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Actor Cleanups (#177)
* rename init chains, colchkinfo, colider inits, damage tables * actor cleanups * fix collider init script names * small fixes * ichain arg name * change dynapoly types and names * revert enru1 data name * and the type * pr suggestions
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parent
13a94482e5
commit
78d0883f04
108 changed files with 786 additions and 869 deletions
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@ -44,18 +44,18 @@ const ActorInit En_Ani_InitVars = {
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(ActorFunc)EnAni_Draw,
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};
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static ColliderCylinderInit cylinderInitData = {
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static ColliderCylinderInit sCylinderInit = {
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{ COLTYPE_UNK10, 0x00, 0x11, 0x39, 0x10, COLSHAPE_CYLINDER },
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
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{ 30, 40, 0, { 0 } },
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};
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static InitChainEntry initChain[] = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_CONTINUE),
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ICHAIN_F32(unk_F4, 850, ICHAIN_STOP),
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};
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static Vec3f EnAniVec = { 800.0f, 500.0f, 0.0f };
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static Vec3f sMultVec = { 800.0f, 500.0f, 0.0f };
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UNK_PTR D_809B0F80[] = {
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0x06000408,
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@ -71,13 +71,13 @@ void EnAni_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnAni* this = THIS;
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s32 pad;
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Actor_ProcessInitChain(&this->actor, initChain);
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Actor_ProcessInitChain(&this->actor, sInitChain);
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ActorShape_Init(&this->actor.shape, -2800.0f, ActorShadow_DrawFunc_Circle, 36.0f);
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SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_060000F0, &D_060076EC, this->limbDrawTable,
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this->transitionDrawTable, 0x10);
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SkelAnime_ChangeAnimDefaultStop(&this->skelAnime, &D_060076EC);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &cylinderInitData);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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this->actor.colChkInfo.mass = 0xFF;
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if (LINK_IS_CHILD) {
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EnAni_SetupAction(this, func_809B064C);
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@ -307,7 +307,7 @@ s32 EnAni_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
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void EnAni_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
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if (limbIndex == 15) {
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Matrix_MultVec3f(&EnAniVec, &thisx->posRot2.pos);
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Matrix_MultVec3f(&sMultVec, &thisx->posRot2.pos);
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}
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}
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