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Defines for flags passed to Actor_UpdateBgCheckInfo
(#1127)
* Tool-assisted flags for `Actor_UpdateBgCheckInfo` * Manual flags separation * Run formatter * Light doc on the flags * `UPDBGCHECKINFOFLAG_` -> `UPDBGCHECKINFO_FLAG_` (what an improvement!) * Run formatter * Run formatter
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85ce3d3ca4
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183 changed files with 459 additions and 255 deletions
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@ -354,4 +354,13 @@ typedef enum {
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DOORLOCK_NORMAL_SPIRIT
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} DoorLockType;
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#define UPDBGCHECKINFO_FLAG_0 (1 << 0) // check wall
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#define UPDBGCHECKINFO_FLAG_1 (1 << 1) // check ceiling
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#define UPDBGCHECKINFO_FLAG_2 (1 << 2) // check floor and water
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#define UPDBGCHECKINFO_FLAG_3 (1 << 3)
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#define UPDBGCHECKINFO_FLAG_4 (1 << 4)
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#define UPDBGCHECKINFO_FLAG_5 (1 << 5) // unused
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#define UPDBGCHECKINFO_FLAG_6 (1 << 6) // disable water ripples
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#define UPDBGCHECKINFO_FLAG_7 (1 << 7) // alternate wall check?
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#endif
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@ -1157,7 +1157,7 @@ s32 func_8002E234(Actor* actor, f32 arg1, s32 arg2) {
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actor->bgCheckFlags &= ~BGCHECKFLAG_GROUND;
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actor->bgCheckFlags |= BGCHECKFLAG_GROUND_LEAVE;
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if ((actor->velocity.y < 0.0f) && (arg2 & 0x10)) {
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if ((actor->velocity.y < 0.0f) && (arg2 & UPDBGCHECKINFO_FLAG_4)) {
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actor->velocity.y = 0.0f;
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}
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@ -1203,7 +1203,7 @@ s32 func_8002E2AC(GlobalContext* globalCtx, Actor* actor, Vec3f* arg2, s32 arg3)
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if (actor->velocity.y <= 0.0f) {
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if (!(actor->bgCheckFlags & BGCHECKFLAG_GROUND)) {
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actor->bgCheckFlags |= BGCHECKFLAG_GROUND_TOUCH;
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} else if ((arg3 & 0x8) && (actor->gravity < 0.0f)) {
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} else if ((arg3 & UPDBGCHECKINFO_FLAG_3) && (actor->gravity < 0.0f)) {
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actor->velocity.y = -4.0f;
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} else {
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actor->velocity.y = 0.0f;
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@ -1241,11 +1241,11 @@ void Actor_UpdateBgCheckInfo(GlobalContext* globalCtx, Actor* actor, f32 wallChe
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func_800433A4(&globalCtx->colCtx, actor->floorBgId, actor);
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}
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if (flags & 1) {
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if ((!(flags & 0x80) &&
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if (flags & UPDBGCHECKINFO_FLAG_0) {
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if ((!(flags & UPDBGCHECKINFO_FLAG_7) &&
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BgCheck_EntitySphVsWall3(&globalCtx->colCtx, &sp64, &actor->world.pos, &actor->prevPos, wallCheckRadius,
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&actor->wallPoly, &bgId, actor, wallCheckHeight)) ||
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((flags & 0x80) &&
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((flags & UPDBGCHECKINFO_FLAG_7) &&
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BgCheck_EntitySphVsWall4(&globalCtx->colCtx, &sp64, &actor->world.pos, &actor->prevPos, wallCheckRadius,
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&actor->wallPoly, &bgId, actor, wallCheckHeight))) {
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wallPoly = actor->wallPoly;
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@ -1261,7 +1261,7 @@ void Actor_UpdateBgCheckInfo(GlobalContext* globalCtx, Actor* actor, f32 wallChe
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sp64.x = actor->world.pos.x;
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sp64.z = actor->world.pos.z;
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if (flags & 2) {
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if (flags & UPDBGCHECKINFO_FLAG_1) {
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sp64.y = actor->prevPos.y + 10.0f;
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if (BgCheck_EntityCheckCeiling(&globalCtx->colCtx, &sp58, &sp64, (ceilingCheckHeight + sp74) - 10.0f,
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&sCurCeilingPoly, &sCurCeilingBgId, actor)) {
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@ -1272,7 +1272,7 @@ void Actor_UpdateBgCheckInfo(GlobalContext* globalCtx, Actor* actor, f32 wallChe
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}
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}
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if (flags & 4) {
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if (flags & UPDBGCHECKINFO_FLAG_2) {
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sp64.y = actor->prevPos.y;
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func_8002E2AC(globalCtx, actor, &sp64, flags);
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waterBoxYSurface = actor->world.pos.y;
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@ -1284,7 +1284,7 @@ void Actor_UpdateBgCheckInfo(GlobalContext* globalCtx, Actor* actor, f32 wallChe
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} else {
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if (!(actor->bgCheckFlags & BGCHECKFLAG_WATER)) {
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actor->bgCheckFlags |= BGCHECKFLAG_WATER_TOUCH;
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if (!(flags & 0x40)) {
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if (!(flags & UPDBGCHECKINFO_FLAG_6)) {
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ripplePos.x = actor->world.pos.x;
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ripplePos.y = waterBoxYSurface;
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ripplePos.z = actor->world.pos.z;
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@ -3416,7 +3416,7 @@ s16 Actor_TestFloorInDirection(Actor* actor, GlobalContext* globalCtx, f32 dista
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actor->world.pos.x += dx;
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actor->world.pos.z += dz;
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Actor_UpdateBgCheckInfo(globalCtx, actor, 0.0f, 0.0f, 0.0f, 4);
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Actor_UpdateBgCheckInfo(globalCtx, actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
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Math_Vec3f_Copy(&actor->world.pos, &prevActorPos);
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@ -3953,8 +3953,9 @@ s32 func_80035124(Actor* actor, GlobalContext* globalCtx) {
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break;
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}
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Actor_UpdateBgCheckInfo(globalCtx, actor, actor->colChkInfo.cylHeight, actor->colChkInfo.cylRadius,
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actor->colChkInfo.cylRadius, 0x1D);
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Actor_UpdateBgCheckInfo(
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globalCtx, actor, actor->colChkInfo.cylHeight, actor->colChkInfo.cylRadius, actor->colChkInfo.cylRadius,
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UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
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return ret;
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}
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@ -325,9 +325,13 @@ void EnAObj_Update(Actor* thisx, GlobalContext* globalCtx) {
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if (this->dyna.actor.gravity != 0.0f) {
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if (this->dyna.actor.params != A_OBJ_BOULDER_FRAGMENT) {
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Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 5.0f, 40.0f, 0.0f, 0x1D);
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Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 5.0f, 40.0f, 0.0f,
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UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
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UPDBGCHECKINFO_FLAG_4);
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} else {
