAGATE_SKULL) {
if (sSkullOfTruthRotY != 0x100) {
this->actionFunc = BgHakaGate_FalseSkull;

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@ -45,7 +45,7 @@ void BgHakaHuta_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(thisx, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
CollisionHeader_GetVirtual(&gBotwCoffinLidCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
this->unk_16A = (thisx->params >> 8) & 0xFF;

View file

@ -63,7 +63,7 @@ void BgHakaMegane_Init(Actor* thisx, PlayState* play) {
BgHakaMegane* this = (BgHakaMegane*)thisx;
Actor_ProcessInitChain(thisx, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
if (thisx->params < 3) {
this->objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_HAKACH_OBJECTS);

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@ -63,12 +63,12 @@ void BgHakaMeganeBG_Init(Actor* thisx, PlayState* play) {
thisx->params &= 0xFF;
if (thisx->params == 2) {
DynaPolyActor_Init(&this->dyna, DPM_UNK3);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS | DYNA_TRANSFORM_ROT_Y);
thisx->flags |= ACTOR_FLAG_4;
CollisionHeader_GetVirtual(&object_haka_objects_Col_005334, &colHeader);
this->actionFunc = func_8087E258;
} else {
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
if (thisx->params == 0) {
CollisionHeader_GetVirtual(&object_haka_objects_Col_009168, &colHeader);

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@ -43,7 +43,7 @@ void BgHakaShip_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, 1);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
this->switchFlag = (thisx->params >> 8) & 0xFF;
this->dyna.actor.params &= 0xFF;

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@ -130,7 +130,7 @@ void BgHakaTrap_Init(Actor* thisx, PlayState* play) {
this->actionFunc = func_80880484;
} else {
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
thisx->flags |= ACTOR_FLAG_4;
if (thisx->params == HAKA_TRAP_SPIKED_BOX) {

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@ -82,7 +82,7 @@ void BgHakaTubo_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK3);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS | DYNA_TRANSFORM_ROT_Y);
CollisionHeader_GetVirtual(&object_haka_objects_Col_0108B8, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
Collider_InitCylinder(play, &this->potCollider);

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@ -76,7 +76,7 @@ void BgHeavyBlock_SetupDynapoly(BgHeavyBlock* this, PlayState* play) {
s32 pad[2];
CollisionHeader* colHeader = NULL;
this->dyna.actor.flags |= ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_17;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gHeavyBlockCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
}

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@ -100,7 +100,7 @@ void BgHidanDalm_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(thisx, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gFireTempleHammerableTotemCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
Collider_InitTris(play, &this->collider);

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@ -44,7 +44,7 @@ void BgHidanFslift_Init(Actor* thisx, PlayState* play) {
s32 pad2;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
CollisionHeader_GetVirtual(&gFireTempleHookshotElevatorCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
if (Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, ACTOR_OBJ_HSBLOCK, this->dyna.actor.world.pos.x,

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@ -134,7 +134,7 @@ void BgHidanHamstep_Init(Actor* thisx, PlayState* play) {
s32 i2;
BgHidanHamstep* step;
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
if ((this->dyna.actor.params & 0xFF) == 0) {

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@ -88,7 +88,7 @@ void BgHidanHrock_Init(Actor* thisx, PlayState* play) {
thisx->params = (thisx->params >> 8) & 0xFF;
Collider_InitTris(play, &this->collider);
Collider_SetTris(play, &this->collider, thisx, &sTrisInit, this->colliderItems);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
sinRotY = Math_SinS(thisx->shape.rot.y);
cosRotY = Math_CosS(thisx->shape.rot.y);

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@ -67,7 +67,7 @@ void BgHidanKousi_Init(Actor* thisx, PlayState* play) {
s32 pad;
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
Actor_SetFocus(thisx, 50.0f);
osSyncPrintf("◯◯◯炎の神殿オブジェクト【格子(arg_data : %0x)】出現 (%d %d)\n", thisx->params, thisx->params & 0xFF,
((s32)thisx->params >> 8) & 0xFF);

