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Fixup feetFloorFlags
doc and -> feetFloorFlag
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3f784d0068
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3 changed files with 12 additions and 10 deletions
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@ -96,7 +96,7 @@ typedef struct {
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/* 0x0C */ ActorShadowFunc shadowDraw; // Shadow draw function
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/* 0x10 */ f32 shadowScale; // Changes the size of the shadow
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/* 0x14 */ u8 shadowAlpha; // Default is 255
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/* 0x15 */ u8 feetFloorFlags; // Set if the actor's foot is clipped under the floor. & 1 is right foot, & 2 is left
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/* 0x15 */ u8 feetFloorFlag; // 0 if actor or feet aren't on ground, or 1 or 2 depending on feet positions
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/* 0x18 */ Vec3f feetPos[2]; // Update by using `Actor_SetFeetPos` in PostLimbDraw
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} ActorShape; // size = 0x30
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@ -137,18 +137,20 @@ void ActorShadow_DrawFeet(Actor* actor, Lights* lights, GlobalContext* globalCtx
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POLY_OPA_DISP = Gfx_CallSetupDL(POLY_OPA_DISP, 0x2C);
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actor->shape.feetFloorFlags = 0;
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// feetFloorFlag is temporarily a bitfield where the bits are set if the foot is on ground
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// feetFloorFlag & 2 is left foot, feetFloorFlag & 1 is right foot
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actor->shape.feetFloorFlag = 0;
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for (i = 0; i < 2; i++) {
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feetPosPtr->y += 50.0f;
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*floorHeightPtr = func_800BFCB8(globalCtx, &floorMtx, feetPosPtr);
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feetPosPtr->y -= 50.0f;
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actor->shape.feetFloorFlags <<= 1;
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actor->shape.feetFloorFlag <<= 1;
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distToFloor = feetPosPtr->y - *floorHeightPtr;
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if ((-1.0f <= distToFloor) && (distToFloor < 500.0f)) {
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if (distToFloor <= 0.0f) {
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actor->shape.feetFloorFlags++;
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actor->shape.feetFloorFlag++;
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}
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distToFloor = CLAMP_MAX(distToFloor, 30.0f);
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shadowAlpha = (f32)actor->shape.shadowAlpha * (1.0f - (distToFloor * (1.0f / 30.0f)));
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@ -189,14 +191,14 @@ void ActorShadow_DrawFeet(Actor* actor, Lights* lights, GlobalContext* globalCtx
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}
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if (!(actor->bgCheckFlags & BGCHECKFLAG_GROUND)) {
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actor->shape.feetFloorFlags = 0;
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} else if (actor->shape.feetFloorFlags == 3) {
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actor->shape.feetFloorFlag = 0;
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} else if (actor->shape.feetFloorFlag == 3) {
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f32 footDistY = actor->shape.feetPos[FOOT_LEFT].y - actor->shape.feetPos[FOOT_RIGHT].y;
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if ((floorHeight[0] + footDistY) < (floorHeight[1] - footDistY)) {
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actor->shape.feetFloorFlags = 2;
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if ((floorHeight[FOOT_LEFT] + footDistY) < (floorHeight[FOOT_RIGHT] - footDistY)) {
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actor->shape.feetFloorFlag = 2;
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} else {
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actor->shape.feetFloorFlags = 1;
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actor->shape.feetFloorFlag = 1;
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}
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}
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@ -10961,7 +10961,7 @@ void func_8084BBE4(Player* this, GlobalContext* globalCtx) {
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return;
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}
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if (CHECK_BTN_ALL(sControlInput->cur.button, BTN_A) || (this->actor.shape.feetFloorFlags != 0)) {
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if (CHECK_BTN_ALL(sControlInput->cur.button, BTN_A) || (this->actor.shape.feetFloorFlag != 0)) {
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func_80837B60(this);
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if (this->unk_84F < 0) {
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this->linearVelocity = -0.8f;
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