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Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 5.0f, 20.0f, 0.0f, 0x1D);
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Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 5.0f, 20.0f, 0.0f,
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UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
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UPDBGCHECKINFO_FLAG_4);
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}
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}
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@ -771,7 +771,9 @@ void EnItem00_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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if (sp3A || D_80157D94[0]) {
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, 15.0f, 15.0f, 0x1D);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, 15.0f, 15.0f,
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UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
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UPDBGCHECKINFO_FLAG_4);
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if (this->actor.floorHeight <= -10000.0f) {
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Actor_Kill(&this->actor);
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@ -179,7 +179,7 @@ void BgHeavyBlock_MovePiece(BgHeavyBlock* this, GlobalContext* globalCtx) {
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if (!(this->pieceFlags & PIECE_FLAG_HIT_FLOOR)) {
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thisx->world.pos.y += this->unk_164.y;
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thisx->prevPos.y += this->unk_164.y;
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Actor_UpdateBgCheckInfo(globalCtx, thisx, 50.0f, 50.0f, 0.0f, 5);
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Actor_UpdateBgCheckInfo(globalCtx, thisx, 50.0f, 50.0f, 0.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
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thisx->world.pos.y -= this->unk_164.y;
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thisx->prevPos.y -= this->unk_164.y;
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if (thisx->bgCheckFlags & BGCHECKFLAG_GROUND) {
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@ -181,7 +181,8 @@ void BgHidanDalm_Update(Actor* thisx, GlobalContext* globalCtx) {
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this->actionFunc(this, globalCtx);
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Actor_MoveForward(&this->dyna.actor);
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Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 10.0f, 15.0f, 32.0f, 5);
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Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 10.0f, 15.0f, 32.0f,
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UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
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}
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/**
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@ -333,7 +333,7 @@ void BgHidanRock_Update(Actor* thisx, GlobalContext* globalCtx) {
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this->actionFunc(this, globalCtx);
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if (this->actionFunc == func_8088B79C) {
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Actor_MoveForward(&this->dyna.actor);
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Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 4);
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Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
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}
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if (this->unk_16C > 0.0f) {
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@ -176,7 +176,7 @@ void BgIceTurara_Fall(BgIceTurara* this, GlobalContext* globalCtx) {
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} else {
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Actor_MoveForward(&this->dyna.actor);
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this->dyna.actor.world.pos.y += 40.0f;
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Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 4);
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Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
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this->dyna.actor.world.pos.y -= 40.0f;
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Collider_UpdateCylinder(&this->dyna.actor, &this->collider);
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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@ -149,7 +149,8 @@ void BgJyaHaheniron_ChairCrumble(BgJyaHaheniron* this, GlobalContext* globalCtx)
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Vec3f vec;
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Actor_MoveForward(&this->actor);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 8.0f, 0.0f, 0x85);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 8.0f, 0.0f,
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UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_7);
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if ((this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_WALL)) ||
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((this->collider.base.atFlags & AT_HIT) && (this->collider.base.at != NULL) &&
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(this->collider.base.at->category == ACTORCAT_PLAYER))) {
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@ -249,12 +249,14 @@ void BgMoriHashigo_LadderFall(BgMoriHashigo* this, GlobalContext* globalCtx) {
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if (this->bounceCounter >= ARRAY_COUNT(bounceSpeed)) {
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BgMoriHashigo_SetupLadderRest(this);
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} else {
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Actor_UpdateBgCheckInfo(globalCtx, thisx, 0.0f, 0.0f, 0.0f, 0x1C);
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Actor_UpdateBgCheckInfo(globalCtx, thisx, 0.0f, 0.0f, 0.0f,
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UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
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thisx->velocity.y = bounceSpeed[this->bounceCounter];
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this->bounceCounter++;
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}
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} else {
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Actor_UpdateBgCheckInfo(globalCtx, thisx, 0.0f, 0.0f, 0.0f, 0x1C);
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Actor_UpdateBgCheckInfo(globalCtx, thisx, 0.0f, 0.0f, 0.0f,
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UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
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}
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}
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@ -65,7 +65,9 @@ void BgPushbox_UpdateImpl(BgPushbox* this, GlobalContext* globalCtx) {
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Math_StepToF(&this->dyna.actor.speedXZ, 0.0f, 0.2f);
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this->dyna.actor.world.rot.y = this->dyna.unk_158;
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Actor_MoveForward(&this->dyna.actor);
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Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 20.0f, 40.0f, 40.0f, 0x1D);
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Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 20.0f, 40.0f, 40.0f,
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UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
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UPDBGCHECKINFO_FLAG_4);
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}
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void BgPushbox_Update(Actor* thisx, GlobalContext* globalCtx) {
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@ -518,7 +518,7 @@ void func_808B5B6C(BgSpot16Bombstone* this, GlobalContext* globalCtx) {
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return;
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}
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Actor_UpdateBgCheckInfo(globalCtx, actor, 17.5f, 35.0f, 0.0f, 5);
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Actor_UpdateBgCheckInfo(globalCtx, actor, 17.5f, 35.0f, 0.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
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}
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void BgSpot16Bombstone_Update(Actor* thisx, GlobalContext* globalCtx) {
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@ -204,7 +204,8 @@ void func_808B8DD0(BgSpot18Obj* this, GlobalContext* globalCtx) {
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}
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void func_808B8DDC(BgSpot18Obj* this, GlobalContext* globalCtx) {
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Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 20.0f, 46.0f, 0.0f, 28);
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Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 20.0f, 46.0f, 0.0f,
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UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
