mirror of
https://github.com/zeldaret/oot.git
synced 2024-11-28 19:25:27 +00:00
parent
d674dad3da
commit
454b1caa52
10 changed files with 75 additions and 51 deletions
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@ -469,7 +469,7 @@ void ObjBean_Init(Actor* thisx, PlayState* play) {
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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if (LINK_AGE_IN_YEARS == YEARS_ADULT) {
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if (Flags_GetSwitch(play, this->dyna.actor.params & 0x3F) || (mREG(1) == 1)) {
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if (Flags_GetSwitch(play, this->dyna.actor.params & 0x3F) || (OOT_DEBUG && mREG(1) == 1)) {
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path = (this->dyna.actor.params >> 8) & 0x1F;
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if (path == 0x1F) {
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PRINTF(VT_COL(RED, WHITE));
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@ -504,7 +504,7 @@ void ObjBean_Init(Actor* thisx, PlayState* play) {
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Actor_Kill(&this->dyna.actor);
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return;
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}
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} else if ((Flags_GetSwitch(play, this->dyna.actor.params & 0x3F) != 0) || (mREG(1) == 1)) {
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} else if ((Flags_GetSwitch(play, this->dyna.actor.params & 0x3F) != 0) || (OOT_DEBUG && mREG(1) == 1)) {
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ObjBean_SetupWaitForWater(this);
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} else {
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ObjBean_SetupWaitForBean(this);
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@ -94,9 +94,11 @@ void ObjHsblock_Init(Actor* thisx, PlayState* play) {
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}
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}
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#if OOT_DEBUG
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mREG(13) = 255;
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mREG(14) = 255;
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mREG(15) = 255;
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#endif
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}
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void ObjHsblock_Destroy(Actor* thisx, PlayState* play) {
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@ -158,9 +160,16 @@ void ObjHsblock_Draw(Actor* thisx, PlayState* play) {
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if (play->sceneId == SCENE_FIRE_TEMPLE) {
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color = &sFireTempleColor;
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} else {
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#if OOT_DEBUG
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defaultColor.r = mREG(13);
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defaultColor.g = mREG(14);
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defaultColor.b = mREG(15);
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#else
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defaultColor.r = 255;
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defaultColor.g = 255;
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defaultColor.b = 255;
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#endif
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color = &defaultColor;
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}
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@ -125,8 +125,8 @@ void ObjKibako2_Init(Actor* thisx, PlayState* play) {
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ObjKibako2_InitCollider(thisx, play);
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CollisionHeader_GetVirtual(&gLargeCrateCol, &colHeader);
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bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
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this->collectibleFlag = this->dyna.actor.home.rot.z & 0x3F;
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this->dyna.bgId = bgId;
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this->collectibleFlag = this->dyna.actor.home.rot.z & 0x3F;
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this->actionFunc = ObjKibako2_Idle;
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this->dyna.actor.home.rot.z = this->dyna.actor.world.rot.z = this->dyna.actor.shape.rot.z =
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this->dyna.actor.world.rot.x = this->dyna.actor.shape.rot.x = 0;
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@ -109,9 +109,12 @@ void ObjMure_Init(Actor* thisx, PlayState* play) {
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this->actionFunc = ObjMure_InitialAction;
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PRINTF("群れな敵 (arg_data 0x%04x)(chNum(%d) ptn(%d) svNum(%d) type(%d))\n", thisx->params, this->chNum, this->ptn,
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this->svNum, this->type);
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#if OOT_DEBUG
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if (ObjMure_GetMaxChildSpawns(this) <= 0) {
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PRINTF("Warning : 個体数が設定されていません(%s %d)(arg_data 0x%04x)\n", "../z_obj_mure.c", 268, thisx->params);
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}
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#endif
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}
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void ObjMure_Destroy(Actor* thisx, PlayState* play) {
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@ -125,48 +128,52 @@ s32 ObjMure_GetMaxChildSpawns(ObjMure* this) {
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}
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void ObjMure_GetSpawnPos(Vec3f* outPos, Vec3f* inPos, s32 ptn, s32 idx) {
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#if OOT_DEBUG
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if (ptn >= 4) {
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PRINTF("おかしなの (%s %d)\n", "../z_obj_mure.c", 307);
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}
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#endif
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*outPos = *inPos;
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}
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void ObjMure_SpawnActors0(ObjMure* this, PlayState* play) {
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ActorContext* ac;
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Actor* actor = &this->actor;
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s32 i;
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Vec3f pos;
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s32 pad;
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s32 maxChildren = ObjMure_GetMaxChildSpawns(this);
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for (i = 0; i < maxChildren; i++) {
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#if OOT_DEBUG
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if (this->children[i] != NULL) {
