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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
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147 changed files with 1431 additions and 3642 deletions
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@ -144,7 +144,7 @@ void ObjKibako_WaterBreak(ObjKibako* this, GlobalContext* globalCtx) {
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Vec3f velocity;
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pos = *breakPos;
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pos.y += this->actor.waterY;
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pos.y += this->actor.yDistToWater;
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EffectSsGSplash_Spawn(globalCtx, &pos, NULL, NULL, 0, 500);
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for (i = 0, angle = 0; i < 12; i++, angle += 0x4E20) {
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@ -178,7 +178,7 @@ void ObjKibako_SetupIdle(ObjKibako* this) {
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void ObjKibako_Idle(ObjKibako* this, GlobalContext* globalCtx) {
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if (Actor_HasParent(&this->actor, globalCtx)) {
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ObjKibako_SetupHeld(this);
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} else if ((this->actor.bgCheckFlags & 0x20) && (this->actor.waterY > 19.0f)) {
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} else if ((this->actor.bgCheckFlags & 0x20) && (this->actor.yDistToWater > 19.0f)) {
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ObjKibako_WaterBreak(this, globalCtx);
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Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 20, NA_SE_EV_WOODBOX_BREAK);
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ObjKibako_SpawnCollectible(this, globalCtx);
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@ -191,19 +191,19 @@ void ObjKibako_Idle(ObjKibako* this, GlobalContext* globalCtx) {
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} else {
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Actor_MoveForward(&this->actor);
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func_8002E4B4(globalCtx, &this->actor, 19.0f, 20.0f, 0.0f, 5);
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if (!(this->collider.base.maskA & 8) && (this->actor.xzDistFromLink > 28.0f)) {
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if (!(this->collider.base.maskA & 8) && (this->actor.xzDistToLink > 28.0f)) {
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this->collider.base.maskA |= 8;
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}
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if (this->actor.xzDistFromLink < 600.0f) {
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if (this->actor.xzDistToLink < 600.0f) {
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ColliderCylinder* collider = &this->collider;
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Collider_CylinderUpdate(&this->actor, collider);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &collider->base);
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if (this->actor.xzDistFromLink < 180.0f) {
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if (this->actor.xzDistToLink < 180.0f) {
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &collider->base);
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}
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}
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if (this->actor.xzDistFromLink < 100.0f) {
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if (this->actor.xzDistToLink < 100.0f) {
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func_8002F580(&this->actor, globalCtx);
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}
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}
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