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Match InitDynaPoly actors (#1733)

* Match InitDynaPoly actors

* Change BgJyaBombiwa_SetupDynaPoly pads to s32

* kzIceScale -> sKingZoraRedIceScale
This commit is contained in:
cadmic 2024-02-07 15:58:46 -08:00 committed by GitHub
parent 0ba8cb38a7
commit 53b0114464
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GPG Key ID: B5690EEEBB952194
20 changed files with 137 additions and 74 deletions

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@ -115,17 +115,20 @@ void BgIceShelter_InitColliders(BgIceShelter* this, PlayState* play) {
void BgIceShelter_InitDynaPoly(BgIceShelter* this, PlayState* play, CollisionHeader* collision, s32 moveFlag) {
s32 pad;
CollisionHeader* colHeader = NULL;
s32 pad2;
DynaPolyActor_Init(&this->dyna, moveFlag);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
#if OOT_DEBUG
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
// "Warning : move BG registration failed"
PRINTF("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_bg_ice_shelter.c", 362,
this->dyna.actor.id, this->dyna.actor.params);
}
#endif
}
void BgIceShelter_RotateY(Vec3f* dest, Vec3f* src, s16 angle) {
@ -144,7 +147,6 @@ static InitChainEntry sInitChain[] = {
};
void BgIceShelter_Init(Actor* thisx, PlayState* play) {
static Vec3f kzIceScale = { 0.18f, 0.27f, 0.24f };
BgIceShelter* this = (BgIceShelter*)thisx;
s16 type = BGICESHELTER_GET_TYPE(&this->dyna.actor);
@ -158,7 +160,9 @@ void BgIceShelter_Init(Actor* thisx, PlayState* play) {
}
if (type == RED_ICE_KING_ZORA) {
Math_Vec3f_Copy(&this->dyna.actor.scale, &kzIceScale);
static Vec3f sKingZoraRedIceScale = { 0.18f, 0.27f, 0.24f };
Math_Vec3f_Copy(&this->dyna.actor.scale, &sKingZoraRedIceScale);
} else {
Actor_SetScale(&this->dyna.actor, sRedIceScales[type]);
}

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@ -69,17 +69,20 @@ static InitChainEntry sInitChain[] = {
void BgJya1flift_InitDynapoly(BgJya1flift* this, PlayState* play, CollisionHeader* collision, s32 moveFlag) {
s32 pad;
CollisionHeader* colHeader = NULL;
s32 pad2;
DynaPolyActor_Init(&this->dyna, moveFlag);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
#if OOT_DEBUG
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
// "Warning : move BG login failed"
PRINTF("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_bg_jya_1flift.c", 179,
this->dyna.actor.id, this->dyna.actor.params);
}
#endif
}
void BgJya1flift_InitCollision(Actor* thisx, PlayState* play) {

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@ -45,15 +45,19 @@ static InitChainEntry sInitChain[] = {
void BgJyaAmishutter_InitDynaPoly(BgJyaAmishutter* this, PlayState* play, CollisionHeader* collision, s32 flag) {
s32 pad1;
CollisionHeader* colHeader = NULL;
s32 pad2;
DynaPolyActor_Init(&this->dyna, flag);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
#if OOT_DEBUG
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_bg_jya_amishutter.c", 129,
this->dyna.actor.id, this->dyna.actor.params);
}
#endif
}
void BgJyaAmishutter_Init(Actor* thisx, PlayState* play) {

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@ -63,19 +63,22 @@ static InitChainEntry sInitChain[] = {
};
void BgJyaBombiwa_SetupDynaPoly(BgJyaBombiwa* this, PlayState* play, CollisionHeader* collision, s32 flag) {
s16 pad1;
s32 pad1;
CollisionHeader* colHeader = NULL;
s16 pad2;
DynaPolyActor_Init(&this->dyna, flag);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
#if OOT_DEBUG
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
// "Warning: move BG registration failed"
PRINTF("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_bg_jya_bombiwa.c", 174,
this->dyna.actor.id, this->dyna.actor.params);
}
#endif
}
void BgJyaBombiwa_InitCollider(BgJyaBombiwa* this, PlayState* play) {

