diff --git a/actors.html b/actors.html index 90f5039e6..a9d670ce4 100644 --- a/actors.html +++ b/actors.html @@ -90,7 +90,7 @@ $(document).ready(function(){initNavTree('actors.html',''); initResizable(); });
If you are familiar with oot or sm64 prepare to be very disappointed. Both games split actors into separate files. In an unorderly fashion, mk64 appears to place all actors in the same file save for the odd exception.
-Actor setup:
Example actor setup based on update_course_actors
Check actor_types.h for a full list of options. You can create a new actor struct for your actor and customize it or use a predefined one. All actor structs must retain the same size. Generally, the types in the struct may be modified so long as type and flags stay the same as those are used elsewhere.
See update_obj_railroad_crossing for an example of how a timer may be setup and used.
Audio may be activated in the following method: func_800C98B8(actor->pos, actor->velocity, s32_audio_flag);
Audio may be activated using the following method: func_800C98B8
For more complex uses such as distanceFrom and collision, you will need to analyze the other actors.
gActorList contains:
The actor code has two main parts; the update code and the render code. The update code alters the position/rotation of the object whereas the render code displays the object on the screen.
gObjectList contains:
gObjectList contains:
The object system is much more complex than actors and is not well documented.
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