Defines for flags passed to Actor_UpdateBgCheckInfo (#1197)

* add flags

* add comment

* small fix

---------

Co-authored-by: angie <angheloalf95@gmail.com>
This commit is contained in:
engineer124
2023-04-19 06:02:56 +10:00
committed by GitHub
parent 44b04292cd
commit a67d086add
230 changed files with 544 additions and 323 deletions
+1 -1
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@@ -667,7 +667,7 @@ s32 Actor_IsFacingAndNearPlayer(Actor* actor, f32 range, s16 maxAngleDiff);
s32 Actor_ActorAIsFacingAndNearActorB(Actor* actorA, Actor* actorB, f32 range, s16 maxAngleDiff);
void Actor_GetSlopeDirection(CollisionPoly* floorPoly, Vec3f* slopeNormal, s16* downwardSlopeYaw);
void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight, f32 wallCheckRadius, f32 ceilingCheckHeight, u32 flags);
void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight, f32 wallCheckRadius, f32 ceilingCheckHeight, u32 updBgCheckInfoFlags);
Hilite* Hilite_DrawOpa(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx);
void func_800B8050(Actor* actor, PlayState* play, s32 flag);
void func_800B8118(Actor* actor, PlayState* play, s32 flag);
+15
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@@ -134,6 +134,7 @@ typedef struct {
/* 0x18 */ Vec3f feetPos[2]; // Update by using `Actor_SetFeetPos` in PostLimbDrawOpa
} ActorShape; // size = 0x30
// Flags for bgCheckFlags
#define BGCHECKFLAG_GROUND (1 << 0) // Standing on the ground
#define BGCHECKFLAG_GROUND_TOUCH (1 << 1) // Has touched the ground (only active for 1 frame)
#define BGCHECKFLAG_GROUND_LEAVE (1 << 2) // Has left the ground (only active for 1 frame)
@@ -148,6 +149,20 @@ typedef struct {
#define BGCHECKFLAG_PLAYER_800 (1 << 11) //
#define BGCHECKFLAG_PLAYER_1000 (1 << 12) //
// Flags for Actor_UpdateBgCheckInfo
#define UPDBGCHECKINFO_FLAG_1 (1 << 0) // check wall
#define UPDBGCHECKINFO_FLAG_2 (1 << 1) // check ceiling
#define UPDBGCHECKINFO_FLAG_4 (1 << 2) // check floor and water
#define UPDBGCHECKINFO_FLAG_8 (1 << 3)
#define UPDBGCHECKINFO_FLAG_10 (1 << 4)
#define UPDBGCHECKINFO_FLAG_20 (1 << 5) // unused
#define UPDBGCHECKINFO_FLAG_40 (1 << 6) // disable water ripples
#define UPDBGCHECKINFO_FLAG_80 (1 << 7)
#define UPDBGCHECKINFO_FLAG_100 (1 << 8)
#define UPDBGCHECKINFO_FLAG_200 (1 << 9)
#define UPDBGCHECKINFO_FLAG_400 (1 << 10) // check water
#define UPDBGCHECKINFO_FLAG_800 (1 << 11)
typedef struct Actor {
/* 0x000 */ s16 id; // Actor ID
/* 0x002 */ u8 category; // Actor category. Refer to the corresponding enum for values
+21 -21
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@@ -1502,12 +1502,12 @@ void Actor_GetSlopeDirection(CollisionPoly* floorPoly, Vec3f* slopeNormal, s16*
*downwardSlopeYaw = Math_Atan2S_XY(slopeNormal->z, slopeNormal->x);
}
s32 func_800B761C(Actor* actor, f32 arg1, s32 arg2) {
s32 func_800B761C(Actor* actor, f32 arg1, s32 updBgCheckInfoFlags) {
if (actor->bgCheckFlags & BGCHECKFLAG_GROUND) {
actor->bgCheckFlags &= ~BGCHECKFLAG_GROUND;
actor->bgCheckFlags |= BGCHECKFLAG_GROUND_LEAVE;
if ((actor->velocity.y < 0.0f) && (arg2 & 0x10)) {
if ((actor->velocity.y < 0.0f) && (updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_10)) {
actor->velocity.y = 0.0f;
}
return false;
@@ -1516,16 +1516,16 @@ s32 func_800B761C(Actor* actor, f32 arg1, s32 arg2) {
return true;
}
s32 func_800B7678(PlayState* play, Actor* actor, Vec3f* pos, s32 flags) {
s32 func_800B7678(PlayState* play, Actor* actor, Vec3f* pos, s32 updBgCheckInfoFlags) {
f32 distToFloor;
s32 bgId;
pos->y += (flags & 0x800) ? 10.0f : 50.0f;
pos->y += (updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_800) ? 10.0f : 50.0f;
actor->floorHeight = BgCheck_EntityRaycastFloor5_2(play, &play->colCtx, &actor->floorPoly, &bgId, actor, pos);
actor->bgCheckFlags &= ~(BGCHECKFLAG_GROUND_TOUCH | BGCHECKFLAG_GROUND_LEAVE | BGCHECKFLAG_GROUND_STRICT);
if (actor->floorHeight <= BGCHECK_Y_MIN) {
return func_800B761C(actor, BGCHECK_Y_MIN, flags);
return func_800B761C(actor, BGCHECK_Y_MIN, updBgCheckInfoFlags);
}
distToFloor = actor->floorHeight - actor->world.pos.y;
@@ -1551,9 +1551,9 @@ s32 func_800B7678(PlayState* play, Actor* actor, Vec3f* pos, s32 flags) {
if (actor->velocity.y <= 0.0f) {
if (!(actor->bgCheckFlags & BGCHECKFLAG_GROUND)) {
actor->bgCheckFlags |= BGCHECKFLAG_GROUND_TOUCH;
} else if ((flags & 8) && (actor->gravity < 0.0f)) {
} else if ((updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_8) && (actor->gravity < 0.0f)) {
actor->velocity.y = -4.0f;
} else if (!(flags & 0x100)) {
} else if (!(updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_100)) {
actor->velocity.y = 0.0f;
}
@@ -1561,14 +1561,14 @@ s32 func_800B7678(PlayState* play, Actor* actor, Vec3f* pos, s32 flags) {
BgCheck2_AttachToMesh(&play->colCtx, actor, (s32)actor->floorBgId);
}
} else {
return func_800B761C(actor, distToFloor, flags);
return func_800B761C(actor, distToFloor, updBgCheckInfoFlags);
}
return true;
}
void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight, f32 wallCheckRadius,
f32 ceilingCheckHeight, u32 flags) {
f32 ceilingCheckHeight, u32 updBgCheckInfoFlags) {
f32 sp94 = actor->world.pos.y - actor->prevPos.y;
s32 pad;
Vec3f pos;
@@ -1577,21 +1577,21 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight,
BgCheck2_UpdateActorAttachedToMesh(&play->colCtx, actor->floorBgId, actor);
}
if (flags & 1) {
if (updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_1) {
s32 bgId;
actor->bgCheckFlags &= ~BGCHECKFLAG_PLAYER_1000;
if ((!(flags & 0x80) &&
if ((!(updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_80) &&
(BgCheck_EntitySphVsWall3(&play->colCtx, &pos, &actor->world.pos, &actor->prevPos, wallCheckRadius,
&actor->wallPoly, &bgId, actor, wallCheckHeight))) ||
((flags & 0x80) &&
((updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_80) &&
(BgCheck_EntitySphVsWall4(&play->colCtx, &pos, &actor->world.pos, &actor->prevPos, wallCheckRadius,
&actor->wallPoly, &bgId, actor, wallCheckHeight)))) {
CollisionPoly* sp7C = actor->wallPoly;
actor->bgCheckFlags |= BGCHECKFLAG_WALL;
if ((flags & 0x200) && (actor->bgCheckFlags & BGCHECKFLAG_PLAYER_1000) && ((s32)sp7C->normal.y > 0) &&
(sqrtf(SQXYZ(actor->colChkInfo.displacement)) < 10.0f)) {
if ((updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_200) && (actor->bgCheckFlags & BGCHECKFLAG_PLAYER_1000) &&
((s32)sp7C->normal.y > 0) && (sqrtf(SQXYZ(actor->colChkInfo.displacement)) < 10.0f)) {
actor->bgCheckFlags &= ~BGCHECKFLAG_WALL;
} else if (actor->bgCheckFlags & BGCHECKFLAG_WALL) {
Math_Vec3f_Copy(&actor->world.pos, &pos);
@@ -1606,7 +1606,7 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight,
pos.x = actor->world.pos.x;
pos.z = actor->world.pos.z;
if (flags & 2) {