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}
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void func_808B8E20(BgSpot18Obj* this, GlobalContext* globalCtx) {
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@ -871,7 +871,7 @@ void BossDodongo_Update(Actor* thisx, GlobalContext* globalCtx2) {
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Math_SmoothStepToF(&thisx->shape.yOffset, this->unk_228, 1.0f, 100.0f, 0.0f);
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Actor_MoveForward(thisx);
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BossDodongo_UpdateDamage(this, globalCtx);
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Actor_UpdateBgCheckInfo(globalCtx, thisx, 10.0f, 10.0f, 20.0f, 4);
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Actor_UpdateBgCheckInfo(globalCtx, thisx, 10.0f, 10.0f, 20.0f, UPDBGCHECKINFO_FLAG_2);
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Math_SmoothStepToF(&this->unk_208, 0, 1, 0.001f, 0.0);
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Math_SmoothStepToF(&this->unk_20C, 0, 1, 0.001f, 0.0);
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@ -665,7 +665,7 @@ void BossFd_Fly(BossFd* this, GlobalContext* globalCtx) {
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this->work[BFD_CEILING_TARGET] = 0;
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}
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}
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 50.0f, 100.0f, 2);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 50.0f, 100.0f, UPDBGCHECKINFO_FLAG_1);
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if (this->timers[1] == 0) {
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osSyncPrintf("BGCHECKKKKKKKKKKKKKKKKKKKKKKK\n");
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if (this->actor.bgCheckFlags & BGCHECKFLAG_CEILING) {
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@ -4061,7 +4061,7 @@ void BossGanon_LightBall_Update(Actor* thisx, GlobalContext* globalCtx2) {
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}
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if (this->actor.world.pos.y < 10.0f) {
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 20.0f, 20.0f, 4);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 20.0f, 20.0f, UPDBGCHECKINFO_FLAG_2);
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}
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if ((fabsf(this->actor.world.pos.x) > 465.0f) || (this->actor.world.pos.y > 500.0f) ||
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@ -1985,7 +1985,8 @@ void BossGanon2_Update(Actor* thisx, GlobalContext* globalCtx) {
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Actor_MoveForward(&this->actor);
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this->actor.shape.rot = this->actor.world.rot;
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if (this->unk_335 != 0) {
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 60.0f, 60.0f, 100.0f, 5);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 60.0f, 60.0f, 100.0f,
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UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
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if (this->actor.velocity.y < -5.0f) {
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func_80033E88(&this->actor, globalCtx, 5, 20);
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@ -1928,9 +1928,10 @@ void BossGoma_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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if (this->actor.world.pos.y < -400.0f) {
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 30.0f, 30.0f, 80.0f, 5);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 30.0f, 30.0f, 80.0f,
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UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
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} else {
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 30.0f, 80.0f, 1);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 30.0f, 80.0f, UPDBGCHECKINFO_FLAG_0);
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}
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BossGoma_UpdateEye(this, globalCtx);
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@ -2042,7 +2042,7 @@ void BossMo_Core(BossMo* this, GlobalContext* globalCtx) {
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(this->work[MO_TENT_ACTION_STATE] == MO_CORE_STUNNED)) {
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this->actor.world.pos.y += this->actor.velocity.y;
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this->actor.velocity.y -= 1.0f;
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 20.0f, 100.0f, 1);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 20.0f, 100.0f, UPDBGCHECKINFO_FLAG_0);
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effectVelocity.x = effectVelocity.y = effectVelocity.z = 0.0f;
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for (i = 0; i < 1; i++) {
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effectPos.x = Rand_CenteredFloat(20.0f) + this->actor.world.pos.x;
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@ -2140,7 +2140,8 @@ void BossMo_Core(BossMo* this, GlobalContext* globalCtx) {
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this->actor.velocity.y -= 1.0f;
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}
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func_8002D7EC(&this->actor);
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temp = (this->actor.world.pos.y < -200.0f) ? 5 : 1;
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temp = (this->actor.world.pos.y < -200.0f) ? UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2
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: UPDBGCHECKINFO_FLAG_0;
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this->actor.world.pos.y -= 20.0f;
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 20.0f, 100.0f, temp);
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this->actor.world.pos.y += 20.0f;
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@ -2585,7 +2585,8 @@ void BossSst_UpdateHand(Actor* thisx, GlobalContext* globalCtx) {
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BossSst_HandCollisionCheck(this, globalCtx);
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this->actionFunc(this, globalCtx);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 130.0f, 0.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 130.0f, 0.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
Actor_SetFocus(&this->actor, 0.0f);
|
||||
if (this->colliderJntSph.base.atFlags & AT_ON) {
|
||||
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->colliderJntSph.base);
|
||||
|
|
|
@ -1386,7 +1386,7 @@ void BossTw_HitByBeam(BossTw* this, GlobalContext* globalCtx) {
|
|||
Math_ApproachF(&this->actor.speedXZ, 5.0f, 1.0f, 1.0f);
|
||||
|
||||
this->actor.world.pos.y -= 50.0f;
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 50.0f, 100.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 50.0f, 100.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
this->actor.world.pos.y += 50.0f;
|
||||
|
||||
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
|
||||
|
@ -5316,7 +5316,7 @@ void BossTw_TwinrovaStun(BossTw* this, GlobalContext* globalCtx) {
|
|||
this->actor.world.pos.y += this->actor.velocity.y;
|
||||
Math_ApproachF(&this->actor.velocity.y, -5.0f, 1.0f, 0.5f);
|
||||
this->actor.world.pos.y -= 30.0f;
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 50.0f, 100.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 50.0f, 100.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
this->actor.world.pos.y += 30.0f;
|
||||
|
||||
if (this->csState1 == 0) {
|
||||
|
|
|
@ -1491,7 +1491,7 @@ void BossVa_BodyPhase4(BossVa* this, GlobalContext* globalCtx) {
|
|||
BossVa_Spark(globalCtx, this, 1, 100, 15.0f, 10.0f, SPARK_BARI, 11.0f, true);
|
||||
}
|
||||
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 30.0f, 70.0f, 0.0f, 1);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 30.0f, 70.0f, 0.0f, UPDBGCHECKINFO_FLAG_0);
|
||||
Collider_UpdateCylinder(&this->actor, &this->colliderBody);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliderBody.base);
|
||||
if (this->invincibilityTimer == 0) {
|
||||
|
|
|
@ -98,7 +98,8 @@ s32 DemoDu_UpdateSkelAnime(DemoDu* this) {
|
|||
}
|
||||
|
||||
void DemoDu_UpdateBgCheckInfo(DemoDu* this, GlobalContext* globalCtx) {
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
}
|
||||
|
||||
CsCmdActorAction* DemoDu_GetNpcAction(GlobalContext* globalCtx, s32 idx) {
|
||||
|
|
|
@ -171,7 +171,8 @@ s32 DemoEc_UpdateSkelAnime(DemoEc* this) {
|
|||
}
|
||||
|
||||
void DemoEc_UpdateBgFlags(DemoEc* this, GlobalContext* globalCtx) {
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 30.0f, 25.0f, 30.0f, 7);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 30.0f, 25.0f, 30.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2);
|
||||
}
|
||||
|
||||
void func_8096D594(DemoEc* this, GlobalContext* globalCtx) {
|
||||
|
|
|
@ -112,7 +112,8 @@ void func_8097C9DC(DemoGo* this) {
|
|||
}
|
||||
|
||||
void func_8097CA30(DemoGo* this, GlobalContext* globalCtx) {
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
}
|
||||
|
||||
void func_8097CA78(DemoGo* this, GlobalContext* globalCtx) {
|
||||
|
|
|
@ -27,7 +27,8 @@ void DemoIk_Destroy(Actor* thisx, GlobalContext* globalCtx) {
|
|||
}
|
||||
|
||||
