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Small doc for Item00 actor (#1268)
* EnItem00.unk_15A rename to despawnTimer * func_8001E5C8 rename to EnItem00_BounceAfterCollected * shorten to Item00_Collected
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3 changed files with 28 additions and 27 deletions
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@ -282,7 +282,7 @@ typedef struct EnItem00 {
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/* 0x154 */ s16 unk_154;
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/* 0x156 */ s16 unk_156;
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/* 0x158 */ s16 unk_158;
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/* 0x15A */ s16 unk_15A;
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/* 0x15A */ s16 despawnTimer;
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/* 0x15C */ f32 scale;
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/* 0x160 */ ColliderCylinder collider;
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} EnItem00; // size = 0x1AC
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@ -13,7 +13,7 @@ void EnItem00_Draw(Actor* thisx, PlayState* play);
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void func_8001DFC8(EnItem00* this, PlayState* play);
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void func_8001E1C8(EnItem00* this, PlayState* play);
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void func_8001E304(EnItem00* this, PlayState* play);
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void func_8001E5C8(EnItem00* this, PlayState* play);
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void EnItem00_Collected(EnItem00* this, PlayState* play);
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void EnItem00_DrawRupee(EnItem00* this, PlayState* play);
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void EnItem00_DrawCollectible(EnItem00* this, PlayState* play);
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@ -273,11 +273,11 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
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if (!spawnParam8000) {
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EnItem00_SetupAction(this, func_8001DFC8);
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this->unk_15A = -1;
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this->despawnTimer = -1;
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return;
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}
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this->unk_15A = 15;
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this->despawnTimer = 15;
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this->unk_154 = 35;
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this->actor.speedXZ = 0.0f;
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@ -354,7 +354,7 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
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func_8002F554(&this->actor, play, getItemId);
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}
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EnItem00_SetupAction(this, func_8001E5C8);
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EnItem00_SetupAction(this, EnItem00_Collected);
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this->actionFunc(this, play);
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}
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@ -365,20 +365,20 @@ void EnItem00_Destroy(Actor* thisx, PlayState* play) {
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}
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void func_8001DFC8(EnItem00* this, PlayState* play) {
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if ((this->actor.params <= ITEM00_RUPEE_RED) || ((this->actor.params == ITEM00_HEART) && (this->unk_15A < 0)) ||
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if ((this->actor.params <= ITEM00_RUPEE_RED) || ((this->actor.params == ITEM00_HEART) && (this->despawnTimer < 0)) ||
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(this->actor.params == ITEM00_HEART_PIECE)) {
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this->actor.shape.rot.y += 960;
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} else {
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if ((this->actor.params >= ITEM00_SHIELD_DEKU) && (this->actor.params != ITEM00_BOMBS_SPECIAL)) {
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if (this->unk_15A == -1) {
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if (this->despawnTimer == -1) {
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if (Math_SmoothStepToS(&this->actor.shape.rot.x, this->actor.world.rot.x - 0x4000, 2, 3000, 1500) ==
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0) {
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this->unk_15A = -2;
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this->despawnTimer = -2;
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}
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} else {
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if (Math_SmoothStepToS(&this->actor.shape.rot.x, -this->actor.world.rot.x - 0x4000, 2, 3000, 1500) ==
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0) {
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this->unk_15A = -1;
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this->despawnTimer = -1;
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}
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}
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Math_SmoothStepToS(&this->actor.world.rot.x, 0, 2, 2500, 500);
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@ -398,7 +398,7 @@ void func_8001DFC8(EnItem00* this, PlayState* play) {
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}
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}
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if (this->unk_15A == 0) {
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if (this->despawnTimer == 0) {
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if ((this->actor.params != ITEM00_SMALL_KEY) && (this->actor.params != ITEM00_HEART_PIECE) &&
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(this->actor.params != ITEM00_HEART_CONTAINER)) {
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Actor_Kill(&this->actor);
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@ -443,7 +443,7 @@ void func_8001E304(EnItem00* this, PlayState* play) {
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Vec3f pos;
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s32 rotOffset;
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this->unk_15A++;
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this->despawnTimer++;
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if (this->actor.params == ITEM00_HEART) {
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if (this->actor.velocity.y < 0.0f) {
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@ -492,19 +492,19 @@ void func_8001E304(EnItem00* this, PlayState* play) {
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}
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}
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void func_8001E5C8(EnItem00* this, PlayState* play) {
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void EnItem00_Collected(EnItem00* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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if (this->getItemId != GI_NONE) {
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if (!Actor_HasParent(&this->actor, play)) {
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func_8002F434(&this->actor, play, this->getItemId, 50.0f, 80.0f);
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this->unk_15A++;
