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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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119 changed files with 159 additions and 149 deletions

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@ -641,8 +641,8 @@ s32 func_800427B4(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* pointA, Vec
void BgCheck_DrawDynaCollision(PlayState*, CollisionContext*); void BgCheck_DrawDynaCollision(PlayState*, CollisionContext*);
void BgCheck_DrawStaticCollision(PlayState*, CollisionContext*); void BgCheck_DrawStaticCollision(PlayState*, CollisionContext*);
void func_80043334(CollisionContext* colCtx, Actor* actor, s32 bgId); void func_80043334(CollisionContext* colCtx, Actor* actor, s32 bgId);
s32 func_800433A4(CollisionContext* colCtx, s32 bgId, Actor* actor); s32 DynaPolyActor_TransformCarriedActor(CollisionContext* colCtx, s32 bgId, Actor* carriedActor);
void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 flags); void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 transformFlags);
void DynaPolyActor_UnsetAllInteractFlags(DynaPolyActor* dynaActor); void DynaPolyActor_UnsetAllInteractFlags(DynaPolyActor* dynaActor);
void DynaPolyActor_SetActorOnTop(DynaPolyActor* dynaActor); void DynaPolyActor_SetActorOnTop(DynaPolyActor* dynaActor);
void DynaPoly_SetPlayerOnTop(CollisionContext* colCtx, s32 floorBgId); void DynaPoly_SetPlayerOnTop(CollisionContext* colCtx, s32 floorBgId);

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@ -1303,13 +1303,6 @@ typedef struct {
/* 0x1CAD6 */ s16 unk_1CAD6[5]; /* 0x1CAD6 */ s16 unk_1CAD6[5];
} FileSelectState; // size = 0x1CAE0 } FileSelectState; // size = 0x1CAE0
typedef enum {
DPM_UNK = 0,
DPM_PLAYER = 1,
DPM_ENEMY = 2,
DPM_UNK3 = 3
} DynaPolyMoveFlag;
typedef struct { typedef struct {
/* 0x00 */ AnimationHeader* animation; /* 0x00 */ AnimationHeader* animation;
/* 0x04 */ f32 playSpeed; /* 0x04 */ f32 playSpeed;

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@ -254,6 +254,9 @@ if neither of the above are set : blue
0x2000 : translucent, else opaque 0x2000 : translucent, else opaque
*/ */
#define DYNA_TRANSFORM_POS (1 << 0) // Position of the actors on top follows the dynapoly actor's movement.
#define DYNA_TRANSFORM_ROT_Y (1 << 1) // The Y rotation of the actors on top follows the dynapoly actor's Y rotation.
#define DYNA_INTERACT_ACTOR_ON_TOP (1 << 0) // There is an actor standing on the collision of the dynapoly actor #define DYNA_INTERACT_ACTOR_ON_TOP (1 << 0) // There is an actor standing on the collision of the dynapoly actor
#define DYNA_INTERACT_PLAYER_ON_TOP (1 << 1) // The player actor is standing on the collision of the dynapoly actor #define DYNA_INTERACT_PLAYER_ON_TOP (1 << 1) // The player actor is standing on the collision of the dynapoly actor
#define DYNA_INTERACT_PLAYER_ABOVE (1 << 2) // The player is directly above the collision of the dynapoly actor (any distance above) #define DYNA_INTERACT_PLAYER_ABOVE (1 << 2) // The player is directly above the collision of the dynapoly actor (any distance above)
@ -265,8 +268,7 @@ typedef struct DynaPolyActor {
/* 0x150 */ f32 unk_150; /* 0x150 */ f32 unk_150;
/* 0x154 */ f32 unk_154; /* 0x154 */ f32 unk_154;
/* 0x158 */ s16 unk_158; // y rotation? /* 0x158 */ s16 unk_158; // y rotation?
/* 0x15A */ u16 unk_15A; /* 0x15C */ u32 transformFlags;
/* 0x15C */ u32 unk_15C;
/* 0x160 */ u8 interactFlags; /* 0x160 */ u8 interactFlags;
/* 0x162 */ s16 unk_162; /* 0x162 */ s16 unk_162;
} DynaPolyActor; // size = 0x164 } DynaPolyActor; // size = 0x164

