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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
This commit is contained in:
fig02 2020-05-31 05:55:48 -04:00 committed by GitHub
parent 13a94482e5
commit 78d0883f04
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GPG key ID: 4AEE18F83AFDEB23
108 changed files with 786 additions and 869 deletions

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@ -44,18 +44,18 @@ const ActorInit En_Ani_InitVars = {
(ActorFunc)EnAni_Draw,
};
static ColliderCylinderInit cylinderInitData = {
static ColliderCylinderInit sCylinderInit = {
{ COLTYPE_UNK10, 0x00, 0x11, 0x39, 0x10, COLSHAPE_CYLINDER },
{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
{ 30, 40, 0, { 0 } },
};
static InitChainEntry initChain[] = {
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_CONTINUE),
ICHAIN_F32(unk_F4, 850, ICHAIN_STOP),
};
static Vec3f EnAniVec = { 800.0f, 500.0f, 0.0f };
static Vec3f sMultVec = { 800.0f, 500.0f, 0.0f };
UNK_PTR D_809B0F80[] = {
0x06000408,
@ -71,13 +71,13 @@ void EnAni_Init(Actor* thisx, GlobalContext* globalCtx) {
EnAni* this = THIS;
s32 pad;
Actor_ProcessInitChain(&this->actor, initChain);
Actor_ProcessInitChain(&this->actor, sInitChain);
ActorShape_Init(&this->actor.shape, -2800.0f, ActorShadow_DrawFunc_Circle, 36.0f);
SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_060000F0, &D_060076EC, this->limbDrawTable,
this->transitionDrawTable, 0x10);
SkelAnime_ChangeAnimDefaultStop(&this->skelAnime, &D_060076EC);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &cylinderInitData);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
this->actor.colChkInfo.mass = 0xFF;
if (LINK_IS_CHILD) {
EnAni_SetupAction(this, func_809B064C);
@ -307,7 +307,7 @@ s32 EnAni_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
void EnAni_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
if (limbIndex == 15) {
Matrix_MultVec3f(&EnAniVec, &thisx->posRot2.pos);
Matrix_MultVec3f(&sMultVec, &thisx->posRot2.pos);
}
}