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EnMb documented (Moblins) (#861)
* Document Moblins (EnMb) * Use actual decomp-style function names * Add renamed functions to actorfixer.py * Add general documentation and add EnMbType enum to check moblin subtype * Add fig's doc comment on Actor_TestFloorInDirection * Revert documentation on z_eff_ss_dead.c * remove `gSPFogPosition(?,?)` comments on `gSPFogFactor` uses in z_rcp.c * run formatter
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38 changed files with 1095 additions and 1004 deletions
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@ -326,7 +326,8 @@ void func_809CEA24(EnBw* this, GlobalContext* globalCtx) {
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if (this->unk_224 != 0) {
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this->unk_224--;
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}
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if ((this->unk_234 == 0) && !func_800339B8(&this->actor, globalCtx, 50.0f, this->unk_236 + this->unk_238)) {
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if ((this->unk_234 == 0) &&
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!Actor_TestFloorInDirection(&this->actor, globalCtx, 50.0f, this->unk_236 + this->unk_238)) {
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if (this->unk_238 != 0x4000) {
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this->unk_238 = 0x4000;
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} else {
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@ -351,7 +352,7 @@ void func_809CEA24(EnBw* this, GlobalContext* globalCtx) {
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this->actor.speedXZ * 1000.0f, 0);
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if ((this->actor.xzDistToPlayer < 90.0f) && (this->actor.yDistToPlayer < 50.0f) &&
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Actor_IsFacingPlayer(&this->actor, 0x1554) &&
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func_800339B8(&this->actor, globalCtx, 71.24802f, this->actor.yawTowardsPlayer)) {
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Actor_TestFloorInDirection(&this->actor, globalCtx, 71.24802f, this->actor.yawTowardsPlayer)) {
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func_809CF8F0(this);
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}
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} else {
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@ -460,7 +461,7 @@ void func_809CF984(EnBw* this, GlobalContext* globalCtx) {
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Actor_Kill(&this->actor);
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return;
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}
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Actor_SpawnFloorDust(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
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this->unk_222 = 3000;
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this->actor.flags &= ~0x01000000;
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this->actor.speedXZ = 0.0f;
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@ -494,7 +495,7 @@ void func_809CFC4C(EnBw* this, GlobalContext* globalCtx) {
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this->unk_258 += this->unk_25C;
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Math_SmoothStepToF(&this->unk_260, 0.075f, 1.0f, 0.005f, 0.0f);
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if (this->actor.bgCheckFlags & 2) {
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Actor_SpawnFloorDust(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
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}
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if (this->unk_224 != 0) {
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@ -544,7 +545,7 @@ void func_809CFF98(EnBw* this, GlobalContext* globalCtx) {
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Math_SmoothStepToF(&this->unk_248, 0.6f, 1.0f, 0.05f, 0.0f);
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SkelAnime_Update(&this->skelAnime);
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if (this->actor.bgCheckFlags & 3) {
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Actor_SpawnFloorDust(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
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this->unk_222 = 0xBB8;
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this->unk_250 = 0.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
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@ -667,7 +668,7 @@ void func_809D0424(EnBw* this, GlobalContext* globalCtx) {
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if (func_800355E4(globalCtx, &this->collider2.base)) {
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this->unk_230 = 0;
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this->actor.scale.y -= 0.009f;
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Actor_SpawnFloorDust(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
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} else {
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this->unk_230 = 1;
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}
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@ -681,7 +682,7 @@ void func_809D0584(EnBw* this, GlobalContext* globalCtx) {
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if ((this->actor.bgCheckFlags & 0x10) && (this->actor.bgCheckFlags & 1)) {
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this->unk_230 = 0;
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this->actor.scale.y -= 0.009f;
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Actor_SpawnFloorDust(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
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func_809D00F4(this);
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} else {
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if (this->collider2.base.acFlags & AC_HIT) {
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@ -709,8 +710,8 @@ void func_809D0584(EnBw* this, GlobalContext* globalCtx) {
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if (func_800355E4(globalCtx, &this->collider2.base)) {
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this->unk_230 = 0;
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this->actor.scale.y -= 0.009f;
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Actor_SpawnFloorDust(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0,
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0);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0,
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0, 0);
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} else {
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this->unk_230 = 1;
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}
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@ -789,7 +790,7 @@ void EnBw_Update(Actor* thisx, GlobalContext* globalCtx2) {
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this->collider1.info.toucher.effect = 1;
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}
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this->unk_234 = func_800339B8(thisx, globalCtx, 50.0f, thisx->world.rot.y);
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this->unk_234 = Actor_TestFloorInDirection(thisx, globalCtx, 50.0f, thisx->world.rot.y);
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if ((this->unk_220 == 4) || (this->unk_220 == 6) || (this->unk_220 == 5) || (this->unk_220 == 1) ||
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(this->unk_234 != 0)) {
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Actor_MoveForward(thisx);
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