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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 &
This commit is contained in:
fig02 2020-07-09 15:12:03 -04:00 committed by GitHub
parent b4a7ac9d71
commit 8b6e86649d
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GPG key ID: 4AEE18F83AFDEB23
54 changed files with 636 additions and 1880 deletions

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@ -2106,7 +2106,7 @@ void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx) {
actor->yawTowardsLink = func_8002DA78(actor, &player->actor);
actor->flags &= ~0x1000000;
if ((DECR(actor->freeze) == 0) && (actor->flags & 0x50)) {
if ((DECR(actor->freezeTimer) == 0) && (actor->flags & 0x50)) {
if (actor == player->unk_664) {
actor->unk_10C = 1;
} else {
@ -2499,14 +2499,14 @@ void func_80031A28(GlobalContext* globalCtx, ActorContext* actorCtx) {
u8 sEnemyActorTypes[] = { ACTORTYPE_ENEMY, ACTORTYPE_BOSS };
void Actor_FreezeAllEnemies(GlobalContext* globalCtx, ActorContext* actorCtx, s32 freezeValue) {
void Actor_FreezeAllEnemies(GlobalContext* globalCtx, ActorContext* actorCtx, s32 duration) {
Actor* actor;
s32 i;
for (i = 0; i < ARRAY_COUNT(sEnemyActorTypes); i++) {
actor = actorCtx->actorList[sEnemyActorTypes[i]].first;
while (actor != NULL) {
actor->freeze = freezeValue;
actor->freezeTimer = duration;
actor = actor->next;
}
}
@ -4050,7 +4050,7 @@ void func_80035650(Actor* actor, ColliderBody* colBody, s32 freezeFlag) {
if (colBody->acHitItem == NULL) {
actor->unk_116 = 0x00;
} else if (freezeFlag && (colBody->acHitItem->toucher.flags & 0x10060000)) {
actor->freeze = colBody->acHitItem->toucher.damage;
actor->freezeTimer = colBody->acHitItem->toucher.damage;
actor->unk_116 = 0x00;
} else if (colBody->acHitItem->toucher.flags & 0x0800) {
actor->unk_116 = 0x01;
@ -4066,7 +4066,7 @@ void func_80035650(Actor* actor, ColliderBody* colBody, s32 freezeFlag) {
actor->unk_116 = 0x20;
} else if ((colBody->acHitItem->toucher.flags << 0xC) < 0) {
if (freezeFlag) {
actor->freeze = colBody->acHitItem->toucher.damage;
actor->freezeTimer = colBody->acHitItem->toucher.damage;
}
actor->unk_116 = 0x40;
} else {
@ -4086,7 +4086,7 @@ void func_8003573C(Actor* actor, ColliderJntSph* jntSph, s32 freezeFlag) {
if (curColBody->acHitItem == NULL) {
flag = 0x00;
} else if (freezeFlag && (curColBody->acHitItem->toucher.flags & 0x10060000)) {
actor->freeze = curColBody->acHitItem->toucher.damage;
actor->freezeTimer = curColBody->acHitItem->toucher.damage;
flag = 0x00;
} else if (curColBody->acHitItem->toucher.flags & 0x0800) {
flag = 0x01;
@ -4102,7 +4102,7 @@ void func_8003573C(Actor* actor, ColliderJntSph* jntSph, s32 freezeFlag) {
flag = 0x20;
} else if (curColBody->acHitItem->toucher.flags & 0x80000) {
if (freezeFlag) {
actor->freeze = curColBody->acHitItem->toucher.damage;
actor->freezeTimer = curColBody->acHitItem->toucher.damage;
}
flag = 0x40;
} else {