void DemoIk_BgCheck(DemoIk* this, GlobalContext* globalCtx) {
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
}
|
||||
|
||||
s32 DemoIk_UpdateSkelAnime(DemoIk* this) {
|
||||
|
|
|
@ -206,7 +206,8 @@ void func_80984F94(DemoIm* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
|
||||
void DemoIm_UpdateBgCheckInfo(DemoIm* this, GlobalContext* globalCtx) {
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
}
|
||||
|
||||
s32 DemoIm_UpdateSkelAnime(DemoIm* this) {
|
||||
|
|
|
@ -151,7 +151,8 @@ void func_8098E554(DemoSa* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
|
||||
void func_8098E5C8(DemoSa* this, GlobalContext* globalCtx) {
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
}
|
||||
|
||||
s32 DemoSa_UpdateSkelAnime(DemoSa* this) {
|
||||
|
|
|
@ -595,7 +595,7 @@ void func_80997568(DoorShutter* this, GlobalContext* globalCtx) {
|
|||
|
||||
void func_809975C0(DoorShutter* this, GlobalContext* globalCtx) {
|
||||
Actor_MoveForward(&this->dyna.actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
if (this->dyna.actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
|
||||
DoorShutter_SetupAction(this, func_809976B8);
|
||||
if (!(gSaveContext.eventChkInf[7] & 1)) {
|
||||
|
|
|
@ -190,7 +190,7 @@ s32 EnAm_CanMove(EnAm* this, GlobalContext* globalCtx, f32 distance, s16 yaw) {
|
|||
this->dyna.actor.world.pos.x += sin;
|
||||
this->dyna.actor.world.pos.z += cos;
|
||||
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
this->dyna.actor.world.pos = curPos;
|
||||
ret = this->dyna.actor.bgCheckFlags & BGCHECKFLAG_GROUND;
|
||||
|
||||
|
@ -887,7 +887,9 @@ void EnAm_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
}
|
||||
|
||||
Actor_MoveForward(&this->dyna.actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 20.0f, 28.0f, 80.0f, 0x1D);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 20.0f, 28.0f, 80.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
}
|
||||
|
||||
Collider_UpdateCylinder(&this->dyna.actor, &this->hurtCollider);
|
||||
|
|
|
@ -239,7 +239,7 @@ void EnAni_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
if ((globalCtx->csCtx.state != CS_STATE_IDLE) && (globalCtx->csCtx.npcActions[0] != NULL)) {
|
||||
switch (this->unk_2AA) {
|
||||
case 0:
|
||||
|
|
|
@ -448,9 +448,12 @@ void EnAnubice_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
func_8002D7EC(&this->actor);
|
||||
|
||||
if (!this->isPlayerOutOfRange) {
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 5.0f, 10.0f, 0x1D);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 5.0f, 10.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
} else {
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 5.0f, 10.0f, 0x1C);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 5.0f, 10.0f,
|
||||
UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
|
||||
}
|
||||
|
||||
if ((this->actionFunc != EnAnubice_SetupDie) && (this->actionFunc != EnAnubice_Die)) {
|
||||
|
|
|
@ -193,7 +193,9 @@ void EnAnubiceFire_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->unk_15C--;
|
||||
}
|
||||
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 5.0f, 10.0f, 0x1D);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 5.0f, 10.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
if (!(this->scale < 0.6f || this->actionFunc == func_809B2B48)) {
|
||||
this->cylinder.dim.radius = this->scale * 15.0f + 5.0f;
|
||||
this->cylinder.dim.height = this->scale * 15.0f + 5.0f;
|
||||
|
|
|
@ -327,7 +327,9 @@ void EnAttackNiw_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->actor.shape.rot = this->actor.world.rot;
|
||||
this->actor.shape.shadowScale = 15.0f;
|
||||
this->actionFunc(this, globalCtx2);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 60.0f, 0x1D);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 60.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
|
||||
if (this->actionFunc == func_809B5670) {
|
||||
func_8002D97C(&this->actor);
|
||||
|
|
|
@ -213,7 +213,8 @@ void EnBa_FallAsBlob(EnBa* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
} else {
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 30.0f, 28.0f, 80.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 30.0f, 28.0f, 80.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1239,7 +1239,8 @@ void EnBb_Update(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
if ((this->actor.world.pos.y - 20.0f) <= this->actor.floorHeight) {
|
||||
sp34 = 20.0f;
|
||||
}
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, sp34, 25.0f, 20.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, sp34, 25.0f, 20.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
}
|
||||
this->actor.focus.pos = this->actor.world.pos;
|
||||
this->collider.elements->dim.worldSphere.center.x = this->actor.world.pos.x;
|
||||
|
|
|
@ -624,7 +624,8 @@ void EnBili_Update(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
Actor_MoveForward(&this->actor);
|
||||
}
|
||||
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, this->collider.dim.radius, this->collider.dim.height, 7);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, this->collider.dim.radius, this->collider.dim.height,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2);
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
|
||||
if (this->collider.base.atFlags & AT_ON) {
|
||||
|
|
|
@ -245,7 +245,9 @@ void EnBom_Update(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
|
||||
this->actionFunc(this, globalCtx);
|
||||
|
||||
Actor_UpdateBgCheckInfo(globalCtx, thisx, 5.0f, 10.0f, 15.0f, 0x1F);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, thisx, 5.0f, 10.0f, 15.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 |
|
||||
UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
|
||||
|
||||
if (thisx->params == BOMB_BODY) {
|
||||
if (this->timer < 63) {
|
||||
|
|
|
@ -212,7 +212,7 @@ void EnBomChu_WaitForRelease(EnBomChu* this, GlobalContext* globalCtx) {
|
|||
|
||||
if (Actor_HasNoParent(&this->actor, globalCtx)) {
|
||||
this->actor.world.pos = player->actor.world.pos;
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
this->actor.shape.rot.y = player->actor.shape.rot.y;
|
||||
|
||||
// rot.y = 0 -> +z (forwards in model space)
|
||||
|
|
|
@ -339,7 +339,9 @@ void EnBombf_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
|
||||
if (thisx->gravity != 0.0f) {
|
||||
DREG(6) = 1;
|
||||
Actor_UpdateBgCheckInfo(globalCtx, thisx, 5.0f, 10.0f, 0.0f, 0x1F);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, thisx, 5.0f, 10.0f, 0.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 |
|
||||
UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
|
||||
DREG(6) = 0;
|
||||
}
|
||||
|
||||
|
@ -359,7 +361,9 @@ void EnBombf_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
Audio_PlayActorSound2(thisx, NA_SE_EV_BOMB_BOUND);
|
||||
Actor_MoveForward(thisx);
|
||||
DREG(6) = 1;
|
||||
Actor_UpdateBgCheckInfo(globalCtx, thisx, 5.0f, 10.0f, 0.0f, 0x1F);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, thisx, 5.0f, 10.0f, 0.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 |
|
||||
UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
|
||||
DREG(6) = 0;
|
||||
thisx->speedXZ *= 0.7f;
|
||||
thisx->bgCheckFlags &= ~BGCHECKFLAG_WALL;
|
||||
|
|
|
@ -520,7 +520,8 @@ void EnBox_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
|
||||
if (!(this->movementFlags & ENBOX_MOVE_IMMOBILE)) {
|
||||
Actor_MoveForward(&this->dyna.actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 0x1C);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 0.0f, 0.0f, 0.0f,
|
||||
UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
|
||||
}
|
||||
|
||||
switch (this->type) {
|
||||
|
|
|
@ -399,7 +399,8 @@ void EnBubble_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
EnBubble* this = (EnBubble*)thisx;
|
||||
|
||||
func_8002D7EC(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 16.0f, 16.0f, 0.0f, 7);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 16.0f, 16.0f, 0.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2);
|
||||
this->actionFunc(this, globalCtx);
|
||||
Actor_SetFocus(&this->actor, this->actor.shape.yOffset);
|
||||
}
|
||||
|
|
|
@ -792,7 +792,9 @@ void EnBw_Update(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
(this->unk_234 != 0)) {
|
||||
Actor_MoveForward(thisx);
|
||||
}
|
||||
Actor_UpdateBgCheckInfo(globalCtx, thisx, 20.0f, 30.0f, 21.0f, 0x1F);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, thisx, 20.0f, 30.0f, 21.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 |
|
||||
UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
|
||||
}
|
||||
Collider_UpdateCylinder(thisx, &this->collider2);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider2.base);
|
||||
|
|
|
@ -511,7 +511,8 @@ void EnClearTag_Update(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
|
||||
if (this->timers[CLEAR_TAG_TIMER_ARWING_UPDATE_BG_INFO] == 0) {
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 30.0f, 100.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 30.0f, 100.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
EnClearTag_CalculateFloorTangent(this);
|
||||
}
|
||||
|
||||
|
@ -555,7 +556,8 @@ void EnClearTag_Update(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
this->collider.dim.yShift = -10;
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 80.0f, 100.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 80.0f, 100.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
|
||||
// Check if the laser has hit a target, timed out, or hit the ground or a wall.
|
||||
if ((this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_WALL)) || hasAtHit ||
|
||||
|
|
|
@ -302,7 +302,7 @@ void EnCow_Update(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliders[0].base);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->colliders[1].base);
|
||||
Actor_MoveForward(thisx);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, thisx, 0.0f, 0.0f, 0.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, thisx, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (this->skelAnime.animation == &gCowBodyChewAnim) {
|
||||
Audio_PlayActorSound2(thisx, NA_SE_EV_COW_CRY);
|
||||
|
|
|
@ -446,7 +446,8 @@ void EnCrow_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
height = 0.0f;
|
||||
Actor_MoveForward(&this->actor);
|
||||
}
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 12.0f * scale, 25.0f * scale, 50.0f * scale, 7);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 12.0f * scale, 25.0f * scale, 50.0f * scale,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2);
|
||||
} else {
|
||||
height = 0.0f;
|
||||
}
|
||||
|
|
|
@ -137,7 +137,7 @@ void EnCs_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
|
||||
|
||||
CollisionCheck_SetInfo2(&this->actor.colChkInfo, sDamageTable, &sColChkInfoInit2);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
|
||||
Animation_Change(&this->skelAnime, sAnimationInfo[ENCS_ANIM_0].animation, 1.0f, 0.0f,
|
||||
Animation_GetLastFrame(sAnimationInfo[ENCS_ANIM_0].animation), sAnimationInfo[ENCS_ANIM_0].mode,
|
||||
|
@ -314,7 +314,7 @@ s32 EnCs_HandleWalking(EnCs* this, GlobalContext* globalCtx) {
|
|||
this->actor.world.rot.y = this->actor.shape.rot.y;
|
||||
this->actor.speedXZ = this->walkSpeed;
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -188,7 +188,7 @@ void EnDaiku_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
Animation_GetLastFrame(sAnimationInfo[ENDAIKU_ANIM_SHOUT].animation),
|
||||
sAnimationInfo[ENDAIKU_ANIM_SHOUT].mode, sAnimationInfo[ENDAIKU_ANIM_SHOUT].morphFrames);
|
||||
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
|
||||
this->actor.targetMode = 6;
|
||||
this->currentAnimIndex = -1;
|
||||
|
@ -543,7 +543,7 @@ void EnDaiku_EscapeRun(EnDaiku* this, GlobalContext* globalCtx) {
|
|||
this->actor.world.rot.y = this->actor.shape.rot.y;
|
||||
Math_SmoothStepToF(&this->actor.speedXZ, this->runSpeed, 0.6f, dxz, 0.0f);
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
|
||||
if (this->subCamActive) {
|
||||
EnDaiku_UpdateSubCamera(this, globalCtx);
|
||||
|
|
|
@ -168,7 +168,7 @@ void EnDaikuKakariko_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
Animation_GetLastFrame(sAnimationInfo[ENDAIKUKAKARIKO_ANIM_0].animation),
|
||||
sAnimationInfo[ENDAIKUKAKARIKO_ANIM_0].mode, sAnimationInfo[ENDAIKUKAKARIKO_ANIM_0].morphFrames);
|
||||
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
|
||||
this->actor.gravity = 0.0f;
|
||||
this->runSpeed = 3.0f;
|
||||
|
@ -432,12 +432,12 @@ void EnDaikuKakariko_Run(EnDaikuKakariko* this, GlobalContext* globalCtx) {
|
|||
Actor_MoveForward(&this->actor);
|
||||
|
||||
if (this->flags & 0x40) {
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
} else if (this->flags & 0x80) {
|
||||
this->runFlag |= 1;
|
||||
this->flags &= ~0x0080;
|
||||
} else if (this->runFlag & 1) {
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
this->runFlag &= ~1;
|
||||
}
|
||||
|
||||
|
|
|
@ -1122,9 +1122,10 @@ void EnDekubaba_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
|
||||
if (this->actionFunc == EnDekubaba_PrunedSomersault) {
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, this->size * 15.0f, 10.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, this->size * 15.0f, 10.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
} else if (this->actionFunc != EnDekubaba_DeadStickDrop) {
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
if (this->boundFloor == NULL) {
|
||||
this->boundFloor = this->actor.floorPoly;
|
||||
}
|
||||
|
|
|
@ -476,7 +476,8 @@ void EnDekunuts_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->actionFunc(this, globalCtx);
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, this->collider.dim.radius, this->collider.dim.height,
|
||||
0x1D);
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
if (this->collider.base.acFlags & AC_ON) {
|
||||
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
|
|
|
@ -507,7 +507,9 @@ void EnDh_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
EnDh_CollisionCheck(this, globalCtx);
|
||||
this->actionFunc(this, globalCtx);
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 45.0f, 45.0f, 0x1D);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 45.0f, 45.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
this->actor.focus.pos = this->headPos;
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider1);
|
||||
if (this->actor.colChkInfo.health > 0) {
|
||||
|
|
|
@ -522,7 +522,9 @@ void EnDivingGame_Update(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
EffectSsGRipple_Spawn(globalCtx, &pos, 100, 500, 30);
|
||||
}
|
||||
this->unk_290++;
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 60.0f, 29);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 60.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
}
|
||||
|
|
|
@ -483,7 +483,7 @@ void EnDns_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
Actor_MoveForward(&this->actor);
|
||||
this->actionFunc(this, globalCtx);
|
||||
if (this->standOnGround) {
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 20.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 20.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
}
|
||||
if (this->maintainCollider) {
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
|
|
|
@ -419,7 +419,9 @@ void EnDntJiji_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
}
|
||||
this->actionFunc(this, globalCtx);
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 60.0f, 0x1D);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 60.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
if (this->isSolid != 0) {
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
|
|
|
@ -806,7 +806,9 @@ void EnDntNomal_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
}
|
||||
this->actionFunc(this, globalCtx);
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 60.0f, 0x1D);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 60.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
if (this->type == ENDNTNOMAL_TARGET) {
|
||||
Collider_SetQuadVertices(&this->targetQuad, &this->targetVtx[0], &this->targetVtx[1], &this->targetVtx[2],
|
||||
&this->targetVtx[3]);
|
||||
|
|
|
@ -611,7 +611,8 @@ void EnDodojr_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
func_809F70E8(this, globalCtx);
|
||||
|
||||
if (this->actionFunc != func_809F73AC) {
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, this->collider.dim.radius, this->collider.dim.height, 0.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, this->collider.dim.radius, this->collider.dim.height, 0.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
}
|
||||
|
||||
this->actionFunc(this, globalCtx);
|
||||
|
|
|
@ -340,7 +340,9 @@ void EnDodongo_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
blureInit.calcMode = 2;
|
||||
|
||||
Effect_Add(globalCtx, &this->blureIdx, EFFECT_BLURE1, 0, 0, &blureInit);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 60.0f, 70.0f, 0x1D);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 60.0f, 70.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