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// "Error: I already have a child(%s %d)(arg_data 0x%04x)"
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PRINTF("Error : 既に子供がいる(%s %d)(arg_data 0x%04x)\n", "../z_obj_mure.c", 333, this->actor.params);
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PRINTF("Error : 既に子供がいる(%s %d)(arg_data 0x%04x)\n", "../z_obj_mure.c", 333, actor->params);
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}
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#endif
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switch (this->childrenStates[i]) {
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case OBJMURE_CHILD_STATE_1:
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break;
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case OBJMURE_CHILD_STATE_2:
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ac = &play->actorCtx;
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ObjMure_GetSpawnPos(&pos, &this->actor.world.pos, this->ptn, i);
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ObjMure_GetSpawnPos(&pos, &actor->world.pos, this->ptn, i);
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this->children[i] =
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Actor_Spawn(ac, play, sSpawnActorIds[this->type], pos.x, pos.y, pos.z, this->actor.world.rot.x,
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this->actor.world.rot.y, this->actor.world.rot.z, sSpawnParams[this->type]);
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Actor_Spawn(&play->actorCtx, play, sSpawnActorIds[this->type], pos.x, pos.y, pos.z,
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actor->world.rot.x, actor->world.rot.y, actor->world.rot.z, sSpawnParams[this->type]);
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if (this->children[i] != NULL) {
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this->children[i]->flags |= ACTOR_FLAG_ENKUSA_CUT;
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this->children[i]->room = this->actor.room;
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this->children[i]->room = actor->room;
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} else {
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PRINTF("warning 発生失敗 (%s %d)\n", "../z_obj_mure.c", 359);
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}
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break;
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default:
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ac = &play->actorCtx;
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ObjMure_GetSpawnPos(&pos, &this->actor.world.pos, this->ptn, i);
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ObjMure_GetSpawnPos(&pos, &actor->world.pos, this->ptn, i);
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this->children[i] =
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Actor_Spawn(ac, play, sSpawnActorIds[this->type], pos.x, pos.y, pos.z, this->actor.world.rot.x,
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this->actor.world.rot.y, this->actor.world.rot.z, sSpawnParams[this->type]);
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Actor_Spawn(&play->actorCtx, play, sSpawnActorIds[this->type], pos.x, pos.y, pos.z,
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actor->world.rot.x, actor->world.rot.y, actor->world.rot.z, sSpawnParams[this->type]);
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if (this->children[i] != NULL) {
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this->children[i]->room = this->actor.room;
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this->children[i]->room = actor->room;
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} else {
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PRINTF("warning 発生失敗 (%s %d)\n", "../z_obj_mure.c", 382);
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}
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@ -175,21 +182,23 @@ void ObjMure_SpawnActors0(ObjMure* this, PlayState* play) {
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}
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}
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void ObjMure_SpawnActors1(ObjMure* this, PlayState* play) {
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ActorContext* ac = (ActorContext*)play; // fake match
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void ObjMure_SpawnActors1(ObjMure* this, PlayState* play2) {
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PlayState* play = play2;
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Actor* actor = &this->actor;
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Vec3f spawnPos;
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s32 maxChildren = ObjMure_GetMaxChildSpawns(this);
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s32 i;
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for (i = 0; i < maxChildren; i++) {
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#if OOT_DEBUG
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if (this->children[i] != NULL) {
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PRINTF("Error : 既に子供がいる(%s %d)(arg_data 0x%04x)\n", "../z_obj_mure.c", 407, actor->params);
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}
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ac = &play->actorCtx;
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#endif
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ObjMure_GetSpawnPos(&spawnPos, &actor->world.pos, this->ptn, i);
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this->children[i] = Actor_Spawn(ac, play, sSpawnActorIds[this->type], spawnPos.x, spawnPos.y, spawnPos.z,
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actor->world.rot.x, actor->world.rot.y, actor->world.rot.z,
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this->children[i] = Actor_Spawn(&play2->actorCtx, play, sSpawnActorIds[this->type], spawnPos.x, spawnPos.y,
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spawnPos.z, actor->world.rot.x, actor->world.rot.y, actor->world.rot.z,
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(this->type == 4 && i == 0) ? 1 : sSpawnParams[this->type]);
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if (this->children[i] != NULL) {
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this->childrenStates[i] = OBJMURE_CHILD_STATE_0;
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@ -106,9 +106,10 @@ void func_80B9ABA0(ObjMure3* this, PlayState* play) {
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void func_80B9ACE4(ObjMure3* this, PlayState* play) {
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s16 count = sRupeeCounts[(this->actor.params >> 13) & 7];
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s32 i;
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EnItem00** collectible;
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for (i = 0; i < count; i++) {
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EnItem00** collectible = &this->unk_150[i];
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collectible = &this->unk_150[i];
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if (!((this->unk_16C >> i) & 1) && (*collectible != NULL)) {