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@ -1,7 +1,10 @@
#include "global.h" #include "global.h"
#include "vt.h" #include "vt.h"
void func_800430A0(CollisionContext* colCtx, s32 bgId, Actor* actor) { /**
* Update the `carriedActor`'s position based on the dynapoly actor identified by `bgId`.
*/
void DynaPolyActor_UpdateCarriedActorPos(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) {
MtxF prevTransform; MtxF prevTransform;
MtxF prevTransformInv; MtxF prevTransformInv;
MtxF curTransform; MtxF curTransform;
@ -9,22 +12,30 @@ void func_800430A0(CollisionContext* colCtx, s32 bgId, Actor* actor) {
Vec3f tempPos; Vec3f tempPos;
if (DynaPoly_IsBgIdBgActor(bgId)) { if (DynaPoly_IsBgIdBgActor(bgId)) {
SkinMatrix_SetTranslateRotateYXZScale( SkinMatrix_SetTranslateRotateYXZScale(
&prevTransform, colCtx->dyna.bgActors[bgId].prevTransform.scale.x, &prevTransform, colCtx->dyna.bgActors[bgId].prevTransform.scale.x,
colCtx->dyna.bgActors[bgId].prevTransform.scale.y, colCtx->dyna.bgActors[bgId].prevTransform.scale.z, colCtx->dyna.bgActors[bgId].prevTransform.scale.y, colCtx->dyna.bgActors[bgId].prevTransform.scale.z,
colCtx->dyna.bgActors[bgId].prevTransform.rot.x, colCtx->dyna.bgActors[bgId].prevTransform.rot.y, colCtx->dyna.bgActors[bgId].prevTransform.rot.x, colCtx->dyna.bgActors[bgId].prevTransform.rot.y,
colCtx->dyna.bgActors[bgId].prevTransform.rot.z, colCtx->dyna.bgActors[bgId].prevTransform.pos.x, colCtx->dyna.bgActors[bgId].prevTransform.rot.z, colCtx->dyna.bgActors[bgId].prevTransform.pos.x,
colCtx->dyna.bgActors[bgId].prevTransform.pos.y, colCtx->dyna.bgActors[bgId].prevTransform.pos.z); colCtx->dyna.bgActors[bgId].prevTransform.pos.y, colCtx->dyna.bgActors[bgId].prevTransform.pos.z);
if (SkinMatrix_Invert(&prevTransform, &prevTransformInv) != 2) { if (SkinMatrix_Invert(&prevTransform, &prevTransformInv) != 2) {
SkinMatrix_SetTranslateRotateYXZScale( SkinMatrix_SetTranslateRotateYXZScale(
&curTransform, colCtx->dyna.bgActors[bgId].curTransform.scale.x, &curTransform, colCtx->dyna.bgActors[bgId].curTransform.scale.x,
colCtx->dyna.bgActors[bgId].curTransform.scale.y, colCtx->dyna.bgActors[bgId].curTransform.scale.z, colCtx->dyna.bgActors[bgId].curTransform.scale.y, colCtx->dyna.bgActors[bgId].curTransform.scale.z,
colCtx->dyna.bgActors[bgId].curTransform.rot.x, colCtx->dyna.bgActors[bgId].curTransform.rot.y, colCtx->dyna.bgActors[bgId].curTransform.rot.x, colCtx->dyna.bgActors[bgId].curTransform.rot.y,
colCtx->dyna.bgActors[bgId].curTransform.rot.z, colCtx->dyna.bgActors[bgId].curTransform.pos.x, colCtx->dyna.bgActors[bgId].curTransform.rot.z, colCtx->dyna.bgActors[bgId].curTransform.pos.x,
colCtx->dyna.bgActors[bgId].curTransform.pos.y, colCtx->dyna.bgActors[bgId].curTransform.pos.z); colCtx->dyna.bgActors[bgId].curTransform.pos.y, colCtx->dyna.bgActors[bgId].curTransform.pos.z);
SkinMatrix_Vec3fMtxFMultXYZ(&prevTransformInv, &actor->world.pos, &tempPos);
// Apply the movement of the dynapoly actor `bgId` over the last frame to the `carriedActor` position