EnDodongo_SetupIdle(this);
|
||||
}
|
||||
|
||||
|
@ -769,7 +771,9 @@ void EnDodongo_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
if (this->actor.colChkInfo.damageEffect != 0xE) {
|
||||
this->actionFunc(this, globalCtx);
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 60.0f, 70.0f, 0x1D);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 60.0f, 70.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_DOWN);
|
||||
}
|
||||
|
|
|
@ -454,7 +454,7 @@ void EnDog_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
EnDog_PlayAnimAndSFX(this);
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, this->collider.dim.radius, this->collider.dim.height * 0.5f, 0.0f,
|
||||
5);
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
Actor_MoveForward(&this->actor);
|
||||
this->actionFunc(this, globalCtx);
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
|
|
|
@ -571,7 +571,7 @@ void EnDu_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
func_8002D7EC(&this->actor);
|
||||
}
|
||||
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
|
||||
if (this->actionFunc != func_809FE4A4) {
|
||||
func_800343CC(globalCtx, &this->actor, &this->unk_1F4.unk_00, this->collider.dim.radius + 116.0f, func_809FDC38,
|
||||
|
|
|
@ -650,7 +650,8 @@ void EnEiyer_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
if (this->actionFunc == EnEiyer_Glide || this->actionFunc == EnEiyer_DiveAttack ||
|
||||
this->actionFunc == EnEiyer_Stunned || this->actionFunc == EnEiyer_Die || this->actionFunc == EnEiyer_Hurt ||
|
||||
(this->actionFunc == EnEiyer_Land && this->timer == -1)) {
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 27.0f, 30.0f, 7);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 27.0f, 30.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2);
|
||||
}
|
||||
|
||||
if (this->actor.params == 0xA ||
|
||||
|
|
|
@ -371,7 +371,8 @@ void EnExRuppy_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->timer--;
|
||||
}
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 50.0f, 0x1C);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 50.0f,
|
||||
UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
|
||||
}
|
||||
|
||||
void EnExRuppy_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||
|
|
|
@ -675,7 +675,7 @@ void EnFd_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
EnFd_ColliderCheck(this, globalCtx);
|
||||
}
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
EnFd_Fade(this, globalCtx);
|
||||
this->actionFunc(this, globalCtx);
|
||||
EnFd_UpdateDots(this);
|
||||
|
|
|
@ -219,7 +219,7 @@ void EnFdFire_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
|
||||
func_8002D7EC(&this->actor);
|
||||
this->actionFunc(this, globalCtx);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 12.0f, 10.0f, 0.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 12.0f, 10.0f, 0.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
|
||||
if (this->actionFunc != EnFdFire_Disappear) {
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
|
|
|
@ -301,7 +301,7 @@ void EnFhgFire_LightningShock(EnFhgFire* this, GlobalContext* globalCtx) {
|
|||
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
}
|
||||
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 50.0f, 100.0f, 1);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 50.0f, 100.0f, UPDBGCHECKINFO_FLAG_0);
|
||||
if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) {
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
@ -587,7 +587,8 @@ void EnFhgFire_EnergyBall(EnFhgFire* this, GlobalContext* globalCtx) {
|
|||
osSyncPrintf("F_FIRE_MODE %d\n", this->work[FHGFIRE_FIRE_MODE]);
|
||||
osSyncPrintf("fly_mode %d\n", bossGnd->flyMode);
|
||||
if (this->work[FHGFIRE_FX_TIMER] == 0) {
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 50.0f, 100.0f, 7);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 50.0f, 100.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2);
|
||||
if ((this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_WALL | BGCHECKFLAG_CEILING)) ||
|
||||
killMode) {
|
||||
u8 lightBallColor2 = FHGFLASH_LIGHTBALL_GREEN;
|
||||
|
|
|
@ -336,7 +336,8 @@ void EnFireRock_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
}
|
||||
if (this->type != FIRE_ROCK_ON_FLOOR) {
|
||||
Actor_MoveForward(thisx);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, thisx, 50.0f, 50.0f, 100.0f, 0x1C);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, thisx, 50.0f, 50.0f, 100.0f,
|
||||
UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
|
||||
}
|
||||
|
||||
setCollision = false;
|
||||
|
|
|
@ -694,7 +694,8 @@ void EnFirefly_Update(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
}
|
||||
}
|
||||
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, 10.0f, 15.0f, 7);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, 10.0f, 15.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2);
|
||||
this->collider.elements[0].dim.worldSphere.center.x = this->actor.world.pos.x;
|
||||
this->collider.elements[0].dim.worldSphere.center.y = this->actor.world.pos.y + 10.0f;
|
||||
this->collider.elements[0].dim.worldSphere.center.z = this->actor.world.pos.z;
|
||||
|
|
|
@ -363,7 +363,7 @@ void EnFish_Dropped_SetupFall(EnFish* this) {
|
|||
this->actor.minVelocityY = -10.0f;
|
||||
this->actor.shape.yOffset = 0.0f;
|
||||
EnFish_SetOutOfWaterAnimation(this);
|
||||
this->unk_250 = 5;
|
||||
this->unk_250 = UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2;
|
||||
this->actionFunc = EnFish_Dropped_Fall;
|
||||
this->timer = 300;
|
||||
}
|
||||
|
@ -424,7 +424,7 @@ void EnFish_Dropped_SetupFlopOnGround(EnFish* this) {
|
|||
this->actor.shape.yOffset = 300.0f;
|
||||
EnFish_SetOutOfWaterAnimation(this);
|
||||
this->actionFunc = EnFish_Dropped_FlopOnGround;
|
||||
this->unk_250 = 5;
|
||||
this->unk_250 = UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2;
|
||||
|
||||
if (playSound && (this->actor.draw != NULL)) {
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EV_FISH_LEAP);
|
||||
|
@ -480,7 +480,7 @@ void EnFish_Dropped_SetupSwimAway(EnFish* this) {
|
|||
this->actor.shape.yOffset = 0.0f;
|
||||
EnFish_SetInWaterAnimation(this);
|
||||
this->actionFunc = EnFish_Dropped_SwimAway;
|
||||
this->unk_250 = 5;
|
||||
this->unk_250 = UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2;
|
||||
}
|
||||
|
||||
void EnFish_Dropped_SwimAway(EnFish* this, GlobalContext* globalCtx) {
|
||||
|
|
|
@ -1048,7 +1048,9 @@ void EnFloormas_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
Actor_MoveForward(&this->actor);
|
||||
}
|
||||
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, this->actor.scale.x * 3000.0f, 0.0f, 0x1D);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, this->actor.scale.x * 3000.0f, 0.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
if (this->actionFunc == EnFloormas_Charge) {
|
||||
this->actor.flags |= ACTOR_FLAG_24;
|
||||
|
|
|
@ -239,7 +239,7 @@ void EnFu_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
if ((!(this->behaviorFlags & FU_WAIT)) && (SkelAnime_Update(&this->skelanime) != 0)) {
|
||||
Animation_Change(&this->skelanime, this->skelanime.animation, 1.0f, 0.0f,
|
||||
Animation_GetLastFrame(this->skelanime.animation), ANIMMODE_ONCE, 0.0f);
|
||||
|
|
|
@ -363,7 +363,8 @@ void EnFw_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
if (!CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_13)) {
|
||||
// not attached to hookshot.