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@ -78,7 +78,7 @@ void BgHidanKowarerukabe_InitDynaPoly(BgHidanKowarerukabe* this, PlayState* play
s32 pad2;
if (collisionHeaders[this->dyna.actor.params & 0xFF] != NULL) {
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(collisionHeaders[this->dyna.actor.params & 0xFF], &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
} else {

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@ -72,7 +72,7 @@ void BgHidanRock_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(thisx, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
this->type = thisx->params & 0xFF;
this->unk_169 = 0;

View file

@ -127,7 +127,7 @@ void BgHidanRsekizou_Init(Actor* thisx, PlayState* play) {
colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gFireTempleSpinningFlamethrowerCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
Collider_InitJntSph(play, &this->collider);

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@ -151,7 +151,7 @@ void BgHidanSekizou_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
Collider_InitJntSph(play, &this->collider);
Collider_SetJntSph(play, &this->collider, &this->dyna.actor, &sJntSphInit, this->elements);
for (i = 0; i < ARRAY_COUNT(this->elements); i++) {

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@ -87,7 +87,7 @@ void BgHidanSima_Init(Actor* thisx, PlayState* play) {
s32 i;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
if (this->dyna.actor.params == 0) {
CollisionHeader_GetVirtual(&gFireTempleStonePlatform1Col, &colHeader);
} else {

View file

@ -40,7 +40,7 @@ void BgHidanSyoku_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
CollisionHeader_GetVirtual(&gFireTempleFlareDancerPlatformCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
this->actionFunc = func_8088F4B8;

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@ -45,7 +45,7 @@ void BgIceObjects_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&object_ice_objects_Col_0003F0, &colHeader);
Math_Vec3f_Copy(&this->targetPos, &this->dyna.actor.home.pos);
this->actionFunc = BgIceObjects_Idle;

View file

@ -53,7 +53,7 @@ void BgIceShutter_Init(Actor* thisx, PlayState* play) {
colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
sp28 = this->dyna.actor.params & 0xFF;
this->dyna.actor.params = (this->dyna.actor.params >> 8) & 0xFF;
CollisionHeader_GetVirtual(&object_ice_objects_Col_002854, &colHeader);

View file

@ -65,7 +65,7 @@ void BgIceTurara_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&object_ice_objects_Col_002594, &colHeader);
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->dyna.actor, &sCylinderInit);

View file

@ -39,7 +39,7 @@ void BgInGate_Init(Actor* thisx, PlayState* play) {
s32 pad;
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gIngoGateCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);

View file

@ -59,7 +59,7 @@ void BgJyaAmishutter_InitDynaPoly(BgJyaAmishutter* this, PlayState* play, Collis
void BgJyaAmishutter_Init(Actor* thisx, PlayState* play) {
BgJyaAmishutter* this = (BgJyaAmishutter*)thisx;
BgJyaAmishutter_InitDynaPoly(this, play, &gAmishutterCol, DPM_UNK);
BgJyaAmishutter_InitDynaPoly(this, play, &gAmishutterCol, 0);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
BgJyaAmishutter_SetupWaitForPlayer(this);
}

View file

@ -96,7 +96,7 @@ void BgJyaBombiwa_Init(Actor* thisx, PlayState* play) {
this->dyna.actor.params & 0x3F);
osSyncPrintf(VT_RST);
}
BgJyaBombiwa_SetupDynaPoly(this, play, &gBombiwaCol, DPM_UNK);
BgJyaBombiwa_SetupDynaPoly(this, play, &gBombiwaCol, 0);
BgJyaBombiwa_InitCollider(this, play);
if (Flags_GetSwitch(play, this->dyna.actor.params & 0x3F)) {
Actor_Kill(&this->dyna.actor);

