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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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@ -37,56 +37,28 @@ const ActorInit En_Ma3_InitVars = {
(ActorFunc)EnMa3_Draw,
};
static ColliderCylinderInit cylinderInit = {
static ColliderCylinderInit sCylinderInit = {
{ COLTYPE_UNK10, 0x00, 0x00, 0x39, 0x20, COLSHAPE_CYLINDER },
{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0x00000000, 0x00, 0x00 }, 0x00, 0x00, 0x01 },
{ 18, 46, 0, { 0, 0, 0 } },
};
CollisionCheckInfoInit2 D_80AA383C = { 0x00, 0x0000, 0x0000, 0x0000, 0xFF };
static CollisionCheckInfoInit2 sColChkInfoInit = { 0x00, 0x0000, 0x0000, 0x0000, 0xFF };
struct_D_80AA1678 D_80AA3848[] = {
{
0x060007D4,
1.0f,
0x00,
0.0f,
},
{
0x060007D4,
1.0f,
0x00,
-10.0f,
},
{
0x060093BC,
1.0f,
0x00,
0.0f,
},
{
0x06009EE0,
1.0f,
0x00,
0.0f,
},
{
0x06009EE0,
1.0f,
0x00,
-10.0f,
},
static struct_D_80AA1678 D_80AA3848[] = {
{ 0x060007D4, 1.0f, 0x00, 0.0f }, { 0x060007D4, 1.0f, 0x00, -10.0f }, { 0x060093BC, 1.0f, 0x00, 0.0f },
{ 0x06009EE0, 1.0f, 0x00, 0.0f }, { 0x06009EE0, 1.0f, 0x00, -10.0f },
};
Vec3f D_80AA3898 = { 900.0f, 0.0f, 0.0f };
static Vec3f D_80AA3898 = { 900.0f, 0.0f, 0.0f };
u32 D_80AA38A4[] = {
static UNK_PTR D_80AA38A4[] = {
0x06002970,
0x06003570,
0x06003770,
};
u32 D_80AA38B0[] = {
static UNK_PTR D_80AA38B0[] = {
0x06002570,
0x06002C70,
0x06003070,
@ -271,8 +243,8 @@ void EnMa3_Init(Actor* thisx, GlobalContext* globalCtx) {
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 18.0f);
SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06008D90, NULL, 0, 0, 0);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &cylinderInit);
func_80061EFC(&this->actor.colChkInfo, DamageTable_Get(0x16), &D_80AA383C);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
func_80061EFC(&this->actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit);
switch (func_80AA2EC8(this, globalCtx)) {
case 0: