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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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
108 changed files with 786 additions and 869 deletions

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@ -1,7 +1,7 @@
/*
* File: z_en_dog.c
* Overlay: ovl_En_Dog
* Description: Dog actor that Link can interact with
* Description: Dog
*/
#include "z_en_dog.h"
@ -34,13 +34,13 @@ const ActorInit En_Dog_InitVars = {
(ActorFunc)EnDog_Draw,
};
static ColliderCylinderInit cylinderInit = {
static ColliderCylinderInit sCylinderInit = {
{ COLTYPE_UNK6, 0x00, 0x09, 0x39, 0x10, COLSHAPE_CYLINDER },
{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
{ 16, 20, 0, { 0 } },
};
static CollisionCheckInfoInit2 colChkInfoInit = {
static CollisionCheckInfoInit2 sColChkInfoInit = {
0x00, // health
0x0000, // unk_10
0x0000, // unk_12
@ -48,7 +48,7 @@ static CollisionCheckInfoInit2 colChkInfoInit = {
0x32, // mass
};
static struct_80034EC0_Entry animations[] = {
static struct_80034EC0_Entry sAnimations[] = {
{ 0x06001368, 1.0f, 0.0f, -1.0f, 0x00, 0.0f }, { 0x06001368, 1.0f, 0.0f, -1.0f, 0x00, -6.0f },
{ 0x06000D78, 1.0f, 0.0f, -1.0f, 0x00, -6.0f }, { 0x06000278, 1.0f, 0.0f, -1.0f, 0x00, -6.0f },
{ 0x06001150, 1.0f, 0.0f, 4.0f, 0x02, -6.0f }, { 0x06001150, 1.0f, 5.0f, 25.0f, 0x04, -6.0f },
@ -126,19 +126,19 @@ s32 EnDog_PlayAnimAndSFX(EnDog* this) {
animation = 6;
break;
}
func_80034EC0(&this->skelAnime, &animations, animation);
func_80034EC0(&this->skelAnime, sAnimations, animation);
}
switch (this->behavior) {
case DOG_SIT:
if (func_800A56C8(&this->skelAnime, this->skelAnime.animFrameCount) != 0) {
func_80034EC0(&this->skelAnime, &animations, 5);
func_80034EC0(&this->skelAnime, sAnimations, 5);
this->behavior = this->nextBehavior = DOG_SIT_2;
}
break;
case DOG_BOW:
if (func_800A56C8(&this->skelAnime, this->skelAnime.animFrameCount) != 0) {
func_80034EC0(&this->skelAnime, &animations, 7);
func_80034EC0(&this->skelAnime, sAnimations, 7);
this->behavior = this->nextBehavior = DOG_BOW_2;
}
break;
@ -227,7 +227,7 @@ void EnDog_Init(Actor* thisx, GlobalContext* globalCtx) {
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 24.0f);
SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06007290, NULL, &this->unk_1F4, &this->unk_242, 13);
func_80034EC0(&this->skelAnime, animations, 0);
func_80034EC0(&this->skelAnime, sAnimations, 0);
if ((this->actor.params & 0x8000) == 0) {
this->actor.params = (this->actor.params & 0xF0FF) | ((((this->actor.params & 0x0F00) >> 8) + 1) << 8);
@ -240,8 +240,8 @@ void EnDog_Init(Actor* thisx, GlobalContext* globalCtx) {
}
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &cylinderInit);
func_80061EFC(&this->actor.colChkInfo, 0, &colChkInfoInit);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
func_80061EFC(&this->actor.colChkInfo, 0, &sColChkInfoInit);
Actor_SetScale(&this->actor, 0.0075f);
this->waypoint = 0;
this->actor.gravity = -1.0f;