if (updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_2) {
f32 y;
pos.y = actor->prevPos.y + 4.0f;
@@ -1618,12 +1618,12 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight,
actor->bgCheckFlags &= ~BGCHECKFLAG_CEILING;
}
}
if (flags & 4) {
if (updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_4) {
WaterBox* waterbox;
f32 y;
pos.y = actor->prevPos.y;
func_800B7678(play, actor, &pos, flags);
func_800B7678(play, actor, &pos, updBgCheckInfoFlags);
y = actor->world.pos.y;
if (WaterBox_GetSurface1(play, &play->colCtx, actor->world.pos.x, actor->world.pos.z, &y, &waterbox)) {
@@ -1632,7 +1632,7 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight,
actor->bgCheckFlags &= ~(BGCHECKFLAG_WATER | BGCHECKFLAG_WATER_TOUCH);
} else if (!(actor->bgCheckFlags & BGCHECKFLAG_WATER)) {
actor->bgCheckFlags |= (BGCHECKFLAG_WATER | BGCHECKFLAG_WATER_TOUCH);
if (!(flags & 0x40)) {
if (!(updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_40)) {
Vec3f sp64;
sp64.x = actor->world.pos.x;
@@ -1652,7 +1652,7 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight,
}
}
if (flags & 0x400) {
if (updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_400) {
WaterBox* waterbox;
f32 y = actor->world.pos.y;
@@ -1663,7 +1663,7 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight,
actor->bgCheckFlags &= ~(BGCHECKFLAG_WATER | BGCHECKFLAG_WATER_TOUCH);
} else if (!(actor->bgCheckFlags & BGCHECKFLAG_WATER)) {
actor->bgCheckFlags |= (BGCHECKFLAG_WATER | BGCHECKFLAG_WATER_TOUCH);
if (!(flags & 0x40)) {
if (!(updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_40)) {
Vec3f sp50;
sp50.x = actor->world.pos.x;
@@ -3726,7 +3726,7 @@ s16 Actor_TestFloorInDirection(Actor* actor, PlayState* play, f32 distance, s16
actor->world.pos.x += dx;
actor->world.pos.z += dz;
Actor_UpdateBgCheckInfo(play, actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
Math_Vec3f_Copy(&actor->world.pos, &actorPos);
ret = actor->bgCheckFlags & BGCHECKFLAG_GROUND;
+3 -1
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@@ -507,7 +507,9 @@ void EnItem00_Update(Actor* thisx, PlayState* play) {
if (this->actor.gravity != 0.0f) {
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 15.0f, 15.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 15.0f, 15.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
if (this->actor.floorHeight <= BGCHECK_Y_MIN) {
Actor_Kill(&this->actor);
@@ -183,7 +183,7 @@ void BgIcicle_Fall(BgIcicle* this, PlayState* play) {
} else {
Actor_MoveWithGravity(&this->dyna.actor);
this->dyna.actor.world.pos.y += 40.0f;
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
this->dyna.actor.world.pos.y -= 40.0f;
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
}
@@ -226,7 +226,7 @@ void BgIkanaDharma_Update(Actor* thisx, PlayState* play) {
actorBelow = DynaPoly_GetActor(&play->colCtx, this->dyna.actor.floorBgId);
if (actorBelow == NULL) {
Actor_MoveWithGravity(&this->dyna.actor);
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
if (this->dyna.actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
s16 quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
@@ -250,7 +250,8 @@ void BgIkanaDharma_Update(Actor* thisx, PlayState* play) {
wallCheckRadius = CLAMP_MIN(wallCheckRadius, 2.0f);
Actor_MoveWithGravity(&this->dyna.actor);
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 20.0f, wallCheckRadius, 0.0f, 5);
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 20.0f, wallCheckRadius, 0.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
}
Actor_SetFocus(&this->dyna.actor, 40.0f);
@@ -281,7 +281,7 @@ void BgKin2Picture_Fall(BgKin2Picture* this, PlayState* play) {
}
Actor_MoveWithGravity(&this->dyna.actor);
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
if (this->dyna.actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
Math_StepToS(&this->step, 0x7D0, 0x78);
+1 -1
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@@ -993,7 +993,7 @@ void func_809DAB78(Boss02* this, PlayState* play) {
this->unk_0B1C[i].y += this->unk_0164;
Math_ApproachF(&this->unk_0B1C[i].x, -(M_PI / 2), 0.1f, 0.07f);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 50.0f, 150.0f, 100.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 50.0f, 150.0f, 100.0f, UPDBGCHECKINFO_FLAG_4);
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
this->unk_0144 = 23;
+2 -1
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@@ -1993,7 +1993,8 @@ void Boss03_Update(Actor* thisx, PlayState* play2) {
Math_ApproachS(&this->actor.shape.rot.z, 0, 0xA, 0x800);
this->actor.world.pos.y -= 100.0f;
this->actor.prevPos.y -= 100.0f;
Actor_UpdateBgCheckInfo(play, &this->actor, 50.0f, 150.0f, 100.0f, 5);
Actor_UpdateBgCheckInfo(play, &this->actor, 50.0f, 150.0f, 100.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
this->actor.world.pos.y += 100.0f;
this->actor.prevPos.y += 100.0f;
}
+3 -2
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@@ -197,7 +197,7 @@ void Boss04_Init(Actor* thisx, PlayState* play2) {
this->unk_6F0 = this->unk_6E0 + ((this->unk_6E4 - this->unk_6E0) * 0.5f);
this->actor.world.pos.x = this->unk_6E8;
this->actor.world.pos.z = this->unk_6F0;
Actor_UpdateBgCheckInfo(play, &this->actor, 35.0f, 60.0f, 60.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 35.0f, 60.0f, 60.0f, UPDBGCHECKINFO_FLAG_4);
if ((KREG(64) != 0) || CHECK_EVENTINF(EVENTINF_60)) {
func_809ECD00(this, play);
@@ -709,7 +709,8 @@ void Boss04_Update(Actor* thisx, PlayState* play2) {
Actor_MoveWithGravity(&this->actor);
this->actor.world.pos.y -= 100.0f;
this->actor.prevPos.y -= 100.0f;
Actor_UpdateBgCheckInfo(play, &this->actor, 100.0f, 120.0f, 200.0f, 5);
Actor_UpdateBgCheckInfo(play, &this->actor, 100.0f, 120.0f, 200.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
this->actor.world.pos.y += 100.0f;
this->actor.prevPos.y += 100.0f;
}
+1 -1
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@@ -181,7 +181,7 @@ void DmAh_Update(Actor* thisx, PlayState* play) {
func_80C1D6E0(this, play);
SkelAnime_Update(&this->skelAnime);
func_80C1D458(this);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
}
static Vec3f D_80C1DE14 = { 1000.0f, 0.0f, 0.0f };
+1 -1
View File
@@ -93,7 +93,7 @@ void DmAl_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
SkelAnime_Update(&this->skelAnime);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
}
s32 DmAl_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* rot, Vec3s* pos, Actor* thisx) {
+1 -1
View File
@@ -264,7 +264,7 @@ void DmAn_Update(Actor* thisx, PlayState* play) {
func_80C1C410(this, play);
func_80C1C5B4(this);
}
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
}
Vec3f D_80C1D2C8 = { 450.0f, 700.0f, -760.0f };
+1 -1
View File
@@ -56,7 +56,7 @@ void DmBal_Init(Actor* thisx, PlayState* play) {
