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Big cleanup (#775)
* Adult and child2 macros OK * ICHAIN cleanup * almost all overlay data * format.sh * func_8002FBAC NON_EQUIVALENT * PR fixes (MZXrules) * fix * change //@ bug to //! @bug * merge master and missed a //@bug * fix ruto * some more cleanup (#2) * more `! @bug` formatting cleanup * parenthesis cleanup * hex naviEnemyId * run formatter * replace `IS_NOT_` macros with `!IS_` * run formatter * run formatter * PR fixes (fig) * Missed something Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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177 changed files with 902 additions and 862 deletions
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@ -203,19 +203,19 @@ void func_80A906C4(EnKakasi2* this, GlobalContext* globalCtx) {
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SkelAnime_Update(&this->skelAnime);
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}
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void EnKakasi2_Update(Actor* thisx, GlobalContext* globalCtx) {
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void EnKakasi2_Update(Actor* thisx, GlobalContext* globalCtx2) {
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EnKakasi2* this = THIS;
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GlobalContext* globalCtx2 = globalCtx;
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GlobalContext* globalCtx = globalCtx2;
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this->actor.world.rot = this->actor.shape.rot;
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Actor_SetFocus(&this->actor, this->height);
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this->actionFunc(this, globalCtx2);
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this->actionFunc(this, globalCtx);
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Actor_MoveForward(&this->actor);
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if (this->actor.shape.yOffset == 0.0f) {
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Collider_UpdateCylinder(&this->actor, &this->collider);
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CollisionCheck_SetAC(globalCtx2, &globalCtx2->colChkCtx, &this->collider.base);
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CollisionCheck_SetOC(globalCtx2, &globalCtx2->colChkCtx, &this->collider.base);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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}
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if (BREG(0) != 0) {
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if (BREG(5) != 0) {
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@ -229,12 +229,12 @@ void EnKakasi2_Update(Actor* thisx, GlobalContext* globalCtx) {
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if ((this->unk_194 % 2) == 0) {
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DebugDisplay_AddObject(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z,
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this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z,
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1.0f, 1.0f, 1.0f, 70, 70, 70, 255, 4, globalCtx2->state.gfxCtx);
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1.0f, 1.0f, 1.0f, 70, 70, 70, 255, 4, globalCtx->state.gfxCtx);
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}
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} else {
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DebugDisplay_AddObject(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z,
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this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, 1.0f,
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1.0f, 1.0f, 0, 255, 255, 255, 4, globalCtx2->state.gfxCtx);
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1.0f, 1.0f, 0, 255, 255, 255, 4, globalCtx->state.gfxCtx);
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}
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}
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}
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