Bootstrap actors (#14)

* Bootstrap actors

* Address feedback. Improve header guard. Remove ovl_Player_Actor, it will need to be handled seperately.
This commit is contained in:
Rozelette
2020-09-13 13:21:43 -05:00
committed by GitHub
parent b930732494
commit 189d0d6c30
1728 changed files with 51355 additions and 789 deletions
+3 -3
View File
@@ -12,7 +12,7 @@ void EnAObj_Init(ActorEnAObj* this, GlobalContext* ctxt) {
Collision_InitCylinder(ctxt, &s0->collision, (Actor*)s0, &enAObjCylinderInit);
Collision_CylinderMoveToActor((Actor*)s0, &s0->collision);
s0->base.unkA0.mass = 255;
s0->update = (actor_func)EnAObj_Update1;
s0->update = (ActorFunc)EnAObj_Update1;
}
void EnAObj_Destroy(ActorEnAObj* this, GlobalContext* ctxt) {
@@ -24,7 +24,7 @@ void EnAObj_Update1(ActorEnAObj* this, GlobalContext* ctxt) {
s16 v0;
s32 v1;
if (func_800B84D0((Actor*)this, ctxt) != 0) {
this->update = (actor_func)EnAObj_Update2;
this->update = (ActorFunc)EnAObj_Update2;
} else {
v0 = this->base.rotTowardsLinkY - this->base.shape.rot.y;
v1 = (v0 < 0)? -v0 : v0;
@@ -36,7 +36,7 @@ void EnAObj_Update1(ActorEnAObj* this, GlobalContext* ctxt) {
void EnAObj_Update2(ActorEnAObj* this, GlobalContext* ctxt) {
if (func_800B867C((Actor*)this, ctxt) != 0) {
this->update = (actor_func)EnAObj_Update1;
this->update = (ActorFunc)EnAObj_Update1;
}
}