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &object_bal_Skel_00A6D0, &object_bal_Anim_0005FC, this->jointTable,
this->morphTable, OBJECT_BAL_LIMB_MAX);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
this->timer = 60;
this->eyeIndex = 0;
this->keepEyesShut = false;
+1 -1
View File
@@ -264,7 +264,7 @@ void DmGm_Update(Actor* thisx, PlayState* play) {
func_80C24360(this, play);
func_80C24504(this);
}
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
}
Vec3f D_80C25218 = { 450.0f, 700.0f, -760.0f };
+1 -1
View File
@@ -87,7 +87,7 @@ void DmNb_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
SkelAnime_Update(&this->skelAnime);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
}
void DmNb_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
+1 -1
View File
@@ -557,7 +557,7 @@ void EnAh_Update(Actor* thisx, PlayState* play) {
func_8013C964(&this->actor, play, radius, height, PLAYER_IA_NONE, this->unk_2D8 & 7);
if (!(this->unk_2D8 & 0x10)) {
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
}
func_80BD2BA4(this, play);
}
@@ -150,7 +150,7 @@ void func_80BECC7C(EnAkindonuts* this, PlayState* play) {
}
if (this->unk_32C & 2) {
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 20.0f, 5);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 20.0f, UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
}
}
+3 -1
View File
@@ -509,7 +509,9 @@ void EnAm_Update(Actor* thisx, PlayState* play) {
}
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 30.0f, 100.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 30.0f, 100.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
Actor_SetFocus(&this->actor, 64.0f);
Collider_UpdateCylinder(&this->actor, &this->enemyCollider);
Collider_UpdateCylinder(&this->actor, &this->interactCollider);
+1 -1
View File
@@ -291,7 +291,7 @@ void EnAni_Update(Actor* thisx, PlayState* play) {
}
Actor_UpdatePos(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
this->actionFunc(this, play);
if (this->actor.xzDistToPlayer < 100.0f && !(this->stateFlags & ANI_STATE_CLIMBING)) {
Actor_TrackPlayer(play, &this->actor, &this->headRot, &this->chestRot, this->actor.focus.pos);
@@ -366,7 +366,9 @@ void EnAttackNiw_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 60.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 60.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
if (this->actionFunc == EnAttackNiw_EnterViewFromOffscreen) {
Actor_MoveWithoutGravity(&this->actor);
+3 -3
View File
@@ -273,7 +273,7 @@ void EnAz_Init(Actor* thisx, PlayState* play2) {
this->collider.dim.height *= 1.2f;
this->collider.dim.yShift *= 1.2f;
}
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 5);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
if ((this->actor.bgCheckFlags & BGCHECKFLAG_WATER) && (this->actor.depthInWater > 22.0f)) {
this->unk_374 |= 0x100;
this->unk_376 |= 0x100;
@@ -1660,9 +1660,9 @@ void EnAz_Update(Actor* thisx, PlayState* play2) {
this->unk_39C = 0;
}
if (!(this->unk_374 & 0x1000)) {
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 20.0f, 5);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 20.0f, UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
} else {
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 20.0f, 0x400);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 20.0f, UPDBGCHECKINFO_FLAG_400);
this->unk_374 &= ~0x1000;
}
Collider_UpdateCylinder(&this->actor, &this->collider);
+1 -1
View File
@@ -748,7 +748,7 @@ void EnBaba_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
EnBaba_UpdateModel(this, play);
}
@@ -392,7 +392,9 @@ void EnBaguo_Update(Actor* thisx, PlayState* play) {
}
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 60.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 60.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
if (this->action != NEJIRON_ACTION_INACTIVE) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
}
@@ -252,7 +252,9 @@ void EnBaisen_Update(Actor* thisx, PlayState* play) {
}
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
Actor_SetScale(&this->actor, 0.01f);
if (this->unk290) {
func_80BE871C(this);
+5 -3
View File
@@ -480,13 +480,15 @@ void EnBat_Update(Actor* thisx, PlayState* play) {
}
if (this->actionFunc == EnBat_DiveAttack) {
Actor_UpdateBgCheckInfo(play, &this->actor, 12.0f, 15.0f, 50.0f, 5);
Actor_UpdateBgCheckInfo(play, &this->actor, 12.0f, 15.0f, 50.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
} else if ((this->actionFunc != EnBat_FlyIdle) ||
((this->actor.xzDistToPlayer < 400.0f) && (this->actor.projectedPos.z > 0.0f))) {
if (this->paramFlags & BAD_BAT_PARAMFLAG_0) {
Actor_UpdateBgCheckInfo(play, &this->actor, 12.0f, 15.0f, 50.0f, 5);
Actor_UpdateBgCheckInfo(play, &this->actor, 12.0f, 15.0f, 50.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
} else {
Actor_UpdateBgCheckInfo(play, &this->actor, 12.0f, 15.0f, 50.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 12.0f, 15.0f, 50.0f, UPDBGCHECKINFO_FLAG_4);
}
} else {
Math_Vec3f_Copy(&this->actor.prevPos, &prevPos);
+2 -1
View File
@@ -585,7 +585,8 @@ void EnBb_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
if ((this->actionFunc != EnBb_Dead) && (this->actionFunc != EnBb_WaitForRevive)) {
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 25.0f, 40.0f, 7);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 25.0f, 40.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_4);
this->collider.dim.worldSphere.center.x = this->actor.world.pos.x;
this->collider.dim.worldSphere.center.y = this->actor.world.pos.y + 15.0f;
@@ -244,7 +244,7 @@ void EnBba01_Update(Actor* thisx, PlayState* play) {
EnBba01_TestIsTalking(this, play);
this->enHy.actionFunc(&this->enHy, play);
Actor_UpdateBgCheckInfo(play, &this->enHy.actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->enHy.actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
EnBba01_UpdateModel(this, play);
func_809CC270(this, play);
}
@@ -600,7 +600,8 @@ void EnBbfall_Update(Actor* thisx, PlayState* play) {
if (this->actionFunc != EnBbfall_Dead) {
Actor_MoveWithGravity(&this->actor);
if (this->isBgCheckCollisionEnabled) {
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 25.0f, 20.0f, 7);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 25.0f, 20.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_4);
}
for (i = ARRAY_COUNT(this->flamePos) - 1; i >= 2; i--) {
+3 -1
View File
@@ -271,7 +271,9 @@ void EnBee_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 40.0f, 40.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 40.0f, 40.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
@@ -759,7 +759,9 @@ void EnBigpamet_Update(Actor* thisx, PlayState* play) {
