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Generic actor params getters (#1359)

* Initial PARAMS_GET macros

* NOSHIFT macro

* Use number of bits rather than raw mask values

* Add descriptions for each generic macro

* Reformat

* Adjust comment

* format

* edit en_door macro names

* edit redead macro name

* edit bdan switch macro name, and remove unneeded comments in go2

* mizushutter macro names

* remove PARAMS_GET_S, rework ishi switch flag handling

* actually remove PARAMS_GET_S

* remove PARAMS_GET2_S

* PARAMS_GET_U and PARAMS_GET_S

* format

* fix merge

* format

---------

Co-authored-by: fig02 <fig02srl@gmail.com>
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
This commit is contained in:
Tharo 2024-08-14 20:29:43 +01:00 committed by GitHub
parent 137e0d2a10
commit eaf955ad22
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GPG key ID: B5690EEEBB952194
200 changed files with 1113 additions and 1045 deletions

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@ -99,7 +99,7 @@ void EnBx_Init(Actor* thisx, PlayState* play) {
thisx->colChkInfo.mass = MASS_IMMOVABLE;
this->unk_14C = 0;
thisx->uncullZoneDownward = 2000.0f;
if (Flags_GetSwitch(play, (thisx->params >> 8) & 0xFF)) {
if (Flags_GetSwitch(play, PARAMS_GET_U(thisx->params, 8, 8))) {
Actor_Kill(&this->actor);
}
thisx->params &= 0xFF;
@ -141,7 +141,7 @@ void EnBx_Update(Actor* thisx, PlayState* play) {
(&player->actor == this->collider.base.ac) || (&player->actor == this->colliderQuad.base.at)) {
tmp33 = player->invincibilityTimer & 0xFF;
tmp32 = thisx->world.rot.y;
if (!(thisx->params & 0x80)) {
if (!PARAMS_GET_NOSHIFT(thisx->params, 7, 1)) {
tmp32 = thisx->yawTowardsPlayer;
}
if ((&player->actor != this->collider.base.at) && (&player->actor != this->collider.base.ac) &&
@ -190,7 +190,7 @@ void EnBx_Update(Actor* thisx, PlayState* play) {
Collider_UpdateCylinder(thisx, &this->collider);
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
if (thisx->params & 0x80) {
if (PARAMS_GET_NOSHIFT(thisx->params, 7, 1)) {
CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderQuad.base);
}
}
@ -212,14 +212,14 @@ void EnBx_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x0C, mtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_809D2560[this->actor.params & 0x7F]));
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_809D2560[PARAMS_GET_U(this->actor.params, 0, 7)]));
gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 16, 16, 1, 0,
(play->gameplayFrames * -10) % 128, 32, 32));
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_bx.c", 478),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->actor.params & 0x80) {
if (PARAMS_GET_NOSHIFT(this->actor.params, 7, 1)) {
func_809D1D0C(&this->actor, play);
}