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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>
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200 changed files with 1113 additions and 1045 deletions
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@ -136,7 +136,7 @@ void MirRay_MakeShieldLight(MirRay* this, PlayState* play) {
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player->actor.world.pos.y + 30.0f, player->actor.world.pos.z, this->sourceEndRad,
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this->poolEndRad)) {
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if (dataEntry->params & 8) { // Light beams from mirrors
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if (PARAMS_GET_NOSHIFT(dataEntry->params, 3, 1)) { // Light beams from mirrors
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Math_Vec3f_Diff(&player->actor.world.pos, &this->sourcePt, &reflectionPt);
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} else { // Light beams from windows
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Math_Vec3f_Diff(&this->poolPt, &this->sourcePt, &reflectionPt);
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@ -207,10 +207,10 @@ void MirRay_Init(Actor* thisx, PlayState* play) {
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this->shieldCorners[5].x = 758.0f;
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this->shieldCorners[5].y = -800.0f;
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if (dataEntry->params & 2) {
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if (PARAMS_GET_NOSHIFT(dataEntry->params, 1, 1)) {
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Collider_InitJntSph(play, &this->colliderSph);
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Collider_SetJntSph(play, &this->colliderSph, &this->actor, &sJntSphInit, &this->colliderSphItem);
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if (!(dataEntry->params & 4)) { // Beams not from mirrors
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if (!PARAMS_GET_NOSHIFT(dataEntry->params, 2, 1)) { // Beams not from mirrors
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MirRay_SetupCollider(this);
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}
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}
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