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doc pass for gravestone actor (#2026)
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9eec8af498
commit
9ff6758458
1 changed files with 25 additions and 24 deletions
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@ -14,11 +14,11 @@ void BgHaka_Destroy(Actor* thisx, PlayState* play);
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void BgHaka_Update(Actor* thisx, PlayState* play);
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void BgHaka_Draw(Actor* thisx, PlayState* play);
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void func_8087B758(BgHaka* this, Player* player);
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void func_8087B7E8(BgHaka* this, PlayState* play);
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void func_8087B938(BgHaka* this, PlayState* play);
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void func_8087BAAC(BgHaka* this, PlayState* play);
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void func_8087BAE4(BgHaka* this, PlayState* play);
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void BgHaka_CheckPlayerOnDirtPatch(BgHaka* this, Player* player);
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void BgHaka_IdleClosed(BgHaka* this, PlayState* play);
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void BgHaka_Pull(BgHaka* this, PlayState* play);
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void BgHaka_IdleOpened(BgHaka* this, PlayState* play);
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void BgHaka_IdleLockedClosed(BgHaka* this, PlayState* play);
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ActorProfile Bg_Haka_Profile = {
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/**/ ACTOR_BG_HAKA,
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@ -46,7 +46,7 @@ void BgHaka_Init(Actor* thisx, PlayState* play) {
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DynaPolyActor_Init(&this->dyna, 0);
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CollisionHeader_GetVirtual(&gGravestoneCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
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this->actionFunc = func_8087B7E8;
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this->actionFunc = BgHaka_IdleClosed;
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}
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void BgHaka_Destroy(Actor* thisx, PlayState* play) {
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@ -55,16 +55,16 @@ void BgHaka_Destroy(Actor* thisx, PlayState* play) {
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DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
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}
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void func_8087B758(BgHaka* this, Player* player) {
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Vec3f sp1C;
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void BgHaka_CheckPlayerOnDirtPatch(BgHaka* this, Player* player) {
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Vec3f playerRelativePos;
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func_8002DBD0(&this->dyna.actor, &sp1C, &player->actor.world.pos);
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if (fabsf(sp1C.x) < 34.6f && sp1C.z > -112.8f && sp1C.z < -36.0f) {
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func_8002DBD0(&this->dyna.actor, &playerRelativePos, &player->actor.world.pos);
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if (fabsf(playerRelativePos.x) < 34.6f && playerRelativePos.z > -112.8f && playerRelativePos.z < -36.0f) {
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player->stateFlags2 |= PLAYER_STATE2_FORCE_SAND_FLOOR_SOUND;
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}
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}
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void func_8087B7E8(BgHaka* this, PlayState* play) {
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void BgHaka_IdleClosed(BgHaka* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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if (this->dyna.unk_150 != 0.0f) {
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@ -73,8 +73,8 @@ void func_8087B7E8(BgHaka* this, PlayState* play) {
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player->stateFlags2 &= ~PLAYER_STATE2_4;
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if (!Play_InCsMode(play)) {
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Message_StartTextbox(play, 0x5073, NULL);
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this->dyna.actor.params = 100;
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this->actionFunc = func_8087BAE4;
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this->dyna.actor.params = 100; // Used as a cooldown for displaying Graveyard Boy's warning
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this->actionFunc = BgHaka_IdleLockedClosed;
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}
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} else if (0.0f < this->dyna.unk_150 ||
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(play->sceneId == SCENE_LAKE_HYLIA && !LINK_IS_ADULT && !Flags_GetSwitch(play, 0x23))) {
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@ -82,24 +82,25 @@ void func_8087B7E8(BgHaka* this, PlayState* play) {
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player->stateFlags2 &= ~PLAYER_STATE2_4;
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} else {
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this->dyna.actor.world.rot.y = this->dyna.actor.shape.rot.y + 0x8000;
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this->actionFunc = func_8087B938;
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this->actionFunc = BgHaka_Pull;
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}
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}
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func_8087B758(this, player);
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BgHaka_CheckPlayerOnDirtPatch(this, player);
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}
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void func_8087B938(BgHaka* this, PlayState* play) {
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void BgHaka_Pull(BgHaka* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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s32 sp38;
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s32 reachedMaxPullDist;
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this->dyna.actor.speed += 0.05f;
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this->dyna.actor.speed = CLAMP_MAX(this->dyna.actor.speed, 1.5f);
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sp38 = Math_StepToF(&this->dyna.actor.minVelocityY, 60.0f, this->dyna.actor.speed);
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// minVelocityY is used to keep track of the distance pulled from home
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reachedMaxPullDist = Math_StepToF(&this->dyna.actor.minVelocityY, 60.0f, this->dyna.actor.speed);
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this->dyna.actor.world.pos.x =
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Math_SinS(this->dyna.actor.world.rot.y) * this->dyna.actor.minVelocityY + this->dyna.actor.home.pos.x;
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this->dyna.actor.world.pos.z =
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Math_CosS(this->dyna.actor.world.rot.y) * this->dyna.actor.minVelocityY + this->dyna.actor.home.pos.z;
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if (sp38 != 0) {
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if (reachedMaxPullDist) {
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this->dyna.unk_150 = 0.0f;
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player->stateFlags2 &= ~PLAYER_STATE2_4;
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if (this->dyna.actor.params == 1) {
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@ -108,12 +109,12 @@ void func_8087B938(BgHaka* this, PlayState* play) {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_POH, this->dyna.actor.home.pos.x, this->dyna.actor.home.pos.y,
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this->dyna.actor.home.pos.z, 0, this->dyna.actor.shape.rot.y, 0, 1);
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}
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this->actionFunc = func_8087BAAC;
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this->actionFunc = BgHaka_IdleOpened;
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}
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func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
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}
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void func_8087BAAC(BgHaka* this, PlayState* play) {
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void BgHaka_IdleOpened(BgHaka* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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if (this->dyna.unk_150 != 0.0f) {
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@ -122,7 +123,7 @@ void func_8087BAAC(BgHaka* this, PlayState* play) {
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}
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}
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void func_8087BAE4(BgHaka* this, PlayState* play) {
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void BgHaka_IdleLockedClosed(BgHaka* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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s32 pad;
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@ -134,9 +135,9 @@ void func_8087BAE4(BgHaka* this, PlayState* play) {
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player->stateFlags2 &= ~PLAYER_STATE2_4;
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}
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if (this->dyna.actor.params == 0) {
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this->actionFunc = func_8087B7E8;
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this->actionFunc = BgHaka_IdleClosed;
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}
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func_8087B758(this, player);
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BgHaka_CheckPlayerOnDirtPatch(this, player);
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}
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void BgHaka_Update(Actor* thisx, PlayState* play) {
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