if ((this->actionFunc != func_80A281DC) && (this->actionFunc != func_80A282C8)) {
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, 50.0f, 60.0f, 0x1F);
Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, 50.0f, 60.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_4 |
UPDBGCHECKINFO_FLAG_8 | UPDBGCHECKINFO_FLAG_10);
func_80A276F4(this);
Actor_SetFocus(&this->actor, 25.0f);
@@ -1174,7 +1174,7 @@ void EnBigpo_Update(Actor* thisx, PlayState* play) {
Actor_MoveWithGravity(&this->actor);
}
if (this->actionFunc == EnBigpo_LanternFalling) {
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 27.0f, 60.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 27.0f, 60.0f, UPDBGCHECKINFO_FLAG_4);
}
if (this->actor.draw == EnBigpo_DrawScoopSoul) {
@@ -2838,7 +2838,9 @@ void EnBigslime_UpdateGekko(Actor* thisx, PlayState* play) {
Actor_MoveWithoutGravity(&this->actor);
}
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 40.0f, 80.0f, 0x1F);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 40.0f, 80.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_4 |
UPDBGCHECKINFO_FLAG_8 | UPDBGCHECKINFO_FLAG_10);
this->gekkoCollider.dim.pos.x = (s16)this->actor.world.pos.x;
this->gekkoCollider.dim.pos.z = (s16)this->actor.world.pos.z;
if (this->gekkoCollider.base.acFlags & AC_ON) {
@@ -373,7 +373,7 @@ void EnBji01_Update(Actor* thisx, PlayState* play) {
s32 pad;
this->actionFunc(this, play);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
SkelAnime_Update(&this->skelAnime);
if (this->blinkTimer-- <= 0) {
+4 -2
View File
@@ -450,7 +450,7 @@ void EnBom_Update(Actor* thisx, PlayState* play) {
this->unk_1FC--;
Math_ApproachZeroF(&thisx->speed, 1.0f, 1.0f);
Actor_MoveWithGravity(thisx);
Actor_UpdateBgCheckInfo(play, thisx, 35.0f, 10.0f, 36.0f, 4);
Actor_UpdateBgCheckInfo(play, thisx, 35.0f, 10.0f, 36.0f, UPDBGCHECKINFO_FLAG_4);
if (this->unk_1FC == 0) {
if (this->isPowderKeg) {
gSaveContext.powderKegTimer = 0;
@@ -476,7 +476,9 @@ void EnBom_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
Actor_UpdateBgCheckInfo(play, thisx, 35.0f, 10.0f, 36.0f, 0x1F);
Actor_UpdateBgCheckInfo(play, thisx, 35.0f, 10.0f, 36.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_4 |
UPDBGCHECKINFO_FLAG_8 | UPDBGCHECKINFO_FLAG_10);
if (thisx->params == BOMB_TYPE_BODY) {
static Vec3us D_80872ED4[] = {
{ 40, 20, 100 },
@@ -630,7 +630,9 @@ void EnBomBowlMan_Update(Actor* thisx, PlayState* play) {
this->unk_2F2 = (s32)Rand_ZeroFloat(60.0f) + 20;
}
}
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
}
s32 EnBomBowlMan_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
@@ -177,7 +177,7 @@ void EnBomChu_WaitForRelease(EnBomChu* this, PlayState* play) {
} else if (Actor_HasNoParent(&this->actor, play)) {
player = GET_PLAYER(play);
Math_Vec3f_Copy(&this->actor.world.pos, &player->actor.world.pos);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
this->actor.shape.rot.y = player->actor.shape.rot.y;
this->actor.flags |= ACTOR_FLAG_1;
@@ -487,7 +487,9 @@ void EnBombers_Update(Actor* thisx, PlayState* play) {
}
}
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
this->actor.uncullZoneForward = 500.0f;
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
@@ -400,7 +400,9 @@ void EnBombers2_Update(Actor* thisx, PlayState* play) {
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
if (this->unk_2AC == 0) {
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
}
Math_Vec3f_Copy(&this->actor.world.pos, &sp34);
}
@@ -336,7 +336,9 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
if (this->actor.gravity != 0.0f) {
DREG(6) = 1;
Actor_UpdateBgCheckInfo(play, &this->actor, 5.0f, 10.0f, 0.0f, 0x1F);
Actor_UpdateBgCheckInfo(play, &this->actor, 5.0f, 10.0f, 0.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_4 |
UPDBGCHECKINFO_FLAG_8 | UPDBGCHECKINFO_FLAG_10);
DREG(6) = 0;
}
@@ -355,7 +357,9 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMB_BOUND);
Actor_MoveWithGravity(&this->actor);
DREG(6) = 1;
Actor_UpdateBgCheckInfo(play, &this->actor, 5.0f, 10.0f, 0.0f, 0x1F);
Actor_UpdateBgCheckInfo(play, &this->actor, 5.0f, 10.0f, 0.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_4 |
UPDBGCHECKINFO_FLAG_8 | UPDBGCHECKINFO_FLAG_10);
DREG(6) = 0;
this->actor.speed *= 0.7f;
this->actor.bgCheckFlags &= ~BGCHECKFLAG_WALL;
@@ -1044,7 +1044,9 @@ void EnBomjima_Update(Actor* thisx, PlayState* play) {
}
}
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
this->actor.uncullZoneForward = 500.0f;
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
@@ -858,7 +858,9 @@ void EnBomjimb_Update(Actor* thisx, PlayState* play2) {
}
}
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
+2 -1
View File
@@ -612,7 +612,8 @@ void EnBox_Update(Actor* thisx, PlayState* play) {
}
if (!(this->movementFlags & ENBOX_MOVE_IMMOBILE)) {
Actor_MoveWithGravity(&this->dyna.actor);
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 0x1C);
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f,
UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 | UPDBGCHECKINFO_FLAG_10);
}
Actor_SetFocus(&this->dyna.actor, 40.0f);
if ((this->getItemId == GI_ICE_TRAP) && (this->actionFunc == EnBox_Open) && (this->skelAnime.curFrame > 45.0f) &&
@@ -392,7 +392,8 @@ void EnBubble_Update(Actor* thisx, PlayState* play) {
EnBubble* this = (EnBubble*)thisx;
Actor_UpdatePos(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 16.0f, 16.0f, 0.0f, 7);
Actor_UpdateBgCheckInfo(play, &this->actor, 16.0f, 16.0f, 0.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_4);
this->actionFunc(this, play);
Actor_SetFocus(&this->actor, this->actor.shape.yOffset);
}
@@ -463,7 +463,7 @@ void EnClearTag_Init(Actor* thisx, PlayState* play) {
}
// Initialize flash effect
Actor_UpdateBgCheckInfo(play, &this->actor, 50.0f, 30.0f, 100.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 50.0f, 30.0f, 100.0f, UPDBGCHECKINFO_FLAG_4);
pos = this->actor.world.pos;
EnClearTag_CreateFlashEffect(this, &pos, sFlashMaxScale[thisx->params], this->actor.floorHeight);
@@ -234,7 +234,7 @@ void EnCne01_Update(Actor* thisx, PlayState* play) {
EnCne01_TestIsTalking(this, play);
this->enHy.actionFunc(&this->enHy, play);
Actor_UpdateBgCheckInfo(play, &this->enHy.actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->enHy.actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
EnCne01_UpdateModel(this, play);
func_809CB4A0(this, play);
}
@@ -222,7 +222,9 @@ void EnColMan_Update(Actor* thisx, PlayState* play) {
Actor_SetScale(&this->actor, this->scale);
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 30.0f, 30.0f, 0x1F);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 30.0f, 30.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_4 |
UPDBGCHECKINFO_FLAG_8 | UPDBGCHECKINFO_FLAG_10);