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@ -118,27 +118,34 @@ void func_808958F0(Vec3f* dest, Vec3f* src, f32 arg2, f32 arg3) {
void BgJyaCobra_InitDynapoly(BgJyaCobra* this, PlayState* play, CollisionHeader* collision, s32 flags) {
s32 pad;
CollisionHeader* colHeader = NULL;
s32 pad2;
DynaPolyActor_Init(&this->dyna, flags);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
#if OOT_DEBUG
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
// "Warning : move BG Registration Failure"
PRINTF("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_bg_jya_cobra.c", 247,
this->dyna.actor.id, this->dyna.actor.params);
}
#endif
}
void BgJyaCobra_SpawnRay(BgJyaCobra* this, PlayState* play) {
Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, ACTOR_MIR_RAY, this->dyna.actor.world.pos.x,
this->dyna.actor.world.pos.y + 57.0f, this->dyna.actor.world.pos.z, 0, 0, 0, 6);
#if OOT_DEBUG
if (this->dyna.actor.child == NULL) {
PRINTF(VT_FGCOL(RED));
// " : Mir Ray occurrence failure"
PRINTF(" : Mir Ray 発生失敗 (%s %d)\n", "../z_bg_jya_cobra.c", 270);
PRINTF(VT_RST);
}
#endif
}
void func_80895A70(BgJyaCobra* this) {

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@ -43,15 +43,19 @@ static InitChainEntry sInitChain[] = {
void BgJyaKanaami_InitDynaPoly(BgJyaKanaami* this, PlayState* play, CollisionHeader* collision, s32 flag) {
s32 pad;
CollisionHeader* colHeader = NULL;
s32 pad2;
DynaPolyActor_Init(&this->dyna, flag);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
#if OOT_DEBUG
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_bg_jya_kanaami.c", 145,
this->dyna.actor.id, this->dyna.actor.params);
}
#endif
}
void BgJyaKanaami_Init(Actor* thisx, PlayState* play) {

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@ -62,15 +62,19 @@ static InitChainEntry sInitChain[] = {
void BgJyaZurerukabe_InitDynaPoly(BgJyaZurerukabe* this, PlayState* play, CollisionHeader* collision, s32 flag) {
s32 pad;
CollisionHeader* colHeader = NULL;
s32 pad2;
DynaPolyActor_Init(&this->dyna, flag);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
#if OOT_DEBUG
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_bg_jya_zurerukabe.c", 194,
this->dyna.actor.id, this->dyna.actor.params);
}
#endif
}
void func_8089B4C8(BgJyaZurerukabe* this, PlayState* play) {

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@ -53,17 +53,20 @@ void BgMoriBigst_SetupAction(BgMoriBigst* this, BgMoriBigstActionFunc actionFunc
void BgMoriBigst_InitDynapoly(BgMoriBigst* this, PlayState* play, CollisionHeader* collision, s32 moveFlag) {
s32 pad;
CollisionHeader* colHeader = NULL;
s32 pad2;
DynaPolyActor_Init(&this->dyna, moveFlag);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
#if OOT_DEBUG
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
// "Warning : move BG login failed"
PRINTF("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_bg_mori_bigst.c", 190,
this->dyna.actor.id, this->dyna.actor.params);
}
#endif
}
void BgMoriBigst_Init(Actor* thisx, PlayState* play) {

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@ -78,19 +78,21 @@ static InitChainEntry sInitChainLadder[] = {
void BgMoriHashigo_InitDynapoly(BgMoriHashigo* this, PlayState* play, CollisionHeader* collision, s32 moveFlag) {
s32 pad;
CollisionHeader* colHeader;
s32 pad2;
CollisionHeader* colHeader = NULL;
colHeader = NULL;
DynaPolyActor_Init(&this->dyna, moveFlag);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
#if OOT_DEBUG
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
// "Warning : move BG login failed"
PRINTF("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_bg_mori_hashigo.c", 164,
this->dyna.actor.id, this->dyna.actor.params);
}
#endif
}
void BgMoriHashigo_InitCollider(BgMoriHashigo* this, PlayState* play) {
@ -260,9 +262,9 @@ void BgMoriHashigo_LadderFall(BgMoriHashigo* this, PlayState* play) {
}
void BgMoriHashigo_SetupLadderRest(BgMoriHashigo* this) {
this->actionFunc = NULL;
this->dyna.actor.gravity = 0.0f;
this->dyna.actor.velocity.y = 0.0f;
this->actionFunc = NULL;
this->dyna.actor.world.pos.y = this->dyna.actor.floorHeight;
}