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, 20.0f, 0.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, 20.0f, 0.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
this->actionFunc(this, globalCtx);
|
||||
if (this->damageTimer == 0 && this->explosionTimer == 0 && this->actionFunc == EnFw_Run) {
|
||||
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
|
|
|
@ -697,7 +697,8 @@ void EnFz_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
Actor_MoveForward(&this->actor);
|
||||
|
||||
if (this->updateBgInfo) {
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 20.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 20.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
}
|
||||
|
||||
iceSmokeSpawnFuncs[this->state](this);
|
||||
|
|
|
@ -431,7 +431,8 @@ void EnGSwitch_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
if ((this->type != ENGSWITCH_SILVER_TRACKER) && (this->type != ENGSWITCH_SILVER_RUPEE) &&
|
||||
(this->type != ENGSWITCH_TARGET_RUPEE)) {
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 50.0f, 100.0f, 0x1C);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 50.0f, 100.0f,
|
||||
UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
|
||||
}
|
||||
if (this->actor.draw != NULL) {
|
||||
if (this->type == ENGSWITCH_TARGET_RUPEE) {
|
||||
|
|
|
@ -723,7 +723,8 @@ void EnGe1_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 40.0f, 25.0f, 40.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 40.0f, 25.0f, 40.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
this->animFunc(this);
|
||||
this->actionFunc(this, globalCtx);
|
||||
|
||||
|
|
|
@ -488,7 +488,8 @@ void EnGe2_MaintainColliderAndSetAnimState(EnGe2* this, GlobalContext* globalCtx
|
|||
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 40.0f, 25.0f, 40.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 40.0f, 25.0f, 40.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
|
||||
if (!(this->stateFlags & GE2_STATE_ANIMCOMPLETE) && SkelAnime_Update(&this->skelAnime)) {
|
||||
this->stateFlags |= GE2_STATE_ANIMCOMPLETE;
|
||||
|
@ -599,7 +600,8 @@ void EnGe2_UpdateStunned(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 40.0f, 25.0f, 40.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 40.0f, 25.0f, 40.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
|
||||
if ((this->collider.base.acFlags & 2) &&
|
||||
((this->collider.info.acHitInfo == NULL) || !(this->collider.info.acHitInfo->toucher.dmgFlags & 0x80))) {
|
||||
|
|
|
@ -175,7 +175,8 @@ void EnGe3_UpdateCollision(EnGe3* this, GlobalContext* globalCtx) {
|
|||
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 40.0f, 25.0f, 40.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 40.0f, 25.0f, 40.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
|
||||
if (!(this->unk_30C & 2) && SkelAnime_Update(&this->skelAnime)) {
|
||||
this->unk_30C |= 2;
|
||||
|
|
|
@ -1402,7 +1402,9 @@ void EnGeldB_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
EnGeldB_CollisionCheck(this, globalCtx);
|
||||
if (this->actor.colChkInfo.damageEffect != GELDB_DMG_UNK_6) {
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 15.0f, 30.0f, 60.0f, 0x1D);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 15.0f, 30.0f, 60.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
this->actionFunc(this, globalCtx);
|
||||
this->actor.focus.pos = this->actor.world.pos;
|
||||
this->actor.focus.pos.y += 40.0f;
|
||||
|
|
|
@ -1033,7 +1033,7 @@ void EnGo_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
Actor_MoveForward(&this->actor);
|
||||
}
|
||||
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
func_80A3F0E4(this);
|
||||
func_80A3F908(this, globalCtx);
|
||||
this->actionFunc(this, globalCtx);
|
||||
|
|
|
@ -1952,7 +1952,7 @@ void EnGo2_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
SkelAnime_Update(&this->skelAnime);
|
||||
EnGo2_RollForward(this);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, (f32)this->collider.dim.height * 0.5f,
|
||||
(f32)this->collider.dim.radius * 0.6f, 0.0f, 5);
|
||||
(f32)this->collider.dim.radius * 0.6f, 0.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
if (this->unk_194.unk_00 == 0) {
|
||||
func_80A44AB0(this, globalCtx);
|
||||
}
|
||||
|
|
|
@ -720,7 +720,8 @@ void EnGoma_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
Math_SmoothStepToF(&this->actor.scale.y, 0.01f, 0.5f, 0.00075f, 0.000001f);
|
||||
Math_SmoothStepToF(&this->actor.scale.z, 0.01f, 0.5f, 0.00075f, 0.000001f);
|
||||
EnGoma_UpdateHit(this, globalCtx);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 50.0f, 100.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 50.0f, 100.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
EnGoma_SetFloorRot(this);
|
||||
Actor_SetFocus(&this->actor, 20.0f);
|
||||
EnGoma_LookAtPlayer(this, globalCtx);
|
||||
|
@ -875,7 +876,7 @@ void EnGoma_BossLimb(EnGoma* this, GlobalContext* globalCtx) {
|
|||
Vec3f pos;
|
||||
|
||||
this->actor.world.pos.y -= 5.0f;
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 50.0f, 100.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 50.0f, 50.0f, 100.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
this->actor.world.pos.y += 5.0f;
|
||||
|
||||
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
|
||||
|
|
|
@ -732,7 +732,8 @@ void EnGoroiwa_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->actionFunc(this, globalCtx);
|
||||
switch ((this->actor.params >> 10) & 1) {
|
||||
case 1:
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 0x1C);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f,
|
||||
UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
|
||||
break;
|
||||
case 0:
|
||||
this->actor.floorHeight = BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &this->actor.floorPoly, &sp30,
|
||||
|
|
|
@ -362,7 +362,8 @@ void func_80A4ED34(EnGs* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
|
||||
if (this->unk_19F == 4) {
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 60.0f, 3);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 60.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_1);
|
||||
if (this->actor.bgCheckFlags & (BGCHECKFLAG_WALL | BGCHECKFLAG_CEILING)) {
|
||||
bomb2Pos.x = this->actor.world.pos.x;
|
||||
bomb2Pos.y = this->actor.world.pos.y;
|
||||
|
|
|
@ -788,7 +788,9 @@ void EnHeishi2_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
case 9:
|
||||
break;
|
||||
default:
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, 10.0f, 30.0f, 0x1D);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, 10.0f, 30.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
break;
|
||||
|
|
|
@ -223,7 +223,8 @@ void EnHeishi3_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->actionFunc(this, globalCtx);
|
||||
this->actor.shape.rot = this->actor.world.rot;
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 50.0f, 0x1C);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 20.0f, 50.0f,
|
||||
UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
}
|
||||
|
|
|
@ -358,7 +358,9 @@ void EnHeishi4_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->unk_27E += 1;
|
||||
this->actionFunc(this, globalCtx);
|
||||
Actor_MoveForward(thisx);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, thisx, 10.0f, 10.0f, 30.0f, 0x1D);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, thisx, 10.0f, 10.0f, 30.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
}
|
||||
|
|
|
@ -483,8 +483,9 @@ void EnHintnuts_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->actionFunc(this, globalCtx);
|
||||
if (this->actionFunc != EnHintnuts_Freeze && this->actionFunc != EnHintnuts_BeginFreeze) {
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, this->collider.dim.radius,
|
||||
this->collider.dim.height, 0x1D);
|
||||
Actor_UpdateBgCheckInfo(
|
||||
globalCtx, &this->actor, 20.0f, this->collider.dim.radius, this->collider.dim.height,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
|
||||
}
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
if (this->collider.base.acFlags & AC_ON) {
|
||||
|
|
|
@ -328,7 +328,8 @@ void EnHonotrap_FlameDrop(EnHonotrap* this, GlobalContext* globalCtx) {
|
|||
if (this->actor.velocity.y > 0.0f) {
|
||||
this->actor.world.pos.x += this->actor.velocity.x;
|
||||
this->actor.world.pos.z += this->actor.velocity.z;
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 7.0f, 12.0f, 0.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 7.0f, 12.0f, 0.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
}
|
||||
if (!Math_StepToF(&this->actor.world.pos.y, this->actor.floorHeight + 1.0f, this->actor.velocity.y)) {
|
||||
this->actor.velocity.y += 1.0f;
|
||||
|