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
}
+1 -1
View File
@@ -340,7 +340,7 @@ void EnCow_Update(Actor* thisx, PlayState* play2) {
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
if (SkelAnime_Update(&this->skelAnime)) {
if (this->skelAnime.animation == &gCowChewAnim) {
+2 -1
View File
@@ -507,7 +507,8 @@ void EnCrow_Update(Actor* thisx, PlayState* play) {
height = 0.0f;
Actor_MoveWithGravity(&this->actor);
}
Actor_UpdateBgCheckInfo(play, &this->actor, 12.0f * scale, 25.0f * scale, 50.0f * scale, 7);
Actor_UpdateBgCheckInfo(play, &this->actor, 12.0f * scale, 25.0f * scale, 50.0f * scale,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_4);
} else {
height = 0.0f;
}
@@ -278,7 +278,9 @@ void EnDaiku_Update(Actor* thisx, PlayState* play) {
Actor_MoveWithGravity(&this->actor);
Math_SmoothStepToS(&this->unk_260, this->unk_266, 1, 0xBB8, 0);
Math_SmoothStepToS(&this->unk_25E, this->unk_264, 1, 0xBB8, 0);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
this->actor.uncullZoneForward = 650.0f;
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
@@ -453,7 +453,9 @@ void EnDaiku2_Update(Actor* thisx, PlayState* play) {
Actor_SetFocus(&this->actor, 65.0f);
Actor_MoveWithGravity(&this->actor);
Math_ApproachF(&this->unk_260, this->unk_264, 0.3f, 2.0f);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
func_80BE7600(this, play);
@@ -1186,9 +1186,10 @@ void EnDekubaba_Update(Actor* thisx, PlayState* play) {
if (this->actionFunc == EnDekubaba_PrunedSomersaultDie) {
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, this->size * 15.0f, 10.0f, 5);
Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, this->size * 15.0f, 10.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
} else if (this->actionFunc != EnDekubaba_DeadStickDrop) {
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
if (this->boundFloor == NULL) {
this->boundFloor = this->actor.floorPoly;
}
@@ -643,7 +643,9 @@ void EnDekunuts_Update(Actor* thisx, PlayState* play) {
func_808BE73C(this, play);
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, this->collider.dim.radius, this->collider.dim.height, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, this->collider.dim.radius, this->collider.dim.height,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
Collider_UpdateCylinder(&this->actor, &this->collider);
if (this->collider.base.acFlags & AC_ON) {
@@ -160,7 +160,9 @@ void EnDemoheishi_Update(Actor* thisx, PlayState* play) {
this->actor.shape.rot.y = this->actor.world.rot.y;
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
Actor_SetScale(&this->actor, 0.01f);
EnDemoheishi_SetHeadRotation(this);
+1 -1
View File
@@ -237,7 +237,7 @@ void EnDg_UpdateCollision(EnDg* this, PlayState* play) {
Collider_ResetCylinderOC(play, &this->collider.base);
}
Actor_UpdateBgCheckInfo(play, &this->actor, 26.0f, 10.0f, 0.0f, 5);
Actor_UpdateBgCheckInfo(play, &this->actor, 26.0f, 10.0f, 0.0f, UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
}
void EnDg_GetFloorRot(EnDg* this, Vec3f* floorRot) {
@@ -1356,7 +1356,9 @@ void EnDinofos_Update(Actor* thisx, PlayState* play2) {
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 25.0f, 30.0f, 60.0f, 0x5D);
Actor_UpdateBgCheckInfo(play, &this->actor, 25.0f, 30.0f, 60.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10 | UPDBGCHECKINFO_FLAG_40);
if (this->actionFunc != func_8089C7B8) {
if ((this->actor.depthInWater > 0.0f) && (this->actor.depthInWater < 10.0f)) {
if (!((play->gameplayFrames % 4) & 1)) {
+3 -3
View File
@@ -235,7 +235,7 @@ void EnDno_Init(Actor* thisx, PlayState* play) {
this->morphTable, DEKU_BUTLER_LIMB_MAX);
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, thisx, &sCylinderInit);
Actor_UpdateBgCheckInfo(play, thisx, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, thisx, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
Animation_Change(&this->skelAnime, sAnimations[EN_DNO_ANIM_IDLE_WITH_CANDLE].animation, 1.0f, 0.0f,
Animation_GetLastFrame(sAnimations[EN_DNO_ANIM_IDLE_WITH_CANDLE].animation),
sAnimations[EN_DNO_ANIM_IDLE_WITH_CANDLE].mode,
@@ -762,7 +762,7 @@ void func_80A72C04(EnDno* this, PlayState* play) {
}
void func_80A72CF8(EnDno* this, PlayState* play) {
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, this->actor.world.pos.x + 80.0f,
this->actor.floorHeight, this->actor.world.pos.z, 0, 0, 0, 0x201);
}
@@ -960,7 +960,7 @@ void EnDno_Update(Actor* thisx, PlayState* play) {
func_80A73408(this, play);
this->actionFunc(this, play);
if (this->unk_3B0 & 4) {
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
}
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
+1 -1
View File
@@ -457,7 +457,7 @@ void EnDnp_Update(Actor* thisx, PlayState* play) {
func_80B3CD1C(this);
func_80B3CEC0(this, play);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
sp2C = this->collider.dim.radius + 50;
sp28 = this->collider.dim.height + 30;
if ((this->unk_322 & 0x400) && !CHECK_WEEKEVENTREG(WEEKEVENTREG_23_20)) {
+1 -1
View File
@@ -455,7 +455,7 @@ void EnDnq_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
func_80A52B68(this, play);
SkelAnime_Update(&this->skelAnime);
Actor_UpdateBgCheckInfo(play, &this->picto.actor, 30.0f, 12.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->picto.actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
this->unk_394 = this->picto.actor.xzDistToPlayer;
func_80A52C6C(this, play);
func_8013C964(&this->picto.actor, play, this->unk_390, fabsf(this->picto.actor.playerHeightRel) + 1.0f,
+1 -1
View File
@@ -550,7 +550,7 @@ void EnDns_Update(Actor* thisx, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
func_8092C934(this);
func_8092C86C(this, play);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
func_8013C964(&this->actor, play, 80.0f, 40.0f, PLAYER_IA_NONE, this->unk_2C6 & 7);
Actor_SetFocus(&this->actor, 34.0f);
func_8092C6FC(this, play);
@@ -1024,7 +1024,9 @@ void EnDodongo_Update(Actor* thisx, PlayState* play2) {
EnDodongo_UpdateDamage(this, play);
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 75.0f, 60.0f, 70.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 75.0f, 60.0f, 70.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
Actor_PlaySfx(&this->actor, NA_SE_EN_GERUDOFT_DOWN);
}
+3 -1
View File
@@ -1294,7 +1294,9 @@ void EnEgol_Update(Actor* thisx, PlayState* play) {
Math_SmoothStepToS(&this->eyelidRot, this->eyelidRotTarget, 1, 0x7D0, 0);
EnEgol_CollisionCheck(this, play);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 50.0f, 50.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 50.0f, 50.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
if (this->action != EYEGORE_ACTION_DEAD) {
//! @bug This should be ||, not &&. As is, the check always succeeds.
