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En_Tite OK (#555)

* EnTite_Update matching

* Fixes to update

* made good progress, func_80B1A2A0 is in a good place to be matching soon

* Merge stuff

* func_80B19E94 done, func_80B18CC4 done

* EnTite_Destroy and EnTite_Init done

* Commenting out sDamageTable and EnTite_Init until all the data matches

* Some more small functions done

* more progress

* func_80B19918 done

* func_80B18E7C done

* func_80B19524 done

* more progress

* EnTite_Draw equiv but nonmatching, file otherwise done

* Found some unstaged changed on old laptop

* Draw matching: File fully matching!

* Documentation

* finished documentation

* deleted data files

* update spec

* fixed waterY -> yDistToWater rename after merge

* ran format.sh

* fixing accidental renames in camera

* Fixed some obvious number/comment formatting issues

* Removed unecessary prototypes

* merge

* running format.sh

* suggestions

* more pr comment changes

* format to push

* one more change

* more renames (see pr comments)

* merge

* renames

* format.sh

* fix renames

* function comment formatting

* merge + format

* endless merge fixes

* merge fixes until  die

* yet again a merge fix

* pr suggestions
This commit is contained in:
AdamKiddle 2020-12-31 20:00:30 +00:00 committed by GitHub
parent 5a2bd7a035
commit 600bad1f20
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
147 changed files with 1431 additions and 3642 deletions

View file

@ -144,7 +144,7 @@ void ObjKibako_WaterBreak(ObjKibako* this, GlobalContext* globalCtx) {
Vec3f velocity;
pos = *breakPos;
pos.y += this->actor.waterY;
pos.y += this->actor.yDistToWater;
EffectSsGSplash_Spawn(globalCtx, &pos, NULL, NULL, 0, 500);
for (i = 0, angle = 0; i < 12; i++, angle += 0x4E20) {
@ -178,7 +178,7 @@ void ObjKibako_SetupIdle(ObjKibako* this) {
void ObjKibako_Idle(ObjKibako* this, GlobalContext* globalCtx) {
if (Actor_HasParent(&this->actor, globalCtx)) {
ObjKibako_SetupHeld(this);
} else if ((this->actor.bgCheckFlags & 0x20) && (this->actor.waterY > 19.0f)) {
} else if ((this->actor.bgCheckFlags & 0x20) && (this->actor.yDistToWater > 19.0f)) {
ObjKibako_WaterBreak(this, globalCtx);
Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 20, NA_SE_EV_WOODBOX_BREAK);
ObjKibako_SpawnCollectible(this, globalCtx);
@ -191,19 +191,19 @@ void ObjKibako_Idle(ObjKibako* this, GlobalContext* globalCtx) {
} else {
Actor_MoveForward(&this->actor);
func_8002E4B4(globalCtx, &this->actor, 19.0f, 20.0f, 0.0f, 5);
if (!(this->collider.base.maskA & 8) && (this->actor.xzDistFromLink > 28.0f)) {
if (!(this->collider.base.maskA & 8) && (this->actor.xzDistToLink > 28.0f)) {
this->collider.base.maskA |= 8;
}
if (this->actor.xzDistFromLink < 600.0f) {
if (this->actor.xzDistToLink < 600.0f) {
ColliderCylinder* collider = &this->collider;
Collider_CylinderUpdate(&this->actor, collider);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &collider->base);
if (this->actor.xzDistFromLink < 180.0f) {
if (this->actor.xzDistToLink < 180.0f) {
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &collider->base);
}
}
if (this->actor.xzDistFromLink < 100.0f) {
if (this->actor.xzDistToLink < 100.0f) {
func_8002F580(&this->actor, globalCtx);
}
}