Documentation pass for the Target system (#1281)

* cleanup

* import bss

* sActorHiliteMtx

* some cleanups on func_800BB604

* Actor_IsInTargetableRange

* rematch func_800BB604

Co-authored-by: engineer124 <engineer124engineer124@gmail.com>

* Name ACTOR_FLAG_UNFRIENDLY and ACTOR_FLAG_FRIENDLY

* Rename some Target_ functions

* cleanusp

* TargetMode enum

* Target_800B82EC

* sNaming

* more

* more naming

* fairyHintPos

* rotation

* ACTOR_FLAG_TARGETABLE

* update namefixer

* remove trailing comma

* bss

* Wall of text for Target_800BB604

* function naming

* cleanups

* Target_GetAdjustedDistSq

* NotLeash

* more comments

* minor comment

* review

* fix

* rotZTick

* review

* name last members

* fix

* review

* review

* more namefixer

* swap members

* comment

* Update src/code/z_actor.c

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Update src/code/z_actor.c

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* review

* format

* Update src/code/z_actor.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update include/z64actor.h

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* review

* review

* fix

* fix

---------

Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
This commit is contained in:
Anghelo Carvajal
2023-09-02 15:16:45 -04:00
committed by GitHub
parent cbf9d98dba
commit 9cceea48f3
304 changed files with 1620 additions and 1501 deletions
+2 -2
View File
@@ -231,7 +231,7 @@ s32 func_800F0DD4(EnHy* enHy, PlayState* play, s16 arg2, s16 arg3) {
enHy->actor.shape.rot.y = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->knobDoor.dyna.actor.world.pos);
enHy->actor.world.rot.y = enHy->actor.shape.rot.y;
enHy->actor.gravity = 0.0f;
enHy->actor.flags &= ~ACTOR_FLAG_1;
enHy->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
}
}
return ret;
@@ -239,7 +239,7 @@ s32 func_800F0DD4(EnHy* enHy, PlayState* play, s16 arg2, s16 arg3) {
s32 EnHy_SetPointFowards(EnHy* enHy, PlayState* play, f32 gravity, s16 animIndex) {
enHy->actor.gravity = gravity;
enHy->actor.flags |= ACTOR_FLAG_1;
enHy->actor.flags |= ACTOR_FLAG_TARGETABLE;
EnHy_ChangeObjectAndAnim(enHy, play, animIndex);
enHy->curPoint++;
return false;