// pos = curTransform * prevTransformInv * pos
// Note (curTransform * prevTransformInv) represents the transform relative to the previous frame
SkinMatrix_Vec3fMtxFMultXYZ(&prevTransformInv, &carriedActor->world.pos, &tempPos);
SkinMatrix_Vec3fMtxFMultXYZ(&curTransform, &tempPos, &pos); SkinMatrix_Vec3fMtxFMultXYZ(&curTransform, &tempPos, &pos);
actor->world.pos = pos; carriedActor->world.pos = pos;
if (BGCHECK_XYZ_ABSMAX <= pos.x || pos.x <= -BGCHECK_XYZ_ABSMAX || BGCHECK_XYZ_ABSMAX <= pos.y || if (BGCHECK_XYZ_ABSMAX <= pos.x || pos.x <= -BGCHECK_XYZ_ABSMAX || BGCHECK_XYZ_ABSMAX <= pos.y ||
pos.y <= -BGCHECK_XYZ_ABSMAX || BGCHECK_XYZ_ABSMAX <= pos.z || pos.z <= -BGCHECK_XYZ_ABSMAX) { pos.y <= -BGCHECK_XYZ_ABSMAX || BGCHECK_XYZ_ABSMAX <= pos.z || pos.z <= -BGCHECK_XYZ_ABSMAX) {
@ -41,18 +52,18 @@ void func_800430A0(CollisionContext* colCtx, s32 bgId, Actor* actor) {
} }
/** /**
* Rotate actor * Update the `carriedActor`'s Y rotation based on the dynapoly actor identified by `bgId`.
*/ */
void func_800432A0(CollisionContext* colCtx, s32 bgId, Actor* actor) { void DynaPolyActor_UpdateCarriedActorRotY(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) {
if (DynaPoly_IsBgIdBgActor(bgId)) { if (DynaPoly_IsBgIdBgActor(bgId)) {
s16 rot = colCtx->dyna.bgActors[bgId].curTransform.rot.y - colCtx->dyna.bgActors[bgId].prevTransform.rot.y; s16 rotY = colCtx->dyna.bgActors[bgId].curTransform.rot.y - colCtx->dyna.bgActors[bgId].prevTransform.rot.y;
if (actor->id == ACTOR_PLAYER) { if (carriedActor->id == ACTOR_PLAYER) {
((Player*)actor)->currentYaw += rot; ((Player*)carriedActor)->currentYaw += rotY;
} }
actor->shape.rot.y += rot; carriedActor->shape.rot.y += rotY;
actor->world.rot.y += rot; carriedActor->world.rot.y += rotY;
} }
} }
@ -70,14 +81,14 @@ void func_80043334(CollisionContext* colCtx, Actor* actor, s32 bgId) {
} }
/** /**
* Transform actor's position * Update the `carriedActor`'s position and Y rotation based on the dynapoly actor identified by `bgId`, according to
* `actor` is the actor to update * the dynapoly actor's move flags (see `DYNA_TRANSFORM_POS` and `DYNA_TRANSFORM_ROT_Y`).
*/ */
s32 func_800433A4(CollisionContext* colCtx, s32 bgId, Actor* actor) { s32 DynaPolyActor_TransformCarriedActor(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) {
s32 result = false; s32 result = false;
DynaPolyActor* dynaActor; DynaPolyActor* dynaActor;
if (DynaPoly_IsBgIdBgActor(bgId) == false) { if (!DynaPoly_IsBgIdBgActor(bgId)) {
return false; return false;
} }
@ -91,13 +102,13 @@ s32 func_800433A4(CollisionContext* colCtx, s32 bgId, Actor* actor) {
return false; return false;
} }
if (dynaActor->unk_15C & 1) { if (dynaActor->transformFlags & DYNA_TRANSFORM_POS) {
func_800430A0(colCtx, bgId, actor); DynaPolyActor_UpdateCarriedActorPos(colCtx, bgId, carriedActor);
result = true; result = true;
} }
if (dynaActor->unk_15C & 2) { if (dynaActor->transformFlags & DYNA_TRANSFORM_ROT_Y) {
func_800432A0(colCtx, bgId, actor); DynaPolyActor_UpdateCarriedActorRotY(colCtx, bgId, carriedActor);
result = true; result = true;
} }