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@ -50,19 +50,21 @@ void BgMoriHashira4_SetupAction(BgMoriHashira4* this, BgMoriHashira4ActionFunc a
void BgMoriHashira4_InitDynaPoly(BgMoriHashira4* this, PlayState* play, CollisionHeader* collision, s32 moveFlag) {
s32 pad;
CollisionHeader* colHeader;
s32 pad2;
CollisionHeader* colHeader = NULL;
colHeader = NULL;
DynaPolyActor_Init(&this->dyna, moveFlag);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
#if OOT_DEBUG
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
// "Warning : move BG login failed"
PRINTF("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_bg_mori_hashira4.c", 155,
this->dyna.actor.id, this->dyna.actor.params);
}
#endif
}
void BgMoriHashira4_Init(Actor* thisx, PlayState* play) {

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@ -41,16 +41,20 @@ void BgSpot08Iceblock_SetupAction(BgSpot08Iceblock* this, BgSpot08IceblockAction
void BgSpot08Iceblock_InitDynaPoly(BgSpot08Iceblock* this, PlayState* play, CollisionHeader* collision, s32 flags) {
s32 pad;
CollisionHeader* colHeader = NULL;
s32 pad2;
DynaPolyActor_Init(&this->dyna, flags);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
#if OOT_DEBUG
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
// "Warning: move BG registration failed"
PRINTF("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_bg_spot08_iceblock.c", 0xD9,
this->dyna.actor.id, this->dyna.actor.params);
}
#endif
}
// Sets params to 0x10 (medium, nonrotating) if not in the cases listed.

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@ -46,15 +46,19 @@ static InitChainEntry sInitChain[] = {
void BgSpot12Gate_InitDynaPoly(BgSpot12Gate* this, PlayState* play, CollisionHeader* collision, s32 flags) {
s32 pad;
CollisionHeader* colHeader = NULL;
s32 pad2;
DynaPolyActor_Init(&this->dyna, flags);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
#if OOT_DEBUG
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_bg_spot12_gate.c", 145,
this->dyna.actor.id, this->dyna.actor.params);
}
#endif
}
void BgSpot12Gate_Init(Actor* thisx, PlayState* play) {
@ -105,17 +109,19 @@ void func_808B317C(BgSpot12Gate* this) {
void func_808B318C(BgSpot12Gate* this, PlayState* play) {
s32 pad;
s32 quakeIndex;
Math_StepToF(&this->dyna.actor.velocity.y, 1.6f, 0.03f);
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 200.0f,
this->dyna.actor.velocity.y)) {
func_808B3274(this);
quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, -0x3CB0);
Quake_SetPerturbations(quakeIndex, 3, 0, 0, 0);
Quake_SetDuration(quakeIndex, 12);
{
s32 quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, -0x3CB0);
Quake_SetPerturbations(quakeIndex, 3, 0, 0, 0);
Quake_SetDuration(quakeIndex, 12);
}
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
} else {

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@ -43,15 +43,19 @@ static InitChainEntry sInitChain[] = {
void func_808B3420(BgSpot12Saku* this, PlayState* play, CollisionHeader* collision, s32 flags) {
s32 pad;
CollisionHeader* colHeader = NULL;
s32 pad2;
DynaPolyActor_Init(&this->dyna, flags);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
#if OOT_DEBUG
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_bg_spot12_saku.c", 140,
this->dyna.actor.id, this->dyna.actor.params);
}
#endif
}
void BgSpot12Saku_Init(Actor* thisx, PlayState* play) {