View file

@ -397,7 +397,7 @@ void BgJyaCobra_UpdateShadowFromTop(BgJyaCobra* this) {
void BgJyaCobra_Init(Actor* thisx, PlayState* play) {
BgJyaCobra* this = (BgJyaCobra*)thisx;
BgJyaCobra_InitDynapoly(this, play, &gCobraCol, DPM_UNK);
BgJyaCobra_InitDynapoly(this, play, &gCobraCol, 0);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
if (!(this->dyna.actor.params & 3) && Flags_GetSwitch(play, ((s32)this->dyna.actor.params >> 8) & 0x3F)) {
this->dyna.actor.world.rot.y = this->dyna.actor.home.rot.y = this->dyna.actor.shape.rot.y = 0;

View file

@ -56,7 +56,7 @@ void BgJyaKanaami_InitDynaPoly(BgJyaKanaami* this, PlayState* play, CollisionHea
void BgJyaKanaami_Init(Actor* thisx, PlayState* play) {
BgJyaKanaami* this = (BgJyaKanaami*)thisx;
BgJyaKanaami_InitDynaPoly(this, play, &gKanaamiCol, DPM_UNK);
BgJyaKanaami_InitDynaPoly(this, play, &gKanaamiCol, 0);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
if (Flags_GetSwitch(play, this->dyna.actor.params & 0x3F)) {
func_80899A08(this);

View file

@ -61,7 +61,7 @@ void BgJyaLift_Init(Actor* thisx, PlayState* play) {
// "Goddess lift CT"
osSyncPrintf("女神リフト CT\n");
BgJyaLift_InitDynapoly(this, play, &gLiftCol, DPM_UNK);
BgJyaLift_InitDynapoly(this, play, &gLiftCol, 0);
Actor_ProcessInitChain(thisx, sInitChain);
if (Flags_GetSwitch(play, (thisx->params & 0x3F))) {
BgJyaLift_SetFinalPosY(this);

View file

@ -159,7 +159,7 @@ void BgJyaMegami_SetupSpawnEffect(BgJyaMegami* this, PlayState* play, f32 arg2)
void BgJyaMegami_Init(Actor* thisx, PlayState* play) {
BgJyaMegami* this = (BgJyaMegami*)thisx;
BgJyaMegami_InitDynaPoly(this, play, &GMegamiCol, DPM_UNK);
BgJyaMegami_InitDynaPoly(this, play, &GMegamiCol, 0);
BgJyaMegami_InitCollider(this, play);
if (Flags_GetSwitch(play, this->dyna.actor.params & 0x3F)) {
Actor_Kill(&this->dyna.actor);

View file

@ -110,7 +110,7 @@ void BgJyaZurerukabe_Init(Actor* thisx, PlayState* play) {
BgJyaZurerukabe* this = (BgJyaZurerukabe*)thisx;
s32 i;
BgJyaZurerukabe_InitDynaPoly(this, play, &gZurerukabeCol, DPM_UNK);
BgJyaZurerukabe_InitDynaPoly(this, play, &gZurerukabeCol, 0);
Actor_ProcessInitChain(thisx, sInitChain);
for (i = 0; i < ARRAY_COUNT(D_8089B9F0); i++) {

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@ -36,7 +36,7 @@ void BgMenkuriKaiten_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK3);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS | DYNA_TRANSFORM_ROT_Y);
CollisionHeader_GetVirtual(&gGTGRotatingRingPlatformCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
}

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@ -177,7 +177,7 @@ void BgMizuBwall_Init(Actor* thisx, PlayState* play) {
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->yRot = this->dyna.actor.world.pos.y;
this->dList = sDLists[(u16)this->dyna.actor.params & 0xF];
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
CollisionHeader_GetVirtual(sColHeaders[(u16)this->dyna.actor.params & 0xF], &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);