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@ -1,8 +1,12 @@
#include "global.h" #include "global.h"
void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 flags) { /**
* @param transformFlags How other actors standing on the dynapoly actor's collision move when the dynapoly actor moves.
* See `DYNA_TRANSFORM_POS`, `DYNA_TRANSFORM_ROT_Y`.
*/
void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 transformFlags) {
dynaActor->bgId = -1; dynaActor->bgId = -1;
dynaActor->unk_15C = flags; dynaActor->transformFlags = transformFlags;
dynaActor->interactFlags = 0; dynaActor->interactFlags = 0;
dynaActor->unk_150 = 0.0f; dynaActor->unk_150 = 0.0f;
dynaActor->unk_154 = 0.0f; dynaActor->unk_154 = 0.0f;

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@ -1238,7 +1238,7 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight,
sp74 = actor->world.pos.y - actor->prevPos.y; sp74 = actor->world.pos.y - actor->prevPos.y;
if ((actor->floorBgId != BGCHECK_SCENE) && (actor->bgCheckFlags & BGCHECKFLAG_GROUND)) { if ((actor->floorBgId != BGCHECK_SCENE) && (actor->bgCheckFlags & BGCHECKFLAG_GROUND)) {
func_800433A4(&play->colCtx, actor->floorBgId, actor); DynaPolyActor_TransformCarriedActor(&play->colCtx, actor->floorBgId, actor);
} }
if (flags & UPDBGCHECKINFO_FLAG_0) { if (flags & UPDBGCHECKINFO_FLAG_0) {

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@ -114,7 +114,7 @@ void EnAObj_Init(Actor* thisx, PlayState* play) {
thisx->focus.pos = thisx->world.pos; thisx->focus.pos = thisx->world.pos;
this->dyna.bgId = BGACTOR_NEG_ONE; this->dyna.bgId = BGACTOR_NEG_ONE;
this->dyna.interactFlags = 0; this->dyna.interactFlags = 0;
this->dyna.unk_15C = DPM_UNK; this->dyna.transformFlags = 0;
thisx->uncullZoneDownward = 1200.0f; thisx->uncullZoneDownward = 1200.0f;
thisx->uncullZoneScale = 200.0f; thisx->uncullZoneScale = 200.0f;

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

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

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@ -38,7 +38,7 @@ void BgBomGuard_Init(Actor* thisx, PlayState* play) {
s32 pad[2]; s32 pad[2];
CollisionHeader* colHeader = NULL; CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_UNK); DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gBowlingDefaultCol, &colHeader); CollisionHeader_GetVirtual(&gBowlingDefaultCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, 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; s32 pad2;
CollisionHeader* colHeader = NULL; CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_UNK); DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gBgBombwallCol, &colHeader); CollisionHeader_GetVirtual(&gBgBombwallCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, 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; s32 pad2;
CollisionHeader* colHeader = NULL; CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_UNK); DynaPolyActor_Init(&this->dyna, 0);
if (this->dyna.actor.params == 0) { if (this->dyna.actor.params == 0) {
CollisionHeader_GetVirtual(&gBowlingFirstAndFinalRoundCol, &colHeader); 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; s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain); Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK); DynaPolyActor_Init(&this->dyna, 0);
this->bombableWallDList = sBombableWallInfo[wallType].dList; this->bombableWallDList = sBombableWallInfo[wallType].dList;
this->colType = sBombableWallInfo[wallType].colType; this->colType = sBombableWallInfo[wallType].colType;