if (!((this->action == EYEGORE_ACTION_DAMAGED) && (this->action == EYEGORE_ACTION_DYING))) {
@@ -499,7 +499,8 @@ void EnElforg_FreeFloating(EnElforg* this, PlayState* play) {
}
}
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 20.0f, 7);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 20.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_4);
func_80ACCBB8(this, play);
if (Player_GetMask(play) == PLAYER_MASK_GREAT_FAIRY) {
if (!(this->strayFairyFlags & STRAY_FAIRY_FLAG_GREAT_FAIRYS_MASK_EQUIPPED)) {
@@ -68,7 +68,9 @@ void EnEndingHero_Update(Actor* thisx, PlayState* play) {
}
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
}
static TexturePtr sEyeTextures[] = {
@@ -61,7 +61,9 @@ void EnEndingHero2_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
}
void EnEndingHero2_Draw(Actor* thisx, PlayState* play) {
@@ -61,7 +61,9 @@ void EnEndingHero3_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
}
void EnEndingHero3_Draw(Actor* thisx, PlayState* play) {
@@ -61,7 +61,9 @@ void EnEndingHero4_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
}
void EnEndingHero4_Draw(Actor* thisx, PlayState* play) {
@@ -62,7 +62,9 @@ void EnEndingHero5_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
}
Gfx* D_80C23BF0[] = { object_daiku_DL_0070C0, object_daiku_DL_006FB0, object_daiku_DL_006E80, object_daiku_DL_006D70,
@@ -101,7 +101,9 @@ void EnEndingHero6_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
}
void EnEndingHero6_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
@@ -174,7 +174,8 @@ void EnEstone_Update(Actor* thisx, PlayState* play2) {
Actor_MoveWithGravity(&this->actor);
if ((this->timer == 0) && !this->inactive) {
Actor_UpdateBgCheckInfo(play, &this->actor, 50.0f, 50.0f, 100.0f, 0x1C);
Actor_UpdateBgCheckInfo(play, &this->actor, 50.0f, 50.0f, 100.0f,
UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 | UPDBGCHECKINFO_FLAG_10);
}
if (!this->inactive) {
Collider_UpdateCylinder(&this->actor, &this->collider);
@@ -766,7 +766,9 @@ void EnFamos_Update(Actor* thisx, PlayState* play) {
}
if (this->flippedTimer >= 0) {
Actor_UpdateBgCheckInfo(play, &this->actor, 35.0f, 30.0f, 80.0f, 0x1F);
Actor_UpdateBgCheckInfo(play, &this->actor, 35.0f, 30.0f, 80.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_4 |
UPDBGCHECKINFO_FLAG_8 | UPDBGCHECKINFO_FLAG_10);
if ((this->actionFunc == EnFamos_Attack) && (this->animatedMaterialIndex != FAMOS_ANIMATED_MAT_NORMAL) &&
(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) {
this->actor.world.pos.y -= 60.0f;
+4 -3
View File
@@ -338,14 +338,15 @@ void EnFg_Update(Actor* thisx, PlayState* play) {
s32 flagSet;
flag = this->actor.flags;
flagSet = ((flag & 0x2000) == 0x2000);
flagSet = CHECK_FLAG_ALL(flag, ACTOR_FLAG_2000);
if (1) {}
if (!flagSet) {
flagSet = ((flag & 0x8000) == 0x8000);
flagSet = CHECK_FLAG_ALL(flag, ACTOR_FLAG_8000);
if (1) {}
if (!flagSet) {
this->actionFunc(this, play);
Actor_UpdateBgCheckInfo(play, &this->actor, BASE_REG(16, 0), BASE_REG(16, 1), 0.0f, 0x5);
Actor_UpdateBgCheckInfo(play, &this->actor, sREG(0), sREG(1), 0.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
}
}
@@ -703,7 +703,8 @@ void EnFirefly_Update(Actor* thisx, PlayState* play2) {
}
}
Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 10.0f, 15.0f, 7);
Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 10.0f, 15.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_4);
this->collider.dim.worldSphere.center.x = this->actor.world.pos.x;
this->collider.dim.worldSphere.center.y = (s32)this->actor.world.pos.y + 10;
this->collider.dim.worldSphere.center.z = this->actor.world.pos.z;
+11 -11
View File
@@ -264,7 +264,7 @@ void func_8091DEE4(EnFish* this) {
this->actor.gravity = 0.0f;
this->actor.terminalVelocity = 0.0f;
this->unk_240 = Rand_S16Offset(5, D_8091FACC[this->unk_278]);
this->unk_248 = 0;
this->updBgCheckInfoFlags = 0;
this->unk_26E = 400;
this->unk_272 = 400;
this->unk_268 = 0;
@@ -314,7 +314,7 @@ void func_8091E070(EnFish* this) {
phi_a1 = D_8091FAD4[this->unk_278];
}
this->unk_240 = Rand_S16Offset(15, phi_a1);
this->unk_248 = 0;
this->updBgCheckInfoFlags = 0;
this->unk_26E = 400;
this->unk_272 = 400;
this->unk_26C = 0;
@@ -361,7 +361,7 @@ void func_8091E2E0(EnFish* this) {
this->actor.gravity = 0.0f;
this->actor.terminalVelocity = 0.0f;
this->unk_240 = Rand_S16Offset(10, 40);
this->unk_248 = 0;
this->updBgCheckInfoFlags = 0;
this->unk_26E = 400;
this->unk_272 = 400;
this->unk_268 = 0;
@@ -440,7 +440,7 @@ void func_8091E5EC(EnFish* this) {
this->unk_26C = 0;
func_8091D660(this);
this->unk_240 = Rand_S16Offset(10, 30);
this->unk_248 = 0;
this->updBgCheckInfoFlags = 0;
this->unkFunc = func_8091E658;
}
@@ -493,7 +493,7 @@ void func_8091E810(EnFish* this) {
this->actor.terminalVelocity = -10.0f;
this->actor.shape.yOffset = 0.0f;
func_8091D6C4(this);
this->unk_248 = 5;
this->updBgCheckInfoFlags = UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4;
this->unkFunc = func_8091E880;
this->unk_24C = 0.0f;
this->unk_240 = 300;
@@ -551,7 +551,7 @@ void func_8091E9A4(EnFish* this) {
this->actor.shape.yOffset = 300.0f;
func_8091D6C4(this);
this->unkFunc = func_8091EAF0;
this->unk_248 = 5;
this->updBgCheckInfoFlags = UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4;
this->unk_24C = 0.0f;
if (sp24 && (this->actor.draw != NULL)) {
Actor_PlaySfx(&this->actor, NA_SE_EV_FISH_LEAP);
@@ -612,7 +612,7 @@ void func_8091ECF4(EnFish* this) {
this->unk_240 = 200;
func_8091D660(this);
this->unkFunc = func_8091ED70;
this->unk_248 = 5;
this->updBgCheckInfoFlags = UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4;
this->unk_24C = 0.0f;
}
@@ -677,7 +677,7 @@ void func_8091EF30(EnFish* this) {
this->unk_240 = 15;
this->unk_279 = 10;
this->unkFunc = func_8091EFE8;
this->unk_248 = 5;
this->updBgCheckInfoFlags = UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4;
this->unk_24C = 0.0f;
}
@@ -772,7 +772,7 @@ void func_8091F344(EnFish* this) {
this->actor.gravity = 0.0f;
this->actor.terminalVelocity = 0.0f;
this->unk_240 = Rand_S16Offset(5, 35);
this->unk_248 = 1;
this->updBgCheckInfoFlags = UPDBGCHECKINFO_FLAG_1;
this->unk_268 = 0;
this->unk_26C = 0;
this->unk_26E = 1500;
@@ -856,7 +856,7 @@ void func_8091F5A4(Actor* thisx, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
func_8091D7C4(this);
Actor_MoveWithGravity(&this->actor);
if (this->unk_248 != 0) {
if (this->updBgCheckInfoFlags != 0) {
u32 temp = (play->sceneId != SCENE_LABO);
phi_f0 = BREG(1) + 10.0f;
@@ -864,7 +864,7 @@ void func_8091F5A4(Actor* thisx, PlayState* play) {
if (temp) {
phi_f0 = 6.0f;
}
Actor_UpdateBgCheckInfo(play, &this->actor, 17.5f, phi_f0, 0.0f, this->unk_248);
Actor_UpdateBgCheckInfo(play, &this->actor, 17.5f, phi_f0, 0.0f, this->updBgCheckInfoFlags);
}
if ((this->actor.xzDistToPlayer < 70.0f) && (this->unkFunc != func_8091EFE8)) {
+1 -1
View File
@@ -26,7 +26,7 @@ typedef struct EnFish {
/* 0x242 */ s16 unk_242;
/* 0x244 */ s16 unk_244;
/* 0x246 */ s16 unk_246;
/* 0x248 */ s32 unk_248;
/* 0x248 */ s32 updBgCheckInfoFlags;
/* 0x24C */ f32 unk_24C;
/* 0x250 */ f32 unk_250;
/* 0x254 */ f32 unk_254;
@@ -987,7 +987,8 @@ void EnFish2_Update(Actor* thisx, PlayState* play2) {
this->unk_33C = 25.0f - ((this->unk_330 - 0.01f) * 1000.0f);
Actor_SetScale(&this->actor, this->unk_330);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 0, 15.0f, 10.0f, 7);
Actor_UpdateBgCheckInfo(play, &this->actor, 0, 15.0f, 10.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_4);
if (this->actor.params != 2) {
this->unk_2D4 = this->actor.floorHeight + (this->unk_330 * 1000.0f);
@@ -2230,7 +2230,8 @@ void EnFishing_UpdateLure(EnFishing* this, PlayState* play) {
Vec3f sp80 = this->actor.world.pos;
this->actor.prevPos = this->actor.world.pos = sLurePos;
Actor_UpdateBgCheckInfo(play, &this->actor, 15.0f, 30.0f, 30.0f, 0x43);
Actor_UpdateBgCheckInfo(play, &this->actor, 15.0f, 30.0f, 30.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_40);
this->actor.world.pos = sp80;
if (this->actor.bgCheckFlags & BGCHECKFLAG_CEILING) {
@@ -2494,7 +2495,8 @@ void EnFishing_UpdateLure(EnFishing* this, PlayState* play) {
sp58 = this->actor.world.pos;
this->actor.prevPos = this->actor.world.pos = sLurePos;
Actor_UpdateBgCheckInfo(play, &this->actor, 15.0f, 30.0f, 30.0f, 0x44);
Actor_UpdateBgCheckInfo(play, &this->actor, 15.0f, 30.0f, 30.0f,
UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_40);
this->actor.world.pos = sp58;
D_80917278.y += -0.5f;
@@ -4096,7 +4098,8 @@ void EnFishing_UpdateFish(Actor* thisx, PlayState* play2) {
this->actor.prevPos.y -= spD8;
this->actor.velocity.y = -1.0f;
if (KREG(90) == 0) { // Check added in MM
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 30.0f, 100.0f, 0x45);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 30.0f, 100.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_40);
}
this->actor.world.pos.y += spD8;
this->actor.prevPos.y += spD8;
@@ -1104,7 +1104,9 @@ void EnFloormas_Update(Actor* thisx, PlayState* play) {
Actor_MoveWithGravity(&this->actor);
}
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, this->actor.scale.x * 3000.0f, 0.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, this->actor.scale.x * 3000.0f, 0.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
Collider_UpdateCylinder(&this->actor, &this->collider);
if (this->actionFunc == func_808D1650) {
this->actor.flags |= ACTOR_FLAG_1000000;
+1 -1
View File
@@ -1337,7 +1337,7 @@ void EnFu_Update(Actor* thisx, PlayState* play) {
func_809642E0(this, play);
Actor_MoveWithGravity(&this->actor);
func_8096209C(this, play);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
SkelAnime_Update(&this->skelAnime);
func_80961D7C(play);
func_809640D8(this, play);
@@ -185,7 +185,8 @@ void func_80ACE718(EnFuMato* this, PlayState* play) {
this->dyna.actor.velocity.y += this->dyna.actor.gravity;
Actor_UpdatePos(&this->dyna.actor);
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 15.0f, 30.0f, 60.0f, 5);
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 15.0f, 30.0f, 60.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
if ((this->dyna.actor.bgCheckFlags & BGCHECKFLAG_GROUND) || (this->dyna.actor.world.pos.y < -500.0f)) {
Vec3f sp3C = { 0.0f, 0.0f, 0.0f };
@@ -329,7 +330,8 @@ void func_80ACECFC(EnFuMato* this, PlayState* play) {
}
if (this->unk_302 == 1) {
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 15.0f, 30.0f, 60.0f, 5);
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 15.0f, 30.0f, 60.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
if (this->dyna.actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
func_80ACEB2C(this);
}
+1 -1
View File
@@ -824,7 +824,7 @@ void EnFz_Update(Actor* thisx, PlayState* play) {
Math_StepToF(&this->actor.speed, this->unk_BBC, 0.2f);
Actor_MoveWithGravity(&this->actor);
if (this->unk_BCC != 0) {
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 20.0f, 5);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 20.0f, UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
}
D_809347AC[this->unk_BD6](this);
@@ -171,7 +171,7 @@ void EnGamelupy_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 32.0f, 30.0f, 0.0f, 0xC);
Actor_UpdateBgCheckInfo(play, &this->actor, 32.0f, 30.0f, 0.0f, UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8);
func_80AF6B40(this, play);
}
+2 -1
View File
@@ -375,7 +375,8 @@ void EnGe1_Update(Actor* thisx, PlayState* play) {
if (!(this->stateFlags & GERUDO_WHITE_STATE_DISABLE_MOVEMENT)) {
Actor_MoveWithGravity(&this->picto.actor);
}
Actor_UpdateBgCheckInfo(play, &this->picto.actor, 40.0f, 25.0f, 40.0f, 5);
Actor_UpdateBgCheckInfo(play, &this->picto.actor, 40.0f, 25.0f, 40.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
this->actionFunc(this, play);
this->torsoRot.x = this->torsoRot.y = this->torsoRot.z = 0;
+2 -1
View File
@@ -699,7 +699,8 @@ void EnGe2_Update(Actor* thisx, PlayState* play) {
if (!(this->stateFlags & GERUDO_PURPLE_STATE_DISABLE_MOVEMENT)) {
Actor_MoveWithGravity(&this->picto.actor);