@ -366,7 +367,9 @@ void EnHonotrap_FlameMove(EnHonotrap* this, GlobalContext* globalCtx) {
|
|||
ready &= Math_StepToF(&this->actor.world.pos.x, this->targetPos.x, speed.x);
|
||||
ready &= Math_StepToF(&this->actor.world.pos.y, this->targetPos.y, speed.y);
|
||||
ready &= Math_StepToF(&this->actor.world.pos.z, this->targetPos.z, speed.z);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 7.0f, 10.0f, 0.0f, 0x1D);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 7.0f, 10.0f, 0.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
|
||||
if (this->collider.tris.base.atFlags & AT_BOUNCED) {
|
||||
Player* player = GET_PLAYER(globalCtx);
|
||||
|
@ -418,7 +421,9 @@ void EnHonotrap_FlameChase(EnHonotrap* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
this->actor.velocity.y *= 0.95f;
|
||||
func_8002D7EC(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 7.0f, 10.0f, 0.0f, 0x1D);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 7.0f, 10.0f, 0.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
if (this->collider.cyl.base.atFlags & AT_BOUNCED) {
|
||||
Player* player = GET_PLAYER(globalCtx);
|
||||
Vec3s shieldRot;
|
||||
|
@ -447,7 +452,9 @@ void EnHonotrap_FlameVanish(EnHonotrap* this, GlobalContext* globalCtx) {
|
|||
|
||||
this->actor.scale.z = this->actor.scale.y = this->actor.scale.x;
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 7.0f, 10.0f, 0.0f, 0x1D);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 7.0f, 10.0f, 0.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
if (ready) {
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
|
|
@ -3115,7 +3115,8 @@ void EnHorse_UpdateBgCheckInfo(EnHorse* this, GlobalContext* globalCtx) {
|
|||
Vec3f obstacleTop;
|
||||
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, globalCtx->sceneNum == SCENE_SPOT20 ? 19.0f : 40.0f, 35.0f, 100.0f,
|
||||
29);
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
|
||||
if (EnHorse_BgCheckBridgeJumpPoint(this, globalCtx)) {
|
||||
return;
|
||||
|
|
|
@ -289,7 +289,9 @@ void EnHorseGanon_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
|
||||
sActionFuncs[this->action](this, globalCtx);
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 55.0f, 100.0f, 29);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 55.0f, 100.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
this->actor.focus.pos = this->actor.world.pos;
|
||||
this->actor.focus.pos.y += 70.0f;
|
||||
Collider_UpdateCylinder(&this->actor, &this->colliderBody);
|
||||
|
|
|
@ -555,7 +555,9 @@ void EnHorseLinkChild_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
|
||||
sActionFuncs[this->action](this, globalCtx);
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 55.0f, 100.0f, 0x1D);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 55.0f, 100.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
|
||||
if ((globalCtx->sceneNum == SCENE_SPOT20) && (this->actor.world.pos.z < -2400.0f)) {
|
||||
this->actor.world.pos.z = -2400.0f;
|
||||
|
|
|
@ -570,7 +570,9 @@ void EnHorseNormal_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
|
||||
sActionFuncs[this->action](this, globalCtx);
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 35.0f, 100.0f, 0x1D);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 35.0f, 100.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
if (globalCtx->sceneNum == SCENE_SPOT20 && this->actor.world.pos.z < -2400.0f) {
|
||||
this->actor.world.pos.z = -2400.0f;
|
||||
}
|
||||
|
|
|
@ -233,7 +233,9 @@ void EnHorseZelda_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
sActionFuncs[this->action](this, globalCtx);
|
||||
this->actor.speedXZ = 0.0f;
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 55.0f, 100.0f, 0x1D);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 55.0f, 100.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
this->actor.focus.pos = this->actor.world.pos;
|
||||
this->actor.focus.pos.y += 70.0f;
|
||||
Collider_UpdateCylinder(&this->actor, &this->colliderCylinder);
|
||||
|
|
|
@ -233,7 +233,7 @@ void EnHs_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
Collider_UpdateCylinder(thisx, &this->collider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
this->skelAnime.curFrame = 0.0f;
|
||||
}
|
||||
|
|
|
@ -112,7 +112,7 @@ void EnHs2_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
this->skelAnime.curFrame = 0.0f;
|
||||
}
|
||||
|
|
|
@ -1085,7 +1085,7 @@ void EnHy_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
Actor_MoveForward(&this->actor);
|
||||
}
|
||||
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
}
|
||||
|
||||
this->actionFunc(this, globalCtx);
|
||||
|
|
|
@ -247,7 +247,8 @@ void EnIceHono_DropFlame(EnIceHono* this, GlobalContext* globalCtx) {
|
|||
EnIceHono_SetupActionSpreadFlames(this);
|
||||
}
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, this->actor.scale.x * 3500.0f, 0.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, this->actor.scale.x * 3500.0f, 0.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
this->collider.dim.radius = this->actor.scale.x * 4000.0f;
|
||||
|
@ -275,7 +276,7 @@ void EnIceHono_SpreadFlames(EnIceHono* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
this->actor.scale.z = this->actor.scale.x;
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, this->actor.scale.x * 3500.0f, 0.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, this->actor.scale.x * 3500.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
if (this->timer < 25) {
|
||||
this->alpha -= 10;
|
||||
this->alpha = CLAMP(this->alpha, 0, 255);
|
||||
|
@ -326,7 +327,7 @@ void EnIceHono_SmallFlameMove(EnIceHono* this, GlobalContext* globalCtx) {
|
|||
this->actor.scale.z = this->actor.scale.x;
|
||||
Math_StepToF(&this->actor.speedXZ, 0, 0.06f);
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, 10.0f, 0.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, 10.0f, 0.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
|
||||
if (this->timer < 25) {
|
||||
this->alpha -= 10;
|
||||
|
|
|
@ -772,7 +772,9 @@ void func_80A75FA0(Actor* thisx, GlobalContext* globalCtx) {
|
|||
}
|
||||
}
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f, 0x1D);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
this->actor.focus.pos = this->actor.world.pos;
|
||||
this->actor.focus.pos.y += 45.0f;
|
||||
Collider_UpdateCylinder(&this->actor, &this->bodyCollider);
|
||||
|
@ -1029,7 +1031,8 @@ void func_80A76E2C(EnIk* this, GlobalContext* globalCtx, Vec3f* pos) {
|
|||
}
|
||||
|
||||
void func_80A77034(EnIk* this, GlobalContext* globalCtx) {
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f, 5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
}
|
||||
|
||||
s32 func_80A7707C(EnIk* this) {
|
||||
|
|
|
@ -918,7 +918,7 @@ void EnIn_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
if (this->skelAnime.animation == &object_in_Anim_001BE0 && ((gSaveContext.eventInf[0] & 0xF) != 6)) {
|
||||
func_80A79690(&this->skelAnime, this, globalCtx);
|
||||
}
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
}
|
||||
EnIn_UpdateEyes(this);
|
||||
this->actionFunc(this, globalCtx);
|
||||
|
|
|
@ -749,15 +749,15 @@ void EnInsect_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
phi_v0 = 0;
|
||||
|
||||
if (this->unk_314 & 1) {
|
||||
phi_v0 = 4;
|
||||
phi_v0 = UPDBGCHECKINFO_FLAG_2;
|
||||
}
|
||||
|
||||
if (this->unk_314 & 2) {
|
||||
phi_v0 |= 1;
|
||||
phi_v0 |= UPDBGCHECKINFO_FLAG_0;
|
||||
}
|
||||
|
||||
if (phi_v0 != 0) {
|
||||
phi_v0 |= 0x40;
|
||||
phi_v0 |= UPDBGCHECKINFO_FLAG_6;
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 8.0f, 5.0f, 0.0f, phi_v0);
|
||||
}
|
||||
|
||||
|
|
|
@ -395,7 +395,9 @@ void EnIshi_LiftedUp(EnIshi* this, GlobalContext* globalCtx) {
|
|||
EnIshi_Fall(this);
|
||||
func_80A7ED94(&this->actor.velocity, D_80A7FA28[this->actor.params & 1]);
|
||||
func_8002D7EC(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 7.5f, 35.0f, 0.0f, 0xC5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 7.5f, 35.0f, 0.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_6 |
|
||||
UPDBGCHECKINFO_FLAG_7);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -464,7 +466,9 @@ void EnIshi_Fly(EnIshi* this, GlobalContext* globalCtx) {
|
|||
func_8002D7EC(&this->actor);
|
||||
this->actor.shape.rot.x += sRotSpeedX;
|
||||
this->actor.shape.rot.y += sRotSpeedY;
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 7.5f, 35.0f, 0.0f, 0xC5);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 7.5f, 35.0f, 0.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_6 |
|
||||
UPDBGCHECKINFO_FLAG_7);
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
}
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue