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En_Heishi1 and Eff_Ss_Solder_Srch_Ball OK (#234)
* progress * init ok and merge master * enheishi1 and srchball OK * cleanup * cleanup * cleanup * more cleanup * done * more comments * add file headers * some review comments * move vectors * more review comments * angle in decimal * add prototype * semicolon would be good * fix * make unset actor ids 0 * reword comment * no &
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54 changed files with 636 additions and 1880 deletions
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@ -2106,7 +2106,7 @@ void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx) {
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actor->yawTowardsLink = func_8002DA78(actor, &player->actor);
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actor->flags &= ~0x1000000;
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if ((DECR(actor->freeze) == 0) && (actor->flags & 0x50)) {
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if ((DECR(actor->freezeTimer) == 0) && (actor->flags & 0x50)) {
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if (actor == player->unk_664) {
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actor->unk_10C = 1;
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} else {
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@ -2499,14 +2499,14 @@ void func_80031A28(GlobalContext* globalCtx, ActorContext* actorCtx) {
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u8 sEnemyActorTypes[] = { ACTORTYPE_ENEMY, ACTORTYPE_BOSS };
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void Actor_FreezeAllEnemies(GlobalContext* globalCtx, ActorContext* actorCtx, s32 freezeValue) {
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void Actor_FreezeAllEnemies(GlobalContext* globalCtx, ActorContext* actorCtx, s32 duration) {
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Actor* actor;
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s32 i;
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for (i = 0; i < ARRAY_COUNT(sEnemyActorTypes); i++) {
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actor = actorCtx->actorList[sEnemyActorTypes[i]].first;
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while (actor != NULL) {
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actor->freeze = freezeValue;
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actor->freezeTimer = duration;
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actor = actor->next;
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}
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}
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@ -4050,7 +4050,7 @@ void func_80035650(Actor* actor, ColliderBody* colBody, s32 freezeFlag) {
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if (colBody->acHitItem == NULL) {
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actor->unk_116 = 0x00;
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} else if (freezeFlag && (colBody->acHitItem->toucher.flags & 0x10060000)) {
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actor->freeze = colBody->acHitItem->toucher.damage;
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actor->freezeTimer = colBody->acHitItem->toucher.damage;
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actor->unk_116 = 0x00;
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} else if (colBody->acHitItem->toucher.flags & 0x0800) {
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actor->unk_116 = 0x01;
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@ -4066,7 +4066,7 @@ void func_80035650(Actor* actor, ColliderBody* colBody, s32 freezeFlag) {
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actor->unk_116 = 0x20;
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} else if ((colBody->acHitItem->toucher.flags << 0xC) < 0) {
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if (freezeFlag) {
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actor->freeze = colBody->acHitItem->toucher.damage;
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actor->freezeTimer = colBody->acHitItem->toucher.damage;
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}
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actor->unk_116 = 0x40;
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} else {
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@ -4086,7 +4086,7 @@ void func_8003573C(Actor* actor, ColliderJntSph* jntSph, s32 freezeFlag) {
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if (curColBody->acHitItem == NULL) {
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flag = 0x00;
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} else if (freezeFlag && (curColBody->acHitItem->toucher.flags & 0x10060000)) {
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actor->freeze = curColBody->acHitItem->toucher.damage;
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actor->freezeTimer = curColBody->acHitItem->toucher.damage;
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flag = 0x00;
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} else if (curColBody->acHitItem->toucher.flags & 0x0800) {
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flag = 0x01;
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@ -4102,7 +4102,7 @@ void func_8003573C(Actor* actor, ColliderJntSph* jntSph, s32 freezeFlag) {
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flag = 0x20;
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} else if (curColBody->acHitItem->toucher.flags & 0x80000) {
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if (freezeFlag) {
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actor->freeze = curColBody->acHitItem->toucher.damage;
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actor->freezeTimer = curColBody->acHitItem->toucher.damage;
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}
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flag = 0x40;
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} else {
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