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Cleanup files in code. Decompile code_800CAAD0.c
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+22
-24
@@ -1,53 +1,51 @@
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#include <ultra64.h>
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#include <global.h>
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// TODO this file looks like an actor, it should be cleaned up as such
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// This file is most likely z_en_a_obj.c
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// This file is most likely En_A_Obj
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UNK_RET EnAObj_Init(ActorEnAObj* a0, GlobalContext* a1) {
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ActorEnAObj* s0 = (ActorEnAObj*)a0;
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void EnAObj_Init(ActorEnAObj* this, GlobalContext* ctxt) {
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ActorEnAObj* s0 = (ActorEnAObj*)this;
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s0->base.textId = ((s0->base.variable >> 8) & 0xFF) | 0x300;
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s0->base.variable = (s0->base.variable & 0xFF) - 9;
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Lib_ApplyActorInitVars((Actor*)s0, (ActorInitVar*)&enAObjInitVar);
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Actor_SetPostDrawParams(&s0->base.postDrawParams, 0, (actor_post_draw_func*)func_800B3FC0, 12);
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Collision_InitCylinder(a1, &s0->collision, (Actor*)s0, &enAObjCylinderInit);
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Collision_InitCylinder(ctxt, &s0->collision, (Actor*)s0, &enAObjCylinderInit);
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Collision_CylinderMoveToActor((Actor*)s0, &s0->collision);
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s0->base.unkA0.unk16 = 255;
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s0->update = (actor_func)EnAObj_Update1;
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}
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UNK_RET EnAObj_Fini(ActorEnAObj* a0, GlobalContext* a1) {
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ColCylinder* a2 = &a0->collision;
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Collision_FiniCylinder(a1, a2);
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void EnAObj_Fini(ActorEnAObj* this, GlobalContext* ctxt) {
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ColCylinder* a2 = &this->collision;
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Collision_FiniCylinder(ctxt, a2);
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}
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UNK_RET EnAObj_Update1(ActorEnAObj* a0, GlobalContext* a1) {
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void EnAObj_Update1(ActorEnAObj* this, GlobalContext* ctxt) {
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s16 v0;
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s32 v1;
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if (func_800B84D0((Actor*)a0, a1) != 0) {
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a0->update = (actor_func)EnAObj_Update2;
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if (func_800B84D0((Actor*)this, ctxt) != 0) {
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this->update = (actor_func)EnAObj_Update2;
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} else {
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v0 = a0->base.unk92 - a0->base.postDrawParams.rotation.y;
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v0 = this->base.unk92 - this->base.postDrawParams.rotation.y;
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v1 = (v0 < 0)? -v0 : v0;
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if ((v1 < 10240) || ((a0->base.variable == 1) && (v1 > 22528))) {
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func_800B863C((Actor*)a0, a1);
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if ((v1 < 10240) || ((this->base.variable == 1) && (v1 > 22528))) {
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func_800B863C((Actor*)this, ctxt);
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}
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}
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}
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UNK_RET EnAObj_Update2(ActorEnAObj* a0, GlobalContext* a1) {
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if (func_800B867C((Actor*)a0, a1) != 0) {
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a0->update = (actor_func)EnAObj_Update1;
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void EnAObj_Update2(ActorEnAObj* this, GlobalContext* ctxt) {
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if (func_800B867C((Actor*)this, ctxt) != 0) {
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this->update = (actor_func)EnAObj_Update1;
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}
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}
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UNK_RET EnAObj_Main(ActorEnAObj* a0, GlobalContext* a1) {
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(a0->update)((Actor*)a0, (GlobalContext*)a1);
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func_800B675C((Actor*)a0, 45.0f);
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Collision_AddOT(a1, &a1->collisionContext, (ColCommon*)&a0->collision);
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void EnAObj_Main(ActorEnAObj* this, GlobalContext* ctxt) {
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(this->update)((Actor*)this, (GlobalContext*)ctxt);
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func_800B675C((Actor*)this, 45.0f);
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Collision_AddOT(ctxt, &ctxt->collisionContext, (ColCommon*)&this->collision);
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}
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UNK_RET EnAObj_Draw(ActorEnAObj* a0, GlobalContext* a1) {
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func_800BDFC0(a1, enAObjDisplayLists[a0->base.variable]);
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void EnAObj_Draw(ActorEnAObj* this, GlobalContext* ctxt) {
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func_800BDFC0(ctxt, enAObjDisplayLists[this->base.variable]);
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}
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