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@ -58,17 +58,19 @@ static Vec3f sBoxGroundCheckPoints[] = {
void func_808B3960(BgSpot15Rrbox* this, PlayState* play, CollisionHeader* collision, s32 flags) {
s32 pad;
CollisionHeader* colHeader = NULL;
u32 pad2;
DynaPolyActor_Init(&this->dyna, flags);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
#if OOT_DEBUG
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_bg_spot15_rrbox.c", 171,
this->dyna.actor.id, this->dyna.actor.params);
}
#endif
}
void BgSpot15Rrbox_RotatePoint(Vec3f* outPos, Vec3f* pos, f32 arg2, f32 arg3) {
@ -224,11 +226,9 @@ s32 func_808B4010(BgSpot15Rrbox* this, PlayState* play) {
}
void func_808B4084(BgSpot15Rrbox* this, PlayState* play) {
this->actionFunc = func_808B40AC;
this->dyna.actor.gravity = 0.0f;
this->dyna.actor.velocity.x = 0.0f;
this->dyna.actor.velocity.y = 0.0f;
this->dyna.actor.velocity.z = 0.0f;
this->dyna.actor.velocity.x = this->dyna.actor.velocity.y = this->dyna.actor.velocity.z = 0.0f;
this->actionFunc = func_808B40AC;
}
void func_808B40AC(BgSpot15Rrbox* this, PlayState* play) {
@ -301,9 +301,7 @@ void func_808B4194(BgSpot15Rrbox* this, PlayState* play) {
}
void func_808B4380(BgSpot15Rrbox* this, PlayState* play) {
this->dyna.actor.velocity.x = 0.0f;
this->dyna.actor.velocity.y = 0.0f;
this->dyna.actor.velocity.z = 0.0f;
this->dyna.actor.velocity.x = this->dyna.actor.velocity.y = this->dyna.actor.velocity.z = 0.0f;
this->dyna.actor.gravity = -1.0f;
this->dyna.actor.floorHeight = BgSpot15Rrbox_GetFloorHeight(this, play);
this->actionFunc = func_808B43D0;

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@ -135,19 +135,20 @@ void ObjBean_InitCollider(Actor* thisx, PlayState* play) {
void ObjBean_InitDynaPoly(ObjBean* this, PlayState* play, CollisionHeader* collision, s32 moveFlag) {
s32 pad;
CollisionHeader* colHeader;
s32 pad2;
colHeader = NULL;
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, moveFlag);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
#if OOT_DEBUG
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_obj_bean.c", 374,
this->dyna.actor.id, this->dyna.actor.params);
}
#endif
}
void ObjBean_FindFloor(ObjBean* this, PlayState* play) {
@ -240,14 +241,8 @@ void ObjBean_FollowPath(ObjBean* this, PlayState* play) {
Path* path;
Vec3f acell;
Vec3f pathPointsFloat;
f32 speed;
Vec3s* nextPathPoint;
Vec3s* currentPoint;
Vec3s* sp4C;
Vec3f sp40;
Vec3f sp34;
f32 sp30;
f32 mag;
Vec3s* nextPathPoint;
Math_StepToF(&this->dyna.actor.speed, sBeanSpeeds[this->unk_1F6].velocity, sBeanSpeeds[this->unk_1F6].accel);
path = &play->pathList[(this->dyna.actor.params >> 8) & 0x1F];
@ -257,8 +252,13 @@ void ObjBean_FollowPath(ObjBean* this, PlayState* play) {
Math_Vec3f_Diff(&pathPointsFloat, &this->pathPoints, &acell);
mag = Math3D_Vec3fMagnitude(&acell);
speed = CLAMP_MIN(this->dyna.actor.speed, 0.5f);
if (speed > mag) {
if (CLAMP_MIN(this->dyna.actor.speed, 0.5f) > mag) {
Vec3s* currentPoint;
Vec3s* sp4C;
Vec3f sp40;
Vec3f sp34;
f32 sp30;
currentPoint = &((Vec3s*)SEGMENTED_TO_VIRTUAL(path->points))[this->currentPointIndex];
Math_Vec3f_Copy(&this->pathPoints, &pathPointsFloat);