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this->despawnTimer++;
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} else {
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this->getItemId = GI_NONE;
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}
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}
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if (this->unk_15A == 0) {
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if (this->despawnTimer == 0) {
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Actor_Kill(&this->actor);
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return;
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}
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@ -517,7 +517,8 @@ void func_8001E5C8(EnItem00* this, PlayState* play) {
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this->actor.shape.rot.y = 0;
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}
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this->actor.world.pos.y += 40.0f + Math_SinS(this->unk_15A * 15000) * (this->unk_15A * 0.3f);
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// bounces up and down above player's head
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this->actor.world.pos.y += 40.0f + Math_SinS(this->despawnTimer * 15000) * (this->despawnTimer * 0.3f);
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if (LINK_IS_ADULT) {
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this->actor.world.pos.y += 20.0f;
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@ -537,12 +538,12 @@ void EnItem00_Update(Actor* thisx, PlayState* play) {
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EnItem00* this = (EnItem00*)thisx;
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s32 pad;
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if (this->unk_15A > 0) {
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this->unk_15A--;
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if (this->despawnTimer > 0) {
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this->despawnTimer--;
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}
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if ((this->unk_15A > 0) && (this->unk_15A < 41) && (this->unk_154 <= 0)) {
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this->unk_156 = this->unk_15A;
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if ((this->despawnTimer > 0) && (this->despawnTimer < 41) && (this->unk_154 <= 0)) {
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this->unk_156 = this->despawnTimer;
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}
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this->actionFunc(this, play);
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@ -728,7 +729,7 @@ void EnItem00_Update(Actor* thisx, PlayState* play) {
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Flags_SetCollectible(play, this->collectibleFlag);
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this->unk_15A = 15;
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this->despawnTimer = 15;
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this->unk_154 = 35;
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this->actor.shape.rot.z = 0;
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this->actor.speedXZ = 0;
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@ -738,7 +739,7 @@ void EnItem00_Update(Actor* thisx, PlayState* play) {
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Actor_SetScale(&this->actor, this->scale);
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this->getItemId = GI_NONE;
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EnItem00_SetupAction(this, func_8001E5C8);
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EnItem00_SetupAction(this, EnItem00_Collected);
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}
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void EnItem00_Draw(Actor* thisx, PlayState* play) {
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@ -761,14 +762,14 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) {
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EnItem00_DrawHeartContainer(this, play);
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break;
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case ITEM00_HEART:
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if (this->unk_15A < 0) {
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if (this->unk_15A == -1) {
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if (this->despawnTimer < 0) {
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if (this->despawnTimer == -1) {
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s8 bankIndex = Object_GetIndex(&play->objectCtx, OBJECT_GI_HEART);
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if (Object_IsLoaded(&play->objectCtx, bankIndex)) {
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this->actor.objBankIndex = bankIndex;
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Actor_SetObjectDependency(play, &this->actor);
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this->unk_15A = -2;
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this->despawnTimer = -2;
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}
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} else {
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mtxScale = 16.0f;
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@ -972,7 +973,7 @@ EnItem00* Item_DropCollectible(PlayState* play, Vec3f* spawnPos, s16 params) {
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spawnedActor->actor.world.rot.y = Rand_CenteredFloat(65536.0f);
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Actor_SetScale(&spawnedActor->actor, 0.0f);
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EnItem00_SetupAction(spawnedActor, func_8001E304);
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spawnedActor->unk_15A = 220;
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spawnedActor->despawnTimer = 220;
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if ((spawnedActor->actor.params != ITEM00_SMALL_KEY) &&
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(spawnedActor->actor.params != ITEM00_HEART_PIECE) &&
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(spawnedActor->actor.params != ITEM00_HEART_CONTAINER)) {
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@ -1128,7 +1129,7 @@ void Item_DropCollectibleRandom(PlayState* play, Actor* fromActor, Vec3f* spawnP
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(spawnedActor->actor.params != ITEM00_HEART_CONTAINER)) {
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spawnedActor->actor.room = -1;
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}
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spawnedActor->unk_15A = 220;
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spawnedActor->despawnTimer = 220;
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}
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}
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} else {
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@ -173,7 +173,7 @@ void ShotSun_UpdateHyliaSun(ShotSun* this, PlayState* play) {
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collectible = Item_DropCollectible(play, &spawnPos, ITEM00_MAGIC_LARGE);
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if (collectible != NULL) {
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collectible->unk_15A = 6000;
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collectible->despawnTimer = 6000;
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collectible->actor.speedXZ = 0.0f;
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}
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}
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