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@ -89,7 +89,7 @@ void BgMizuMovebg_Init(Actor* thisx, PlayState* play) {
Actor_ProcessInitChain(thisx, sInitChain);
((BgMizuMovebg*)thisx)->homeY = thisx->world.pos.y;
((BgMizuMovebg*)thisx)->dlist = D_8089EB50[MOVEBG_TYPE(thisx->params)];
DynaPolyActor_Init(&((BgMizuMovebg*)thisx)->dyna, DPM_PLAYER);
DynaPolyActor_Init(&((BgMizuMovebg*)thisx)->dyna, DYNA_TRANSFORM_POS);
CollisionHeader_GetVirtual(D_8089EB70[MOVEBG_TYPE(thisx->params)], &colHeader);
((BgMizuMovebg*)thisx)->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);

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@ -53,7 +53,7 @@ void BgMizuShutter_Init(Actor* thisx, PlayState* play) {
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->displayList = sDisplayLists[BGMIZUSHUTTER_SIZE_PARAM(&this->dyna.actor)];
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
CollisionHeader_GetVirtual(sCollisionHeaders[BGMIZUSHUTTER_SIZE_PARAM(&this->dyna.actor)], &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);

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@ -41,7 +41,7 @@ void BgMizuUzu_Init(Actor* thisx, PlayState* play) {
s32 pad2;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gObjectMizuObjectsUzuCol_0074EC, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
this->actionFunc = func_8089F788;

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@ -74,7 +74,7 @@ void BgMoriBigst_Init(Actor* thisx, PlayState* play) {
Flags_GetSwitch(play, (this->dyna.actor.params >> 8) & 0x3F),
Flags_GetTempClear(play, this->dyna.actor.room), Flags_GetClear(play, this->dyna.actor.room),
GET_PLAYER(play)->actor.world.pos.y);
BgMoriBigst_InitDynapoly(this, play, &gMoriBigstCol, DPM_UNK);
BgMoriBigst_InitDynapoly(this, play, &gMoriBigstCol, 0);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->moriTexObjIndex = Object_GetIndex(&play->objectCtx, OBJECT_MORI_TEX);
if (this->moriTexObjIndex < 0) {

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@ -100,7 +100,7 @@ void BgMoriElevator_Init(Actor* thisx, PlayState* play) {
sIsSpawned = true;
this->dyna.actor.room = -1;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
CollisionHeader_GetVirtual(&gMoriElevatorCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
BgMoriElevator_SetupWaitAfterInit(this);

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@ -144,7 +144,7 @@ s32 BgMoriHashigo_InitClasp(BgMoriHashigo* this, PlayState* play) {
}
s32 BgMoriHashigo_InitLadder(BgMoriHashigo* this, PlayState* play) {
BgMoriHashigo_InitDynapoly(this, play, &gMoriHashigoCol, DPM_UNK);
BgMoriHashigo_InitDynapoly(this, play, &gMoriHashigoCol, 0);
Actor_ProcessInitChain(&this->dyna.actor, sInitChainLadder);
return true;
}

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@ -73,9 +73,9 @@ void BgMoriHashira4_Init(Actor* thisx, PlayState* play) {
this->dyna.actor.params &= 0xFF;
if (this->dyna.actor.params == 0) {
BgMoriHashira4_InitDynaPoly(this, play, &gMoriHashira1Col, DPM_UNK3);
BgMoriHashira4_InitDynaPoly(this, play, &gMoriHashira1Col, DYNA_TRANSFORM_POS | DYNA_TRANSFORM_ROT_Y);
} else {
BgMoriHashira4_InitDynaPoly(this, play, &gMoriHashira2Col, DPM_UNK);
BgMoriHashira4_InitDynaPoly(this, play, &gMoriHashira2Col, 0);
}
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->moriTexObjIndex = Object_GetIndex(&play->objectCtx, OBJECT_MORI_TEX);