}
Actor_UpdateBgCheckInfo(play, &this->picto.actor, 40.0f, 25.0f, 40.0f, 5);
Actor_UpdateBgCheckInfo(play, &this->picto.actor, 40.0f, 25.0f, 40.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
Collider_UpdateCylinder(&this->picto.actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
+1 -1
View File
@@ -217,7 +217,7 @@ void func_80BB178C(EnGeg* this, PlayState* play) {
if (collider != NULL) {
CollisionCheck_SetOC(play, &play->colChkCtx, collider);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, 5);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
}
}
+2 -1
View File
@@ -144,7 +144,8 @@ void func_80B35108(EnGg* this, PlayState* play) {
this->collider.dim.pos.z = this->actor.world.pos.z;
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 30.0f, 30.0f, 7);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 30.0f, 30.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_4);
}
void func_80B351A4(EnGg* this) {
@@ -449,7 +449,7 @@ void EnGiant_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
if (this->blinkTimer == 0) {
blinkTimerTemp = 0;
+2 -1
View File
@@ -240,7 +240,8 @@ void func_80B507A0(EnGk* this, PlayState* play) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 30.0f, 30.0f, 7);
Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 30.0f, 30.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_4);
}
s32 func_80B50854(EnGk* this, PlayState* play) {
+1 -1
View File
@@ -1714,7 +1714,7 @@ void EnGm_Update(Actor* thisx, PlayState* play) {
func_8013C964(&this->actor, play, this->unk_3B4, 30.0f, PLAYER_IA_NONE, this->unk_3A4 & 7);
if ((this->unk_258 != 3) && (this->unk_258 != 5) && (this->unk_258 != 8)) {
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
}
func_8094E1DC(this, play);
}
+1 -1
View File
@@ -1937,7 +1937,7 @@ void EnGo_Update(Actor* thisx, PlayState* play) {
if ((ENGO_GET_F(&this->actor) != ENGO_F_8) && (ENGO_GET_F(&this->actor) != ENGO_F_2) &&
(ENGO_GET_F(&this->actor) != ENGO_F_1)) {
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
}
func_80A122EC(this);
@@ -1485,7 +1485,8 @@ void EnGoroiwa_Update(Actor* thisx, PlayState* play) {
switch (ENGOROIWA_GET_400(&this->actor)) {
case ENGOROIWA_400_1:
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 0x1C);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f,
UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 | UPDBGCHECKINFO_FLAG_10);
break;
case ENGOROIWA_400_0:
@@ -920,7 +920,9 @@ void EnGrasshopper_Update(Actor* thisx, PlayState* play) {
Math_ApproachZeroF(&this->damagedVelocity.y, 1.0f, 2.0f);
Math_ApproachZeroF(&this->damagedVelocity.z, 1.0f, 2.0f);
if ((this->action != EN_GRASSHOPPER_ACTION_FALL) && (this->type != EN_GRASSHOPPER_TYPE_WOODFALL)) {
Actor_UpdateBgCheckInfo(play, &this->actor, 35.0f, 60.0f, 60.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 35.0f, 60.0f, 60.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
}
this->actor.shape.rot.z = this->actor.world.rot.z;
+1 -1
View File
@@ -842,7 +842,7 @@ s32 func_809995A4(EnGs* this, PlayState* play) {
}
if (this->unk_19D == 4) {
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 60.0f, 3);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 60.0f, UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2);
if (this->actor.bgCheckFlags & (BGCHECKFLAG_WALL | BGCHECKFLAG_CEILING)) {
Vec3f sp54;
@@ -345,7 +345,9 @@ void EnGuardNuts_Update(Actor* thisx, PlayState* play) {
}
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 60.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 60.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
if ((this->state != GUARD_NUTS_BURROWED_STATE) && (this->state != GUARD_NUTS_UNK_STATE)) {
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
@@ -363,7 +363,9 @@ void EnGuruguru_Update(Actor* thisx, PlayState* play) {
Actor_MoveWithGravity(&this->actor);
Math_SmoothStepToS(&this->headXRot, this->headXRotTarget, 1, 3000, 0);
Math_SmoothStepToS(&this->headZRot, this->headZRotTarget, 1, 1000, 0);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
}
@@ -323,7 +323,8 @@ void EnHakurock_Update(Actor* thisx, PlayState* play) {
rockParams = this->actor.params;
if ((rockParams == EN_HAKUROCK_TYPE_BOULDER) || (rockParams == EN_HAKUROCK_TYPE_UNK_2)) {
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, this->collider.dim.radius, 0.0f, 0x85);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, this->collider.dim.radius, 0.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_80);
if (this->actor.floorHeight == BGCHECK_Y_MIN) {
func_80B21FFC(this);
} else {
@@ -156,7 +156,9 @@ void EnHeishi_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f, 29);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
Actor_SetScale(&this->actor, 0.01f);
if (this->shouldSetHeadRotation) {
EnHeishi_SetHeadRotation(this);
+1 -1
View File
@@ -428,7 +428,7 @@ void EnHg_Update(Actor* thisx, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
EnHg_UpdateCollision(this, play);
EnHg_WaitForPlayerAction(this, play);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 25.0f, 0.0f, 5);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 25.0f, 0.0f, UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
EnHg_PlayRedeadSfx(this, play);
}
@@ -423,7 +423,9 @@ void EnHiddenNuts_Update(Actor* thisx, PlayState* play) {
if (this->unk_21A >= 4) {
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 40.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 40.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
}
Collider_UpdateCylinder(&this->actor, &this->collider);
@@ -838,7 +838,9 @@ void EnHintSkb_Update(Actor* thisx, PlayState* play) {
}
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 15.0f, 30.0f, 60.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 15.0f, 30.0f, 60.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
func_80C21250(this, play);
func_80C20D64(this, play);
func_80C21320(this, play);

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