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

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

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@ -113,7 +113,7 @@ void BgDodoago_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL; CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain); Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK); DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gDodongoLowerJawCol, &colHeader); CollisionHeader_GetVirtual(&gDodongoLowerJawCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, 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); 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; CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(thisx, sInitChain); Actor_ProcessInitChain(thisx, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK); DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&sCol, &colHeader); CollisionHeader_GetVirtual(&sCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, 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]; s32 pad[2];
CollisionHeader* colHeader = NULL; CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_UNK); DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gKakarikoGuardGateCol, &colHeader); CollisionHeader_GetVirtual(&gKakarikoGuardGateCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader); this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
this->somePos.x = thisx->world.pos.x; this->somePos.x = thisx->world.pos.x;

View file

@ -44,7 +44,7 @@ void BgGjyoBridge_Init(Actor* thisx, PlayState* play) {
colHeader = NULL; colHeader = NULL;
Actor_ProcessInitChain(thisx, sInitChain); Actor_ProcessInitChain(thisx, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK); DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gRainbowBridgeCol, &colHeader); CollisionHeader_GetVirtual(&gRainbowBridgeCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, 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; this->initPos = this->dyna.actor.world.pos;
if (this->dyna.actor.params == 0) { if (this->dyna.actor.params == 0) {
DynaPolyActor_Init(&this->dyna, DPM_UNK); DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gFireTrialPlatformCol, &colHeader); CollisionHeader_GetVirtual(&gFireTrialPlatformCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader); this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
this->actionFunc = BgGndFiremeiro_Rise; this->actionFunc = BgGndFiremeiro_Rise;

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

@ -67,7 +67,7 @@ void BgHidanKousi_Init(Actor* thisx, PlayState* play) {
s32 pad; s32 pad;
CollisionHeader* colHeader = NULL; CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_UNK); DynaPolyActor_Init(&this->dyna, 0);
Actor_SetFocus(thisx, 50.0f); 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, 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); ((s32)thisx->params >> 8) & 0xFF);

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

@ -397,7 +397,7 @@ void BgJyaCobra_UpdateShadowFromTop(BgJyaCobra* this) {
void BgJyaCobra_Init(Actor* thisx, PlayState* play) { void BgJyaCobra_Init(Actor* thisx, PlayState* play) {
BgJyaCobra* this = (BgJyaCobra*)thisx; BgJyaCobra* this = (BgJyaCobra*)thisx;
BgJyaCobra_InitDynapoly(this, play, &gCobraCol, DPM_UNK); BgJyaCobra_InitDynapoly(this, play, &gCobraCol, 0);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain); Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
if (!(this->dyna.actor.params & 3) && Flags_GetSwitch(play, ((s32)this->dyna.actor.params >> 8) & 0x3F)) { 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; 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) { void BgJyaKanaami_Init(Actor* thisx, PlayState* play) {
BgJyaKanaami* this = (BgJyaKanaami*)thisx; BgJyaKanaami* this = (BgJyaKanaami*)thisx;
BgJyaKanaami_InitDynaPoly(this, play, &gKanaamiCol, DPM_UNK); BgJyaKanaami_InitDynaPoly(this, play, &gKanaamiCol, 0);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain); Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
if (Flags_GetSwitch(play, this->dyna.actor.params & 0x3F)) { if (Flags_GetSwitch(play, this->dyna.actor.params & 0x3F)) {
func_80899A08(this); func_80899A08(this);

View file

@ -61,7 +61,7 @@ void BgJyaLift_Init(Actor* thisx, PlayState* play) {
// "Goddess lift CT" // "Goddess lift CT"
osSyncPrintf("女神リフト CT\n"); 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); Actor_ProcessInitChain(thisx, sInitChain);
if (Flags_GetSwitch(play, (thisx->params & 0x3F))) { if (Flags_GetSwitch(play, (thisx->params & 0x3F))) {
BgJyaLift_SetFinalPosY(this); 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) { void BgJyaMegami_Init(Actor* thisx, PlayState* play) {
BgJyaMegami* this = (BgJyaMegami*)thisx; BgJyaMegami* this = (BgJyaMegami*)thisx;
BgJyaMegami_InitDynaPoly(this, play, &GMegamiCol, DPM_UNK); BgJyaMegami_InitDynaPoly(this, play, &GMegamiCol, 0);
BgJyaMegami_InitCollider(this, play); BgJyaMegami_InitCollider(this, play);
if (Flags_GetSwitch(play, this->dyna.actor.params & 0x3F)) { if (Flags_GetSwitch(play, this->dyna.actor.params & 0x3F)) {
Actor_Kill(&this->dyna.actor); Actor_Kill(&this->dyna.actor);