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@ -46,16 +46,19 @@ void ObjElevator_SetupAction(ObjElevator* this, ObjElevatorActionFunc actionFunc
void func_80B92B08(ObjElevator* this, PlayState* play, CollisionHeader* collision, s32 flag) {
s16 pad1;
CollisionHeader* colHeader = NULL;
s16 pad2;
Actor* thisx = &this->dyna.actor;
DynaPolyActor_Init(&this->dyna, flag);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
#if OOT_DEBUG
if (this->dyna.bgId == BG_ACTOR_MAX) {
PRINTF("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_obj_elevator.c", 136, thisx->id,
thisx->params);
s32 pad2;
PRINTF("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_obj_elevator.c", 136,
this->dyna.actor.id, this->dyna.actor.params);
}
#endif
}
void ObjElevator_Init(Actor* thisx, PlayState* play) {

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@ -55,15 +55,19 @@ void ObjHsblock_SetupAction(ObjHsblock* this, ObjHsblockActionFunc actionFunc) {
void func_80B93B68(ObjHsblock* this, PlayState* play, CollisionHeader* collision, s32 moveFlags) {
s32 pad;
CollisionHeader* colHeader = NULL;
s32 pad2[2];
DynaPolyActor_Init(&this->dyna, moveFlags);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
#if OOT_DEBUG
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_obj_hsblock.c", 163,
this->dyna.actor.id, this->dyna.actor.params);
}
#endif
}
void func_80B93BF0(ObjHsblock* this, PlayState* play) {

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@ -64,16 +64,19 @@ void ObjLift_SetupAction(ObjLift* this, ObjLiftActionFunc actionFunc) {
void ObjLift_InitDynaPoly(ObjLift* this, PlayState* play, CollisionHeader* collision, s32 flags) {
s32 pad;
CollisionHeader* colHeader = NULL;
s32 pad2;
DynaPolyActor_Init(&this->dyna, flags);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
#if OOT_DEBUG
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
PRINTF("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_obj_lift.c", 188,
this->dyna.actor.id, this->dyna.actor.params);
}
#endif
}
void ObjLift_SpawnFragments(ObjLift* this, PlayState* play) {

