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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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@ -110,7 +110,7 @@ void BgBdanObjects_Init(Actor* thisx, PlayState* play) {
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CollisionHeader* colHeader = NULL;
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
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DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
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this->switchFlag = (thisx->params >> 8) & 0x3F;
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thisx->params &= 0xFF;
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if (thisx->params == 2) {
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@ -155,7 +155,7 @@ void BgBdanSwitch_Init(Actor* thisx, PlayState* play) {
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case BLUE:
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case YELLOW_HEAVY:
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case YELLOW:
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BgBdanSwitch_InitDynaPoly(this, play, &gJabuFloorSwitchCol, DPM_PLAYER);
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BgBdanSwitch_InitDynaPoly(this, play, &gJabuFloorSwitchCol, DYNA_TRANSFORM_POS);
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break;
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case YELLOW_TALL_1:
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case YELLOW_TALL_2:
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@ -38,7 +38,7 @@ void BgBomGuard_Init(Actor* thisx, PlayState* play) {
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s32 pad[2];
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CollisionHeader* colHeader = NULL;
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, 0);
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CollisionHeader_GetVirtual(&gBowlingDefaultCol, &colHeader);
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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) {
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s32 pad2;
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CollisionHeader* colHeader = NULL;
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, 0);
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CollisionHeader_GetVirtual(&gBgBombwallCol, &colHeader);
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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) {
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s32 pad2;
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CollisionHeader* colHeader = NULL;
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, 0);
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if (this->dyna.actor.params == 0) {
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CollisionHeader_GetVirtual(&gBowlingFirstAndFinalRoundCol, &colHeader);
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@ -82,7 +82,7 @@ void BgBreakwall_Init(Actor* thisx, PlayState* play) {
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s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF;
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, 0);
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this->bombableWallDList = sBombableWallInfo[wallType].dList;
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this->colType = sBombableWallInfo[wallType].colType;
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@ -56,7 +56,7 @@ void BgDdanJd_Init(Actor* thisx, PlayState* play) {
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CollisionHeader* colHeader = NULL;
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
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DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
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CollisionHeader_GetVirtual(&gDodongoRisingPlatformCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
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this->idleTimer = IDLE_FRAMES;
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@ -69,7 +69,7 @@ void BgDdanKd_Init(Actor* thisx, PlayState* play) {
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this->prevExplosive = NULL;
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
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DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
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Collider_InitCylinder(play, &this->collider);
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Collider_SetCylinder(play, &this->collider, &this->dyna.actor, &sCylinderInit);
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CollisionHeader_GetVirtual(&gDodongoFallingStairsCol, &colHeader);
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@ -113,7 +113,7 @@ void BgDodoago_Init(Actor* thisx, PlayState* play) {
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CollisionHeader* colHeader = NULL;
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, 0);
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CollisionHeader_GetVirtual(&gDodongoLowerJawCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
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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) {
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CollisionHeader* colHeader = NULL;
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Actor_ProcessInitChain(thisx, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, 0);
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CollisionHeader_GetVirtual(&sCol, &colHeader);
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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) {
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s32 pad[2];
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CollisionHeader* colHeader = NULL;
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, 0);
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CollisionHeader_GetVirtual(&gKakarikoGuardGateCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
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this->somePos.x = thisx->world.pos.x;
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@ -44,7 +44,7 @@ void BgGjyoBridge_Init(Actor* thisx, PlayState* play) {
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colHeader = NULL;
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Actor_ProcessInitChain(thisx, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, 0);
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CollisionHeader_GetVirtual(&gRainbowBridgeCol, &colHeader);
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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) {
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this->initPos = this->dyna.actor.world.pos;
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if (this->dyna.actor.params == 0) {
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, 0);
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CollisionHeader_GetVirtual(&gFireTrialPlatformCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
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this->actionFunc = BgGndFiremeiro_Rise;
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@ -50,7 +50,7 @@ void BgGndIceblock_Init(Actor* thisx, PlayState* play) {
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CollisionHeader* colHeader = NULL;
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, 0);
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CollisionHeader_GetVirtual(&gWaterTrialIceBlockCol, &colHeader);
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this->targetPos = this->dyna.actor.home.pos;
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this->actionFunc = BgGndIceblock_Idle;
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@ -43,7 +43,7 @@ void BgHaka_Init(Actor* thisx, PlayState* play) {
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CollisionHeader* colHeader = NULL;
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, 0);
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CollisionHeader_GetVirtual(&gGravestoneCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
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this->actionFunc = func_8087B7E8;
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@ -76,7 +76,7 @@ void BgHakaGate_Init(Actor* thisx, PlayState* play) {
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Actor_ProcessInitChain(thisx, sInitChain);
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this->switchFlag = (thisx->params >> 8) & 0xFF;
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thisx->params &= 0xFF;
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, 0);
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if (thisx->params == BGHAKAGATE_SKULL) {
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if (sSkullOfTruthRotY != 0x100) {
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this->actionFunc = BgHakaGate_FalseSkull;
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@ -45,7 +45,7 @@ void BgHakaHuta_Init(Actor* thisx, PlayState* play) {
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CollisionHeader* colHeader = NULL;
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Actor_ProcessInitChain(thisx, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
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DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
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CollisionHeader_GetVirtual(&gBotwCoffinLidCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
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this->unk_16A = (thisx->params >> 8) & 0xFF;
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@ -63,7 +63,7 @@ void BgHakaMegane_Init(Actor* thisx, PlayState* play) {
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BgHakaMegane* this = (BgHakaMegane*)thisx;
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Actor_ProcessInitChain(thisx, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, 0);
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if (thisx->params < 3) {
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this->objBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_HAKACH_OBJECTS);
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@ -63,12 +63,12 @@ void BgHakaMeganeBG_Init(Actor* thisx, PlayState* play) {