View file

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

View file

@ -36,7 +36,7 @@ void BgMenkuriKaiten_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL; CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain); 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); CollisionHeader_GetVirtual(&gGTGRotatingRingPlatformCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, 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); Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->yRot = this->dyna.actor.world.pos.y; this->yRot = this->dyna.actor.world.pos.y;
this->dList = sDLists[(u16)this->dyna.actor.params & 0xF]; 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); CollisionHeader_GetVirtual(sColHeaders[(u16)this->dyna.actor.params & 0xF], &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, 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); Actor_ProcessInitChain(thisx, sInitChain);
((BgMizuMovebg*)thisx)->homeY = thisx->world.pos.y; ((BgMizuMovebg*)thisx)->homeY = thisx->world.pos.y;
((BgMizuMovebg*)thisx)->dlist = D_8089EB50[MOVEBG_TYPE(thisx->params)]; ((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); CollisionHeader_GetVirtual(D_8089EB70[MOVEBG_TYPE(thisx->params)], &colHeader);
((BgMizuMovebg*)thisx)->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, 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); Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->displayList = sDisplayLists[BGMIZUSHUTTER_SIZE_PARAM(&this->dyna.actor)]; 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); CollisionHeader_GetVirtual(sCollisionHeaders[BGMIZUSHUTTER_SIZE_PARAM(&this->dyna.actor)], &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &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; s32 pad2;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain); Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK); DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gObjectMizuObjectsUzuCol_0074EC, &colHeader); CollisionHeader_GetVirtual(&gObjectMizuObjectsUzuCol_0074EC, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader); this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
this->actionFunc = func_8089F788; 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_GetSwitch(play, (this->dyna.actor.params >> 8) & 0x3F),
Flags_GetTempClear(play, this->dyna.actor.room), Flags_GetClear(play, this->dyna.actor.room), Flags_GetTempClear(play, this->dyna.actor.room), Flags_GetClear(play, this->dyna.actor.room),
GET_PLAYER(play)->actor.world.pos.y); 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); Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->moriTexObjIndex = Object_GetIndex(&play->objectCtx, OBJECT_MORI_TEX); this->moriTexObjIndex = Object_GetIndex(&play->objectCtx, OBJECT_MORI_TEX);
if (this->moriTexObjIndex < 0) { if (this->moriTexObjIndex < 0) {

View file

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

View file

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

View file

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

View file

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

View file

@ -53,7 +53,7 @@ void BgMoriKaitenkabe_Init(Actor* thisx, PlayState* play) {
// "Forest Temple object 【Rotating Wall (arg_data: 0x% 04x)】 appears" // "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); 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); Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK); DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gMoriKaitenkabeCol, &colHeader); CollisionHeader_GetVirtual(&gMoriKaitenkabeCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader); this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
this->moriTexObjIndex = Object_GetIndex(&play->objectCtx, OBJECT_MORI_TEX); this->moriTexObjIndex = Object_GetIndex(&play->objectCtx, OBJECT_MORI_TEX);

View file

@ -50,7 +50,7 @@ void BgMoriRakkatenjo_Init(Actor* thisx, PlayState* play) {
BgMoriRakkatenjo* this = (BgMoriRakkatenjo*)thisx; BgMoriRakkatenjo* this = (BgMoriRakkatenjo*)thisx;
CollisionHeader* colHeader = NULL; CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_PLAYER); DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
// "Forest Temple obj. Falling Ceiling" // "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); 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) || if ((fabsf(1991.0f - this->dyna.actor.home.pos.x) > 0.001f) ||