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if (Actor_HasParent(&(*collectible)->actor, play) || ((*collectible)->actor.update == NULL)) {
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@ -283,6 +283,8 @@ void ObjSyokudai_Draw(Actor* thisx, PlayState* play) {
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}
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flameScale *= 0.0027f;
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if (1) {}
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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gSPSegment(POLY_XLU_DISP++, 0x08,
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@ -74,39 +74,37 @@ void ObjWarp2block_Spawn(ObjWarp2block* this, PlayState* play) {
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}
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s32 func_80BA1ECC(ObjWarp2block* this, PlayState* play) {
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s32 pad;
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Actor* temp_a3;
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Player* player;
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Vec3f sp20;
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f32 temp_f2;
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if (DynaPolyActor_IsPlayerAbove(&this->dyna)) {
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return 0;
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}
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temp_a3 = this->dyna.actor.child;
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player = GET_PLAYER(play);
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if ((this->dyna.actor.xzDistToPlayer <= sDistances[(((this->dyna.actor.params >> 0xB) & 7))]) ||
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(temp_a3->xzDistToPlayer <= sDistances[(((temp_a3->params >> 0xB) & 7))])) {
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func_8002DBD0(&this->dyna.actor, &sp20, &player->actor.world.pos);
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temp_f2 = (this->dyna.actor.scale.x * 50.0f) + 6.0f;
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if (!(temp_f2 < fabsf(sp20.x)) && !(temp_f2 < fabsf(sp20.z))) {
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return 0;
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}
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func_8002DBD0(temp_a3, &sp20, &player->actor.world.pos);
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temp_f2 = (temp_a3->scale.x * 50.0f) + 6.0f;
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if (!(temp_f2 < fabsf(sp20.x)) && !(temp_f2 < fabsf(sp20.z))) {
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return 0;
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}
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} else {
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return 0;
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}
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s32 pad;
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Actor* temp_a3 = this->dyna.actor.child;
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Player* player = GET_PLAYER(play);
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Vec3f sp20;
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f32 temp_f2;
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return 1;
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if ((this->dyna.actor.xzDistToPlayer <= sDistances[(((this->dyna.actor.params >> 0xB) & 7))]) ||
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(temp_a3->xzDistToPlayer <= sDistances[(((temp_a3->params >> 0xB) & 7))])) {
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func_8002DBD0(&this->dyna.actor, &sp20, &player->actor.world.pos);
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temp_f2 = (this->dyna.actor.scale.x * 50.0f) + 6.0f;
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if (!(temp_f2 < fabsf(sp20.x)) && !(temp_f2 < fabsf(sp20.z))) {
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return 0;
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}
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func_8002DBD0(temp_a3, &sp20, &player->actor.world.pos);
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temp_f2 = (temp_a3->scale.x * 50.0f) + 6.0f;
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if (!(temp_f2 < fabsf(sp20.x)) && !(temp_f2 < fabsf(sp20.z))) {
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return 0;
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}
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} else {
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return 0;
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}
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return 1;
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}
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}
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void ObjWarp2block_SwapWithChild(ObjWarp2block* this, PlayState* play) {
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@ -860,6 +860,8 @@ void ObjectKankyo_DrawSunGraveSpark(Actor* thisx, PlayState* play2) {
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(u8)(255 * this->effects[0].amplitude), 255 - (u8)(255 * this->effects[0].amplitude),
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this->effects[0].alpha);
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if (1) {}
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Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_object_kankyo.c", 1416), G_MTX_LOAD);
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@ -124,5 +124,7 @@ void OceffWipe_Draw(Actor* thisx, PlayState* play) {
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32, 1, 0 - scroll, scroll * (-2), 32, 32));
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gSPDisplayList(POLY_XLU_DISP++, sFrustumDL);
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if (1) {}
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CLOSE_DISPS(play->state.gfxCtx, "../z_oceff_wipe.c", 398);
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}
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@ -163,7 +163,6 @@ void ShotSun_UpdateHyliaSun(ShotSun* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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EnItem00* collectible;
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s32 pad;
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Vec3f spawnPos;
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if (this->collider.base.acFlags & AC_HIT) {
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Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
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@ -174,6 +173,8 @@ void ShotSun_UpdateHyliaSun(ShotSun* this, PlayState* play) {
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if (1) {}
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gSaveContext.cutsceneTrigger = 1;
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} else {
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Vec3f spawnPos;
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spawnPos.x = 700.0f;
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spawnPos.y = -800.0f;
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spawnPos.z = 7261.0f;
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