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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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@ -597,7 +597,7 @@ void EnTest_WalkAndBlock(EnTest* this, GlobalContext* globalCtx) {
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}
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if ((this->actor.params == STALFOS_TYPE_CEILING) &&
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!func_800339B8(&this->actor, globalCtx, this->actor.speedXZ, this->actor.world.rot.y)) {
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!Actor_TestFloorInDirection(&this->actor, globalCtx, this->actor.speedXZ, this->actor.world.rot.y)) {
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this->actor.speedXZ *= -1.0f;
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}
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@ -826,7 +826,7 @@ void func_80860F84(EnTest* this, GlobalContext* globalCtx) {
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if ((this->actor.bgCheckFlags & 8) ||
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((this->actor.params == STALFOS_TYPE_CEILING) &&
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!func_800339B8(&this->actor, globalCtx, this->actor.speedXZ, this->actor.world.rot.y))) {
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!Actor_TestFloorInDirection(&this->actor, globalCtx, this->actor.speedXZ, this->actor.world.rot.y))) {
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if (this->actor.bgCheckFlags & 8) {
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if (this->actor.speedXZ >= 0.0f) {
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newYaw = this->actor.shape.rot.y + 0x3FFF;
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@ -1398,7 +1398,7 @@ void func_808628C8(EnTest* this, GlobalContext* globalCtx) {
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if ((this->actor.bgCheckFlags & 8) ||
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((this->actor.params == STALFOS_TYPE_CEILING) &&
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!func_800339B8(&this->actor, globalCtx, this->actor.speedXZ, this->actor.shape.rot.y + 0x3FFF))) {
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!Actor_TestFloorInDirection(&this->actor, globalCtx, this->actor.speedXZ, this->actor.shape.rot.y + 0x3FFF))) {
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if (this->actor.bgCheckFlags & 8) {
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if (this->actor.speedXZ >= 0.0f) {
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newYaw = (this->actor.shape.rot.y + 0x3FFF);
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@ -1905,7 +1905,7 @@ void EnTest_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, V
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if ((this->unk_7C8 == 0x15) || (this->unk_7C8 == 0x16)) {
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if (this->actor.speedXZ != 0.0f) {
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Matrix_MultVec3f(&D_80864658, &sp64);
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Actor_SpawnFloorDust(globalCtx, &this->actor, &sp64, 10.0f, 1, 8.0f, 0x64, 0xF, 0);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &sp64, 10.0f, 1, 8.0f, 0x64, 0xF, 0);
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}
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}
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}
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