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doc pass for gravestone actor (#2026)

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krm01 2024-08-10 16:05:48 -07:00 committed by GitHub
parent 9eec8af498
commit 9ff6758458
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@ -14,11 +14,11 @@ void BgHaka_Destroy(Actor* thisx, PlayState* play);
void BgHaka_Update(Actor* thisx, PlayState* play);
void BgHaka_Draw(Actor* thisx, PlayState* play);
void func_8087B758(BgHaka* this, Player* player);
void func_8087B7E8(BgHaka* this, PlayState* play);
void func_8087B938(BgHaka* this, PlayState* play);
void func_8087BAAC(BgHaka* this, PlayState* play);
void func_8087BAE4(BgHaka* this, PlayState* play);
void BgHaka_CheckPlayerOnDirtPatch(BgHaka* this, Player* player);
void BgHaka_IdleClosed(BgHaka* this, PlayState* play);
void BgHaka_Pull(BgHaka* this, PlayState* play);
void BgHaka_IdleOpened(BgHaka* this, PlayState* play);
void BgHaka_IdleLockedClosed(BgHaka* this, PlayState* play);
ActorProfile Bg_Haka_Profile = {
/**/ ACTOR_BG_HAKA,
@ -46,7 +46,7 @@ void BgHaka_Init(Actor* thisx, PlayState* play) {
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&gGravestoneCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
this->actionFunc = func_8087B7E8;
this->actionFunc = BgHaka_IdleClosed;
}
void BgHaka_Destroy(Actor* thisx, PlayState* play) {
@ -55,16 +55,16 @@ void BgHaka_Destroy(Actor* thisx, PlayState* play) {
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
void func_8087B758(BgHaka* this, Player* player) {
Vec3f sp1C;
void BgHaka_CheckPlayerOnDirtPatch(BgHaka* this, Player* player) {
Vec3f playerRelativePos;
func_8002DBD0(&this->dyna.actor, &sp1C, &player->actor.world.pos);
if (fabsf(sp1C.x) < 34.6f && sp1C.z > -112.8f && sp1C.z < -36.0f) {
func_8002DBD0(&this->dyna.actor, &playerRelativePos, &player->actor.world.pos);
if (fabsf(playerRelativePos.x) < 34.6f && playerRelativePos.z > -112.8f && playerRelativePos.z < -36.0f) {
player->stateFlags2 |= PLAYER_STATE2_FORCE_SAND_FLOOR_SOUND;
}
}
void func_8087B7E8(BgHaka* this, PlayState* play) {
void BgHaka_IdleClosed(BgHaka* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (this->dyna.unk_150 != 0.0f) {
@ -73,8 +73,8 @@ void func_8087B7E8(BgHaka* this, PlayState* play) {
player->stateFlags2 &= ~PLAYER_STATE2_4;
if (!Play_InCsMode(play)) {
Message_StartTextbox(play, 0x5073, NULL);
this->dyna.actor.params = 100;
this->actionFunc = func_8087BAE4;
this->dyna.actor.params = 100; // Used as a cooldown for displaying Graveyard Boy's warning
this->actionFunc = BgHaka_IdleLockedClosed;
}
} else if (0.0f < this->dyna.unk_150 ||
(play->sceneId == SCENE_LAKE_HYLIA && !LINK_IS_ADULT && !Flags_GetSwitch(play, 0x23))) {
@ -82,24 +82,25 @@ void func_8087B7E8(BgHaka* this, PlayState* play) {
player->stateFlags2 &= ~PLAYER_STATE2_4;
} else {
this->dyna.actor.world.rot.y = this->dyna.actor.shape.rot.y + 0x8000;
this->actionFunc = func_8087B938;
this->actionFunc = BgHaka_Pull;
}
}
func_8087B758(this, player);
BgHaka_CheckPlayerOnDirtPatch(this, player);
}
void func_8087B938(BgHaka* this, PlayState* play) {
void BgHaka_Pull(BgHaka* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s32 sp38;
s32 reachedMaxPullDist;
this->dyna.actor.speed += 0.05f;
this->dyna.actor.speed = CLAMP_MAX(this->dyna.actor.speed, 1.5f);
sp38 = Math_StepToF(&this->dyna.actor.minVelocityY, 60.0f, this->dyna.actor.speed);
// minVelocityY is used to keep track of the distance pulled from home
reachedMaxPullDist = Math_StepToF(&this->dyna.actor.minVelocityY, 60.0f, this->dyna.actor.speed);
this->dyna.actor.world.pos.x =
Math_SinS(this->dyna.actor.world.rot.y) * this->dyna.actor.minVelocityY + this->dyna.actor.home.pos.x;
this->dyna.actor.world.pos.z =
Math_CosS(this->dyna.actor.world.rot.y) * this->dyna.actor.minVelocityY + this->dyna.actor.home.pos.z;
if (sp38 != 0) {
if (reachedMaxPullDist) {
this->dyna.unk_150 = 0.0f;
player->stateFlags2 &= ~PLAYER_STATE2_4;
if (this->dyna.actor.params == 1) {
@ -108,12 +109,12 @@ void func_8087B938(BgHaka* this, PlayState* play) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_POH, this->dyna.actor.home.pos.x, this->dyna.actor.home.pos.y,
this->dyna.actor.home.pos.z, 0, this->dyna.actor.shape.rot.y, 0, 1);
}
this->actionFunc = func_8087BAAC;
this->actionFunc = BgHaka_IdleOpened;
}
func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
}
void func_8087BAAC(BgHaka* this, PlayState* play) {
void BgHaka_IdleOpened(BgHaka* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (this->dyna.unk_150 != 0.0f) {
@ -122,7 +123,7 @@ void func_8087BAAC(BgHaka* this, PlayState* play) {
}
}
void func_8087BAE4(BgHaka* this, PlayState* play) {
void BgHaka_IdleLockedClosed(BgHaka* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s32 pad;
@ -134,9 +135,9 @@ void func_8087BAE4(BgHaka* this, PlayState* play) {
player->stateFlags2 &= ~PLAYER_STATE2_4;
}
if (this->dyna.actor.params == 0) {
this->actionFunc = func_8087B7E8;
this->actionFunc = BgHaka_IdleClosed;
}
func_8087B758(this, player);
BgHaka_CheckPlayerOnDirtPatch(this, player);
}
void BgHaka_Update(Actor* thisx, PlayState* play) {