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thisx->params &= 0xFF;
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if (thisx->params == 2) {
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DynaPolyActor_Init(&this->dyna, DPM_UNK3);
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DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS | DYNA_TRANSFORM_ROT_Y);
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thisx->flags |= ACTOR_FLAG_4;
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CollisionHeader_GetVirtual(&object_haka_objects_Col_005334, &colHeader);
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this->actionFunc = func_8087E258;
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} else {
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DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
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DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
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if (thisx->params == 0) {
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CollisionHeader_GetVirtual(&object_haka_objects_Col_009168, &colHeader);
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@ -43,7 +43,7 @@ void BgHakaShip_Init(Actor* thisx, PlayState* play) {
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CollisionHeader* colHeader = NULL;
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, 1);
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DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
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this->switchFlag = (thisx->params >> 8) & 0xFF;
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this->dyna.actor.params &= 0xFF;
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@ -130,7 +130,7 @@ void BgHakaTrap_Init(Actor* thisx, PlayState* play) {
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this->actionFunc = func_80880484;
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} else {
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DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
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DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
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thisx->flags |= ACTOR_FLAG_4;
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if (thisx->params == HAKA_TRAP_SPIKED_BOX) {
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@ -82,7 +82,7 @@ void BgHakaTubo_Init(Actor* thisx, PlayState* play) {
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CollisionHeader* colHeader = NULL;
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_UNK3);
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DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS | DYNA_TRANSFORM_ROT_Y);
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CollisionHeader_GetVirtual(&object_haka_objects_Col_0108B8, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
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Collider_InitCylinder(play, &this->potCollider);
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@ -76,7 +76,7 @@ void BgHeavyBlock_SetupDynapoly(BgHeavyBlock* this, PlayState* play) {
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s32 pad[2];
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CollisionHeader* colHeader = NULL;
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this->dyna.actor.flags |= ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_17;
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, 0);
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CollisionHeader_GetVirtual(&gHeavyBlockCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
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}
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@ -100,7 +100,7 @@ void BgHidanDalm_Init(Actor* thisx, PlayState* play) {
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CollisionHeader* colHeader = NULL;
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Actor_ProcessInitChain(thisx, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, 0);
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CollisionHeader_GetVirtual(&gFireTempleHammerableTotemCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
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Collider_InitTris(play, &this->collider);
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@ -44,7 +44,7 @@ void BgHidanFslift_Init(Actor* thisx, PlayState* play) {
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s32 pad2;
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
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DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
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CollisionHeader_GetVirtual(&gFireTempleHookshotElevatorCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
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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) {
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s32 i2;
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BgHidanHamstep* step;
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DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
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DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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if ((this->dyna.actor.params & 0xFF) == 0) {
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@ -88,7 +88,7 @@ void BgHidanHrock_Init(Actor* thisx, PlayState* play) {
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thisx->params = (thisx->params >> 8) & 0xFF;
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Collider_InitTris(play, &this->collider);
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Collider_SetTris(play, &this->collider, thisx, &sTrisInit, this->colliderItems);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, 0);
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sinRotY = Math_SinS(thisx->shape.rot.y);
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cosRotY = Math_CosS(thisx->shape.rot.y);
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@ -67,7 +67,7 @@ void BgHidanKousi_Init(Actor* thisx, PlayState* play) {
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s32 pad;
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CollisionHeader* colHeader = NULL;
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, 0);
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Actor_SetFocus(thisx, 50.0f);
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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,
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((s32)thisx->params >> 8) & 0xFF);
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@ -78,7 +78,7 @@ void BgHidanKowarerukabe_InitDynaPoly(BgHidanKowarerukabe* this, PlayState* play
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s32 pad2;
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if (collisionHeaders[this->dyna.actor.params & 0xFF] != NULL) {
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, 0);
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CollisionHeader_GetVirtual(collisionHeaders[this->dyna.actor.params & 0xFF], &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
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} else {
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@ -72,7 +72,7 @@ void BgHidanRock_Init(Actor* thisx, PlayState* play) {
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CollisionHeader* colHeader = NULL;
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Actor_ProcessInitChain(thisx, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
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DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
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this->type = thisx->params & 0xFF;
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this->unk_169 = 0;
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@ -127,7 +127,7 @@ void BgHidanRsekizou_Init(Actor* thisx, PlayState* play) {
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colHeader = NULL;
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, 0);
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CollisionHeader_GetVirtual(&gFireTempleSpinningFlamethrowerCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
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Collider_InitJntSph(play, &this->collider);
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@ -151,7 +151,7 @@ void BgHidanSekizou_Init(Actor* thisx, PlayState* play) {
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CollisionHeader* colHeader = NULL;
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, 0);
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Collider_InitJntSph(play, &this->collider);
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Collider_SetJntSph(play, &this->collider, &this->dyna.actor, &sJntSphInit, this->elements);
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for (i = 0; i < ARRAY_COUNT(this->elements); i++) {
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@ -87,7 +87,7 @@ void BgHidanSima_Init(Actor* thisx, PlayState* play) {
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s32 i;
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
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DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
|
||||
if (this->dyna.actor.params == 0) {
|
||||
CollisionHeader_GetVirtual(&gFireTempleStonePlatform1Col, &colHeader);
|
||||
} else {
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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++) {
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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) ||
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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)) {
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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)) {
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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))) {
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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]);
|
||||
|
|
|
@ -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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Loading…
Add table
Add a link
Reference in a new issue