move actors code in actors folder and rename thing related to actor (#584)

* Move actors into their folders

* Renamings and documentation
This commit is contained in:
coco875
2024-04-03 20:44:44 +02:00
committed by GitHub
parent 705fb6d915
commit 12f332614e
64 changed files with 4330 additions and 3812 deletions
+11 -11
View File
@@ -864,7 +864,7 @@ void func_8002934C(Player *player, Camera *camera, s8 arg2, s8 playerId) {
player->unk_0CC[arg2] = func_802B7C40(temp_f0 / temp_f2) * 2;
}
}
if ((player->effects & 0x04000000) == 0x04000000) {
if ((player->effects & HIT_EFFECT) == HIT_EFFECT) {
player->unk_0CC[arg2] = (s16) ((s32) player->unk_D9C);
}
if ((player->effects & 8) != 8) {
@@ -879,7 +879,7 @@ void func_8002934C(Player *player, Camera *camera, s8 arg2, s8 playerId) {
}
player->unk_0D4[arg2] = (s16) ((s32) (((f64) func_802B7C40(var_f0 / temp_f2)) * 0.5));
}
if ((player->effects & 0x04000000) == 0x04000000) {
if ((player->effects & HIT_EFFECT) == HIT_EFFECT) {
player->unk_0D4[arg2] = (s16) ((s32) player->unk_D9C);
}
func_80029200(player, arg2);
@@ -1538,8 +1538,8 @@ void apply_sound_effect(Player *player, s8 playerId, UNUSED s8 arg2) {
if ((player->soundEffects & 0x20000) == 0x20000) {
func_8008D7B0(player, playerId);
}
if ((player->soundEffects & 0x100) == 0x100) {
func_8008DABC(player, playerId);
if ((player->soundEffects & HIT_SOUND_EFFECT) == HIT_SOUND_EFFECT) {
apply_hit_sound_effect(player, playerId);
}
if ((player->soundEffects & HIT_ROTATING_SOUND_EFFECT) == HIT_ROTATING_SOUND_EFFECT) {
apply_hit_rotating_sound_effect(player, playerId);
@@ -1595,7 +1595,7 @@ void func_8002B5C0(Player *player, UNUSED s8 playerId, UNUSED s8 arg2) {
if ((player->effects & 0x800000) == 0x800000) {
player->soundEffects &= 0xFE1D0478;
}
if ((player->effects & 0x04000000) == 0x04000000) {
if ((player->effects & HIT_EFFECT) == HIT_EFFECT) {
player->soundEffects &= 0xFE1D0578;
}
if ((player->effects & 0x01000000) == 0x01000000) {
@@ -2094,8 +2094,8 @@ void apply_effect(Player *player, s8 arg1, s8 arg2) {
if ((player->effects & BOOST_RAMP_WOOD_EFFECT) == BOOST_RAMP_WOOD_EFFECT) {
apply_boost_ramp_wood_effect(player);
}
if ((s32)(player->effects & 0x04000000) == 0x04000000) {
func_8008DC08(player, arg1);
if ((s32)(player->effects & HIT_EFFECT) == HIT_EFFECT) {
apply_hit_effect(player, arg1);
}
if ((player->effects & LIGHTNING_EFFECT) == LIGHTNING_EFFECT) {
apply_lightning_effect(player, arg1);
@@ -2312,7 +2312,7 @@ void func_8002D268(Player *player, UNUSED Camera *camera, s8 arg2, s8 playerId)
sp98[2] += (((((f64) ((sp184[2] + spAC) + sp160[2])) - (sp98[2] * (0.12 * ((f64) player->kartFriction)))) / 6000.0) / 30.0);
}
sp98[1] += (((((f64) ((sp184[1] + spB0) + sp160[1])) - (sp98[1] * (0.12 * ((f64) player->kartFriction)))) / 6000.0) / ((f64) player->unk_DAC));
if (((((player->unk_0CA & 2) == 2) || ((player->unk_0CA & 8) == 8)) || ((player->effects & 0x04000000) == 0x04000000)) || (player->unk_0CA & 1)) {
if (((((player->unk_0CA & 2) == 2) || ((player->unk_0CA & 8) == 8)) || ((player->effects & HIT_EFFECT) == HIT_EFFECT)) || (player->unk_0CA & 1)) {
sp98[0] = 0.0f;
sp98[1] = 0.0f;
sp98[2] = 0.0f;
@@ -2334,7 +2334,7 @@ void func_8002D268(Player *player, UNUSED Camera *camera, s8 arg2, s8 playerId)
if (((((player->unk_0CA & 2) != 2)
&& ((player->unk_0CA & 8) != 8))
&& ((player->effects & 0x04000000) != 0x04000000))
&& ((player->effects & HIT_EFFECT) != HIT_EFFECT))
&& (!(player->unk_0CA & 1))) {
func_8002AAC0(player);
spF8 += player->kartHopVelocity;
@@ -4292,7 +4292,7 @@ void func_8003680C(Player *player, s16 arg1) {
(player->effects & 0x20000) ||
(player->effects & 0x01000000) ||
(player->effects & HIT_BY_ITEM_EFFECT) ||
(player->effects & 0x04000000))) {
(player->effects & HIT_EFFECT))) {
if (!(((player->unk_094 / 18.0f) * 216.0f) >= 110.0f)) {
player->effects &= ~0x20000000;
player->unk_228 = 0;
@@ -4638,7 +4638,7 @@ void func_80037CFC(Player *player, struct Controller *controller, s8 arg2) {
((player->effects & 0x01000000) != 0x01000000) &&
((player->effects & HIT_BY_ITEM_EFFECT) != HIT_BY_ITEM_EFFECT) && ((player->effects & 0x10000) != 0x10000) &&
((player->effects & 0x20000) != 0x20000)) {
if (((player->effects & 0x04000000) != 0x04000000) &&
if (((player->effects & HIT_EFFECT) != HIT_EFFECT) &&
((player->effects & 8) != 8) &&
((player->effects & 2) != 2) &&
((player->effects & 0x10) != 0x10) &&