View file

@ -59,7 +59,7 @@ void BgMoriHineri_Init(Actor* thisx, PlayState* play) {
s32 t6;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
switchFlagParam = this->dyna.actor.params & 0x3F;
t6 = this->dyna.actor.params & 0x4000;

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@ -53,7 +53,7 @@ void BgMoriKaitenkabe_Init(Actor* thisx, PlayState* play) {
// "Forest Temple object 【Rotating Wall (arg_data: 0x% 04x)】 appears"
osSyncPrintf("◯◯◯森の神殿オブジェクト【回転壁(arg_data : 0x%04x)】出現 \n", this->dyna.actor.params);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gMoriKaitenkabeCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
this->moriTexObjIndex = Object_GetIndex(&play->objectCtx, OBJECT_MORI_TEX);

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@ -50,7 +50,7 @@ void BgMoriRakkatenjo_Init(Actor* thisx, PlayState* play) {
BgMoriRakkatenjo* this = (BgMoriRakkatenjo*)thisx;
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
// "Forest Temple obj. Falling Ceiling"
osSyncPrintf("森の神殿 obj. 落下天井 (home posY %f)\n", this->dyna.actor.home.pos.y);
if ((fabsf(1991.0f - this->dyna.actor.home.pos.x) > 0.001f) ||

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@ -209,7 +209,7 @@ void BgPoEvent_Init(Actor* thisx, PlayState* play) {
BgPoEvent_InitPaintings(this, play);
}
} else {
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
if (Flags_GetSwitch(play, thisx->params)) {
Actor_Kill(thisx);
} else {

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@ -44,7 +44,7 @@ void BgPushbox_Init(Actor* thisx, PlayState* play) {
s32 pad2;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gBlockSmallCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
ActorShape_Init(&this->dyna.actor.shape, 0.0f, NULL, 0.0f);

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@ -52,7 +52,7 @@ void BgRelayObjects_Init(Actor* thisx, PlayState* play) {
Actor_ProcessInitChain(thisx, sInitChain);
this->switchFlag = thisx->params & 0x3F;
thisx->params = (thisx->params >> 8) & 0xFF;
DynaPolyActor_Init(&this->dyna, 3);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS | DYNA_TRANSFORM_ROT_Y);
if (thisx->params == WINDMILL_ROTATING_GEAR) {
CollisionHeader_GetVirtual(&gWindmillRotatingPlatformCol, &colHeader);
if (GET_EVENTCHKINF(EVENTCHKINF_65)) {

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@ -39,7 +39,7 @@ void BgSpot00Break_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
if (this->dyna.actor.params == 1) {
CollisionHeader_GetVirtual(&gBarbedWireFenceCol, &colHeader);

View file

@ -53,7 +53,7 @@ void BgSpot00Hanebasi_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, 1);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
if (this->dyna.actor.params == DT_DRAWBRIDGE) {
CollisionHeader_GetVirtual(&gHyruleFieldCastleDrawbridgeCol, &colHeader);

View file

@ -295,7 +295,7 @@ void BgSpot01Idohashira_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
colHeader = NULL;
CollisionHeader_GetVirtual(&gKakarikoWellArchCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);

View file

@ -42,7 +42,7 @@ void BgSpot01Idosoko_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
s32 pad2;
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
CollisionHeader_GetVirtual(&gKakarikoBOTWStoneCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);

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@ -97,7 +97,7 @@ void func_808AC2BC(BgSpot01Objects2* this, PlayState* play) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->objBankIndex].segment);
this->dyna.actor.objBankIndex = this->objBankIndex;
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
switch (this->dyna.actor.params & 7) {
case 4: // Shooting gallery

View file

@ -48,7 +48,7 @@ void BgSpot03Taki_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
this->switchFlag = (this->dyna.actor.params & 0x3F);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&object_spot03_object_Col_000C98, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);