View file

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

View file

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

View file

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

View file

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

View file

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

View file

@ -295,7 +295,7 @@ void BgSpot01Idohashira_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader; CollisionHeader* colHeader;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain); Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK); DynaPolyActor_Init(&this->dyna, 0);
colHeader = NULL; colHeader = NULL;
CollisionHeader_GetVirtual(&gKakarikoWellArchCol, &colHeader); CollisionHeader_GetVirtual(&gKakarikoWellArchCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, 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; CollisionHeader* colHeader = NULL;
s32 pad2; s32 pad2;
DynaPolyActor_Init(&this->dyna, DPM_PLAYER); DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain); Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
CollisionHeader_GetVirtual(&gKakarikoBOTWStoneCol, &colHeader); CollisionHeader_GetVirtual(&gKakarikoBOTWStoneCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader); this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

@ -36,7 +36,7 @@ void BgUmaJump_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader = NULL; CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain); Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK); DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gJumpableHorseFenceCol, &colHeader); CollisionHeader_GetVirtual(&gJumpableHorseFenceCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, 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; CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain); Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_PLAYER); DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
CollisionHeader_GetVirtual(&gVolvagiaPlatformCol, &colHeader); CollisionHeader_GetVirtual(&gVolvagiaPlatformCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, 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); this->type = ((thisx->params >> 8) & 0x3F);
thisx->params = thisx->params & 0xFF; thisx->params = thisx->params & 0xFF;
waterBox = &play->colCtx.colHeader->waterBoxes[1]; waterBox = &play->colCtx.colHeader->waterBoxes[1];
DynaPolyActor_Init(&this->dyna, DPM_PLAYER); DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
if (thisx->params == HASI_WATER) { if (thisx->params == HASI_WATER) {
// Water the moving platform floats on in B1. Never runs in Master Quest // 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; 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; this->actionFunc = func_808BEFF4;
} else { } else {
triInit = &sTrisElementsInit[1]; triInit = &sTrisElementsInit[1];
DynaPolyActor_Init(&this->dyna, DPM_UNK); DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gDTFallingLadderCol, &colHeader); CollisionHeader_GetVirtual(&gDTFallingLadderCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader); this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
thisx->home.pos.y += -280.0f; 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->isDestroyedSwitchFlag = thisx->params & 0x3F;
this->burnSwitchFlag = (thisx->params >> 6) & 0x3F; this->burnSwitchFlag = (thisx->params >> 6) & 0x3F;
this->dyna.actor.params = (thisx->params >> 0xC) & 0xF; 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_InitTris(play, &this->trisCollider);
Collider_SetTris(play, &this->trisCollider, &this->dyna.actor, &sTrisInit, this->trisColliderItems); Collider_SetTris(play, &this->trisCollider, &this->dyna.actor, &sTrisInit, this->trisColliderItems);
if (this->dyna.actor.params == WEB_FLOOR) { if (this->dyna.actor.params == WEB_FLOOR) {

View file

@ -102,7 +102,7 @@ void BgZg_Init(Actor* thisx, PlayState* play) {
CollisionHeader* colHeader; CollisionHeader* colHeader;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain); Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK); DynaPolyActor_Init(&this->dyna, 0);
colHeader = NULL; colHeader = NULL;
CollisionHeader_GetVirtual(&gTowerCollapseBarsCol, &colHeader); CollisionHeader_GetVirtual(&gTowerCollapseBarsCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, 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) { if (header != NULL) {
Actor_ProcessInitChain(&this->dyna.actor, sInitChain); Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK); DynaPolyActor_Init(&this->dyna, 0);
newHeader = NULL; newHeader = NULL;
CollisionHeader_GetVirtual(header, &newHeader); CollisionHeader_GetVirtual(header, &newHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, 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) { if (collision != NULL) {
Actor_ProcessInitChain(&this->dyna.actor, sInitChain); Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK); DynaPolyActor_Init(&this->dyna, 0);
colHeader = NULL; colHeader = NULL;
CollisionHeader_GetVirtual(collision, &colHeader); CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, 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); Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->dyna.actor.home.pos.z = this->dyna.actor.shape.yOffset; 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; this->doorType = (this->dyna.actor.params >> 6) & 0xF;
phi_a3 = D_80998224[this->doorType]; phi_a3 = D_80998224[this->doorType];
if (phi_a3 < 0) { if (phi_a3 < 0) {

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