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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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@ -38,17 +38,13 @@ const ActorInit En_Cow_InitVars = {
(ActorFunc)EnCow_Draw,
};
static ColliderCylinderInit cylinderInit = {
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, 0, 0 } },
};
Vec3f D_809E010C = {
0.0f,
-1300.0f,
1100.0f,
};
static Vec3f D_809E010C = { 0.0f, -1300.0f, 1100.0f };
extern AnimationHeader D_060001CC;
extern SkeletonHeader D_06004010;
@ -91,9 +87,7 @@ void func_809DEE9C(EnCow* this) {
void func_809DEF94(EnCow* this) {
Vec3f vec;
// clang-format off
vec.x = 0.0f; vec.y = 57.0f; vec.z = -36.0f;
// clang-format on
VEC_SET(vec, 0.0f, 57.0f, -36.0f);
func_809DEE00(&vec, this->actor.shape.rot.y);
this->actor.posRot.pos.x += vec.x;
@ -112,9 +106,9 @@ void EnCow_Init(Actor* thisx, GlobalContext* globalCtx) {
this->transitionDrawTable, 6);
SkelAnime_ChangeAnimDefaultRepeat(&this->skelAnime, &D_060001CC);
Collider_InitCylinder(globalCtx, &this->colliders[0]);
Collider_SetCylinder(globalCtx, &this->colliders[0], &this->actor, &cylinderInit);
Collider_SetCylinder(globalCtx, &this->colliders[0], &this->actor, &sCylinderInit);
Collider_InitCylinder(globalCtx, &this->colliders[1]);
Collider_SetCylinder(globalCtx, &this->colliders[1], &this->actor, &cylinderInit);
Collider_SetCylinder(globalCtx, &this->colliders[1], &this->actor, &sCylinderInit);
func_809DEE9C(this);
this->actionFunc = func_809DF96C;
if (globalCtx->sceneNum == SCENE_LINK_HOME) {