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@ -87,17 +87,20 @@ static Vec2f sFaceDirection[] = {
void ObjOshihiki_InitDynapoly(ObjOshihiki* this, PlayState* play, CollisionHeader* collision, s32 moveFlag) {
s32 pad;
CollisionHeader* colHeader = NULL;
s32 pad2;
DynaPolyActor_Init(&this->dyna, moveFlag);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
#if OOT_DEBUG
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
// "Warning : move BG registration failure"
PRINTF("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_obj_oshihiki.c", 280,
this->dyna.actor.id, this->dyna.actor.params);
}
#endif
}
void ObjOshihiki_RotateXZ(Vec3f* out, Vec3f* in, f32 sn, f32 cs) {
@ -242,14 +245,13 @@ void ObjOshihiki_SetTexture(ObjOshihiki* this, PlayState* play) {
}
}
void ObjOshihiki_SetColor(ObjOshihiki* this, PlayState* play) {
Color_RGB8* src;
void ObjOshihiki_SetColor(ObjOshihiki* this, PlayState* play2) {
PlayState* play = play2;
s16 paramsColorIdx = (this->dyna.actor.params >> 6) & 3;
Color_RGB8* color = &this->color;
s16 paramsColorIdx;
Color_RGB8* src;
s32 i;
paramsColorIdx = (this->dyna.actor.params >> 6) & 3;
for (i = 0; i < ARRAY_COUNT(sSceneIds); i++) {
if (sSceneIds[i] == play->sceneId) {
break;
@ -315,14 +317,12 @@ void ObjOshihiki_Destroy(Actor* thisx, PlayState* play) {
}
void ObjOshihiki_SetFloors(ObjOshihiki* this, PlayState* play) {
s32 pad;
Vec3f colCheckPoint;
Vec3f colCheckOffset;
s32 i;
for (i = 0; i < 5; i++) {
Vec3f colCheckPoint;
Vec3f colCheckOffset;
CollisionPoly** floorPoly;
s32* floorBgId;
colCheckOffset.x = sColCheckPoints[i].x * (this->dyna.actor.scale.x * 10.0f);
colCheckOffset.y = sColCheckPoints[i].y * (this->dyna.actor.scale.y * 10.0f);
colCheckOffset.z = sColCheckPoints[i].z * (this->dyna.actor.scale.z * 10.0f);
@ -331,10 +331,8 @@ void ObjOshihiki_SetFloors(ObjOshihiki* this, PlayState* play) {
colCheckPoint.y += this->dyna.actor.prevPos.y;
colCheckPoint.z += this->dyna.actor.world.pos.z;
floorPoly = &this->floorPolys[i];
floorBgId = &this->floorBgIds[i];
this->floorHeights[i] =
BgCheck_EntityRaycastDown6(&play->colCtx, floorPoly, floorBgId, &this->dyna.actor, &colCheckPoint, 0.0f);
this->floorHeights[i] = BgCheck_EntityRaycastDown6(&play->colCtx, &this->floorPolys[i], &this->floorBgIds[i],
&this->dyna.actor, &colCheckPoint, 0.0f);
}
}
@ -445,9 +443,9 @@ s32 ObjOshihiki_MoveWithBlockUnder(ObjOshihiki* this, PlayState* play) {
void ObjOshihiki_SetupOnScene(ObjOshihiki* this, PlayState* play) {
this->stateFlags |= PUSHBLOCK_SETUP_ON_SCENE;
this->actionFunc = ObjOshihiki_OnScene;
this->dyna.actor.gravity = 0.0f;
this->dyna.actor.velocity.x = this->dyna.actor.velocity.y = this->dyna.actor.velocity.z = 0.0f;
this->actionFunc = ObjOshihiki_OnScene;
}
void ObjOshihiki_OnScene(ObjOshihiki* this, PlayState* play) {
@ -472,9 +470,9 @@ void ObjOshihiki_OnScene(ObjOshihiki* this, PlayState* play) {
void ObjOshihiki_SetupOnActor(ObjOshihiki* this, PlayState* play) {
this->stateFlags |= PUSHBLOCK_SETUP_ON_ACTOR;
this->actionFunc = ObjOshihiki_OnActor;
this->dyna.actor.velocity.x = this->dyna.actor.velocity.y = this->dyna.actor.velocity.z = 0.0f;
this->dyna.actor.gravity = -1.0f;
this->actionFunc = ObjOshihiki_OnActor;
}
void ObjOshihiki_OnActor(ObjOshihiki* this, PlayState* play) {
@ -649,6 +647,7 @@ void ObjOshihiki_Draw(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_oshihiki.c", 1308),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
#if OOT_DEBUG
switch (play->sceneId) {
case SCENE_DEKU_TREE:
case SCENE_DODONGOS_CAVERN:
@ -664,6 +663,9 @@ void ObjOshihiki_Draw(Actor* thisx, PlayState* play) {
gDPSetEnvColor(POLY_OPA_DISP++, mREG(13), mREG(14), mREG(15), 255);
break;
}
#else
gDPSetEnvColor(POLY_OPA_DISP++, this->color.r, this->color.g, this->color.b, 255);
#endif
gSPDisplayList(POLY_OPA_DISP++, gPushBlockDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_obj_oshihiki.c", 1334);

View File

@ -192,17 +192,20 @@ void ObjSwitch_RotateY(Vec3f* dest, Vec3f* src, s16 rotY) {
void ObjSwitch_InitDynaPoly(ObjSwitch* this, PlayState* play, CollisionHeader* collision, s32 moveFlag) {
s32 pad;
CollisionHeader* colHeader = NULL;
s32 pad2;
DynaPolyActor_Init(&this->dyna, moveFlag);
CollisionHeader_GetVirtual(collision, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
#if OOT_DEBUG
if (this->dyna.bgId == BG_ACTOR_MAX) {
s32 pad2;
// "Warning : move BG registration failure"
PRINTF("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_obj_switch.c", 531,
this->dyna.actor.id, this->dyna.actor.params);
}
#endif
}
void ObjSwitch_InitJntSphCollider(ObjSwitch* this, PlayState* play, ColliderJntSphInit* colliderJntSphInit) {