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Doc misc 1 (#1160)
* Misc documentation 1 * Add parentheses Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> * Move the parentheses to the right place * `curByte`(2) -> `curChar`(2) Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com> * Revert `isMaterialSet` boolean usage * Fix misplaced line (how did that happen) * Fixup Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
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11 changed files with 265 additions and 262 deletions
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@ -146,16 +146,16 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
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f32 bodyDistDiff;
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f32 phi_f16;
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DynaPolyActor* dynaPolyActor;
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f32 sp94;
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f32 sp90;
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f32 curGrabbedDist;
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f32 grabbedDist;
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s32 pad;
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CollisionPoly* poly;
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s32 bgId;
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Vec3f sp78;
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Vec3f intersectPos;
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Vec3f prevFrameDiff;
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Vec3f sp60;
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f32 sp5C;
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f32 sp58;
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f32 polyNormalX;
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f32 polyNormalZ;
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f32 velocity;
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s32 pad1;
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@ -189,10 +189,11 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
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grabbed = NULL;
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this->grabbed = NULL;
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} else if (this->actor.child != NULL) {
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sp94 = Actor_WorldDistXYZToActor(&this->actor, grabbed);
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sp90 = sqrtf(SQ(this->grabbedDistDiff.x) + SQ(this->grabbedDistDiff.y) + SQ(this->grabbedDistDiff.z));
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curGrabbedDist = Actor_WorldDistXYZToActor(&this->actor, grabbed);
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grabbedDist =
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sqrtf(SQ(this->grabbedDistDiff.x) + SQ(this->grabbedDistDiff.y) + SQ(this->grabbedDistDiff.z));
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Math_Vec3f_Diff(&grabbed->world.pos, &this->grabbedDistDiff, &this->actor.world.pos);
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if (50.0f < (sp94 - sp90)) {
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if ((curGrabbedDist - grabbedDist) > 50.0f) {
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ArmsHook_DetachHookFromActor(this);
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grabbed = NULL;
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}
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@ -256,14 +257,14 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
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sp60.x = this->unk_1F4.x - (this->unk_1E8.x - this->unk_1F4.x);
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sp60.y = this->unk_1F4.y - (this->unk_1E8.y - this->unk_1F4.y);
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sp60.z = this->unk_1F4.z - (this->unk_1E8.z - this->unk_1F4.z);
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if (BgCheck_EntityLineTest1(&globalCtx->colCtx, &sp60, &this->unk_1E8, &sp78, &poly, true, true, true, true,
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&bgId) &&
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!func_8002F9EC(globalCtx, &this->actor, poly, bgId, &sp78)) {
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sp5C = COLPOLY_GET_NORMAL(poly->normal.x);
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sp58 = COLPOLY_GET_NORMAL(poly->normal.z);
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Math_Vec3f_Copy(&this->actor.world.pos, &sp78);
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this->actor.world.pos.x += 10.0f * sp5C;
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this->actor.world.pos.z += 10.0f * sp58;
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if (BgCheck_EntityLineTest1(&globalCtx->colCtx, &sp60, &this->unk_1E8, &intersectPos, &poly, true, true, true,
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true, &bgId) &&
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!func_8002F9EC(globalCtx, &this->actor, poly, bgId, &intersectPos)) {
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polyNormalX = COLPOLY_GET_NORMAL(poly->normal.x);
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polyNormalZ = COLPOLY_GET_NORMAL(poly->normal.z);
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Math_Vec3f_Copy(&this->actor.world.pos, &intersectPos);
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this->actor.world.pos.x += 10.0f * polyNormalX;
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this->actor.world.pos.z += 10.0f * polyNormalZ;
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this->timer = 0;
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if (SurfaceType_IsHookshotSurface(&globalCtx->colCtx, poly, bgId)) {
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if (bgId != BGCHECK_SCENE) {
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@ -299,8 +300,8 @@ void ArmsHook_Draw(Actor* thisx, GlobalContext* globalCtx) {
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ArmsHook* this = (ArmsHook*)thisx;
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Player* player = GET_PLAYER(globalCtx);
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Vec3f sp78;
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Vec3f sp6C;
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Vec3f sp60;
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Vec3f hookNewTip;
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Vec3f hookNewBase;
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f32 sp5C;
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f32 sp58;
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@ -309,16 +310,16 @@ void ArmsHook_Draw(Actor* thisx, GlobalContext* globalCtx) {
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if ((ArmsHook_Shoot != this->actionFunc) || (this->timer <= 0)) {
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Matrix_MultVec3f(&D_80865B70, &this->unk_1E8);
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Matrix_MultVec3f(&D_80865B88, &sp6C);
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Matrix_MultVec3f(&D_80865B94, &sp60);
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Matrix_MultVec3f(&D_80865B88, &hookNewTip);
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Matrix_MultVec3f(&D_80865B94, &hookNewBase);
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this->hookInfo.active = 0;
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} else {
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Matrix_MultVec3f(&D_80865B7C, &this->unk_1E8);
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Matrix_MultVec3f(&D_80865BA0, &sp6C);
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Matrix_MultVec3f(&D_80865BAC, &sp60);
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Matrix_MultVec3f(&D_80865BA0, &hookNewTip);
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Matrix_MultVec3f(&D_80865BAC, &hookNewBase);
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}
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func_80090480(globalCtx, &this->collider, &this->hookInfo, &sp6C, &sp60);
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func_80090480(globalCtx, &this->collider, &this->hookInfo, &hookNewTip, &hookNewBase);
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func_80093D18(globalCtx->state.gfxCtx);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_arms_hook.c", 895),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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