View file

@ -47,7 +47,7 @@ void BgSpot05Soko_Init(Actor* thisx, PlayState* play) {
Actor_ProcessInitChain(thisx, sInitChain);
this->switchFlag = (thisx->params >> 8) & 0xFF;
thisx->params &= 0xFF;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
if (thisx->params == 0) {
CollisionHeader_GetVirtual(&object_spot05_objects_Col_000918, &colHeader);
if (LINK_IS_ADULT) {

View file

@ -104,7 +104,7 @@ void BgSpot06Objects_Init(Actor* thisx, PlayState* play) {
switch (thisx->params) {
case LHO_WATER_TEMPLE_ENTRACE_GATE:
Actor_ProcessInitChain(thisx, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gLakeHyliaWaterTempleGateCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
@ -170,7 +170,7 @@ void BgSpot06Objects_Init(Actor* thisx, PlayState* play) {
break;
case LHO_ICE_BLOCK:
Actor_ProcessInitChain(thisx, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gLakeHyliaZoraShortcutIceblockCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
this->actionFunc = BgSpot06Objects_DoNothing;

View file

@ -37,7 +37,7 @@ void BgSpot07Taki_Init(Actor* thisx, PlayState* play) {
s32 pad;
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
if (LINK_IS_ADULT) {
if (this->dyna.actor.params == 0) {

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@ -161,7 +161,7 @@ void BgSpot08Bakudankabe_Init(Actor* thisx, PlayState* play) {
s32 pad;
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
if (Flags_GetSwitch(play, (this->dyna.actor.params & 0x3F))) {
Actor_Kill(&this->dyna.actor);
return;

View file

@ -299,10 +299,10 @@ void BgSpot08Iceblock_Init(Actor* thisx, PlayState* play) {
switch (this->dyna.actor.params & 0xF) {
case 2:
case 3:
BgSpot08Iceblock_InitDynaPoly(this, play, colHeader, DPM_UNK3);
BgSpot08Iceblock_InitDynaPoly(this, play, colHeader, DYNA_TRANSFORM_POS | DYNA_TRANSFORM_ROT_Y);
break;
default:
BgSpot08Iceblock_InitDynaPoly(this, play, colHeader, DPM_UNK);
BgSpot08Iceblock_InitDynaPoly(this, play, colHeader, 0);
break;
}

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@ -98,7 +98,7 @@ s32 func_808B1BEC(BgSpot09Obj* this, PlayState* play) {
s32 pad2[2];
if (D_808B1F90[this->dyna.actor.params] != NULL) {
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(D_808B1F90[this->dyna.actor.params], &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
}

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@ -112,7 +112,7 @@ void BgSpot11Bakudankabe_Init(Actor* thisx, PlayState* play) {
s32 pad;
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
if (Flags_GetSwitch(play, (this->dyna.actor.params & 0x3F))) {
Actor_Kill(&this->dyna.actor);
return;

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@ -59,7 +59,7 @@ void BgSpot12Gate_InitDynaPoly(BgSpot12Gate* this, PlayState* play, CollisionHea
void BgSpot12Gate_Init(Actor* thisx, PlayState* play) {
BgSpot12Gate* this = (BgSpot12Gate*)thisx;
BgSpot12Gate_InitDynaPoly(this, play, &gGerudoFortressWastelandGateCol, DPM_UNK);
BgSpot12Gate_InitDynaPoly(this, play, &gGerudoFortressWastelandGateCol, 0);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
if (Flags_GetSwitch(play, this->dyna.actor.params & 0x3F)) {

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@ -57,7 +57,7 @@ void func_808B3420(BgSpot12Saku* this, PlayState* play, CollisionHeader* collisi
void BgSpot12Saku_Init(Actor* thisx, PlayState* play) {
BgSpot12Saku* this = (BgSpot12Saku*)thisx;
func_808B3420(this, play, &gGerudoFortressGTGShutterCol, DPM_UNK);
func_808B3420(this, play, &gGerudoFortressGTGShutterCol, 0);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
if (Flags_GetSwitch(play, this->dyna.actor.params & 0x3F)) {
func_808B3714(this);

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@ -121,7 +121,7 @@ s32 func_808B3AAC(BgSpot15Rrbox* this, PlayState* play) {
void BgSpot15Rrbox_Init(Actor* thisx, PlayState* play) {
BgSpot15Rrbox* this = (BgSpot15Rrbox*)thisx;
func_808B3960(this, play, &gLonLonMilkCrateCol, DPM_UNK);
func_808B3960(this, play, &gLonLonMilkCrateCol, 0);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
func_808B3A34(this);
if (Flags_GetSwitch(play, (this->dyna.actor.params & 0x3F))) {

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@ -36,7 +36,7 @@ void BgSpot15Saku_Init(Actor* thisx, PlayState* play) {
s32 pad2;
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gLonLonCorralFenceCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
this->dyna.actor.scale.x = 0.1f;

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@ -95,7 +95,7 @@ void BgSpot17Bakudankabe_Init(Actor* thisx, PlayState* play) {
s32 pad;
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
if (Flags_GetSwitch(play, (this->dyna.actor.params & 0x3F))) {
Actor_Kill(&this->dyna.actor);
return;

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@ -133,7 +133,7 @@ void BgSpot18Basket_Init(Actor* thisx, PlayState* play) {
BgSpot18Basket* this = (BgSpot18Basket*)thisx;
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_UNK3);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS | DYNA_TRANSFORM_ROT_Y);
func_808B7710(&this->dyna.actor, play);
CollisionHeader_GetVirtual(&gGoronCityVaseCol, &colHeader);

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@ -38,7 +38,7 @@ void BgSpot18Futa_Init(Actor* thisx, PlayState* play) {
s32 pad;
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gGoronCityVaseLidCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);

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@ -128,7 +128,7 @@ s32 func_808B8A98(BgSpot18Obj* this, PlayState* play) {
s32 pad[2];
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(D_808B90FC[this->dyna.actor.params & 0xF], &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
return 1;

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@ -42,7 +42,7 @@ void BgSpot18Shutter_Init(Actor* thisx, PlayState* play) {
s32 param = (this->dyna.actor.params >> 8) & 1;
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
if (param == 0) {

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@ -38,7 +38,7 @@ void BgSstFloor_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
CollisionHeader_GetVirtual(&gBongoDrumCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
}

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@ -64,7 +64,7 @@ void BgTreemouth_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(thisx, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gDekuTreeMouthCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
ActorShape_Init(&thisx->shape, 0.0f, NULL, 0.0f);

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@ -36,7 +36,7 @@ void BgUmaJump_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gJumpableHorseFenceCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);

View file

@ -37,7 +37,7 @@ void BgVbSima_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
CollisionHeader_GetVirtual(&gVolvagiaPlatformCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
}

View file

@ -47,7 +47,7 @@ void BgYdanHasi_Init(Actor* thisx, PlayState* play) {
this->type = ((thisx->params >> 8) & 0x3F);
thisx->params = thisx->params & 0xFF;
waterBox = &play->colCtx.colHeader->waterBoxes[1];
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
if (thisx->params == HASI_WATER) {
// Water the moving platform floats on in B1. Never runs in Master Quest
waterBox->ySurface = thisx->world.pos.y = thisx->home.pos.y += -5.0f;

View file

@ -96,7 +96,7 @@ void BgYdanMaruta_Init(Actor* thisx, PlayState* play) {
this->actionFunc = func_808BEFF4;
} else {
triInit = &sTrisElementsInit[1];
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gDTFallingLadderCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
thisx->home.pos.y += -280.0f;

View file

@ -94,7 +94,7 @@ void BgYdanSp_Init(Actor* thisx, PlayState* play) {
this->isDestroyedSwitchFlag = thisx->params & 0x3F;
this->burnSwitchFlag = (thisx->params >> 6) & 0x3F;
this->dyna.actor.params = (thisx->params >> 0xC) & 0xF;
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
Collider_InitTris(play, &this->trisCollider);
Collider_SetTris(play, &this->trisCollider, &this->dyna.actor, &sTrisInit, this->trisColliderItems);
if (this->dyna.actor.params == WEB_FLOOR) {

View file

@ -102,7 +102,7 @@ void BgZg_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
colHeader = NULL;
CollisionHeader_GetVirtual(&gTowerCollapseBarsCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);

View file

@ -243,7 +243,7 @@ void DemoGj_InitCommon(DemoGj* this, PlayState* play, CollisionHeader* header) {
if (header != NULL) {
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
newHeader = NULL;
CollisionHeader_GetVirtual(header, &newHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, newHeader);

View file

@ -455,7 +455,7 @@ void func_8097EDD8(DemoGt* this, PlayState* play, CollisionHeader* collision) {
if (collision != NULL) {
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
colHeader = NULL;
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);

View file

@ -227,7 +227,7 @@ void DoorShutter_Init(Actor* thisx, PlayState* play2) {
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->dyna.actor.home.pos.z = this->dyna.actor.shape.yOffset;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
this->doorType = (this->dyna.actor.params >> 6) & 0xF;
phi_a3 = D_80998224[this->doorType];
if (phi_a3 < 0) {

View file

@ -35,7 +35,7 @@ void DoorToki_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gDoorTokiCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
}

View file

@ -212,7 +212,7 @@ void EnAm_Init(Actor* thisx, PlayState* play) {
ActorShape_Init(&this->dyna.actor.shape, 0.0f, ActorShadow_DrawCircle, 48.0f);
SkelAnime_Init(play, &this->skelAnime, &gArmosSkel, &gArmosRicochetAnim, this->jointTable, this->morphTable, 14);
Actor_SetScale(&this->dyna.actor, 0.01f);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
Collider_InitCylinder(play, &this->hurtCollider);
Collider_InitCylinder(play, &this->blockCollider);
Collider_SetCylinder(play, &this->hurtCollider, &this->dyna.actor, &sHurtCylinderInit);

View file

@ -59,7 +59,7 @@ void EnBlkobj_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
if (Flags_GetClear(play, this->dyna.actor.room)) {
this->alpha = 255;
EnBlkobj_SetupAction(this, EnBlkobj_DoNothing);

View file

@ -400,7 +400,7 @@ void EnBomChu_Update(Actor* thisx, PlayState* play2) {
if (this->actor.floorBgId != BGCHECK_SCENE) {
yaw = this->actor.shape.rot.y;
func_800433A4(&play->colCtx, this->actor.floorBgId, &this->actor);
DynaPolyActor_TransformCarriedActor(&play->colCtx, this->actor.floorBgId, &this->actor);
if (yaw != this->actor.shape.rot.y) {
yaw = this->actor.shape.rot.y - yaw;

View file

@ -103,7 +103,7 @@ void EnBox_Init(Actor* thisx, PlayState* play2) {
endFrame = Animation_GetLastFrame(anim);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gTreasureChestCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
DynaPoly_DisableCeilingCollision(play, &play->colCtx.dyna, this->dyna.bgId);

View file

@ -63,7 +63,7 @@ void EnBrob_Init(Actor* thisx, PlayState* play) {
SkelAnime_InitFlex(play, &this->skelAnime, &object_brob_Skel_0015D8, &object_brob_Anim_001750, this->jointTable,
this->morphTable, 10);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&object_brob_Col_001A70, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
Collider_InitCylinder(play, &this->colliders[0]);

View file

@ -157,7 +157,7 @@ void EnGb_Init(Actor* thisx, PlayState* play) {
Vec3f focusOffset;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gPoeSellerCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
SkelAnime_InitFlex(play, &this->skelAnime, &gPoeSellerSkel, &gPoeSellerIdleAnim, this->jointTable, this->morphTable,

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