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Rename yDistTo variables (#286)
* Change yDistTo to yDirDistTo. * Run format.sh. * Apply suggestions from code review Fix comments in header file. * Added "Surface" to yDirDistToWater. * Update names in sellnuts and skb. * Actually fix skb * Rename yDirDistToWaterSurface to depthInWater. * Rename yDirDistToPlayer to playerHeightRel. * Apply suggestions from code review Fix capitalization in header file comments. Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com> * Fix Jenkins (Obj_Aqua). * Fix Jenkins (Obj_Etcetera). * Fix Jenkins (En_Thiefbird). * Fix misformatted files in current master. * Fix Jenkins and run format.sh. * Fix misformatted file in current master (z_debug). * Update PR to include new actors. * Update PR to include elforg, po_sisters, wf. * update actorfixer.py with variable name changes. Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
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@@ -172,12 +172,12 @@ typedef struct Actor {
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/* 0x085 */ u8 floorBgId; // Bg ID of the floor polygon directly below the actor
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/* 0x086 */ s16 wallYaw; // Y rotation of the wall polygon the actor is touching
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/* 0x088 */ f32 floorHeight; // Y position of the floor polygon directly below the actor
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/* 0x08C */ f32 yDistToWater; // Distance to the surface of active waterbox. Negative value means above water
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/* 0x08C */ f32 depthInWater; // Directed distance to the surface of active waterbox. Negative value means water is below.
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/* 0x090 */ u16 bgCheckFlags; // See comments below actor struct for wip docs. TODO: macros for these flags
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/* 0x092 */ s16 yawTowardsPlayer; // Y rotation difference between the actor and the player
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/* 0x094 */ f32 xyzDistToPlayerSq; // Squared distance between the actor and the player in the x,y,z axis
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/* 0x098 */ f32 xzDistToPlayer; // Distance between the actor and the player in the XZ plane
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/* 0x09C */ f32 yDistToPlayer; // Dist is negative if the actor is above the player
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/* 0x09C */ f32 playerHeightRel; // Directed distance is negative if the player is below.
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/* 0x0A0 */ CollisionCheckInfo colChkInfo; // Variables related to the Collision Check system
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/* 0x0BC */ ActorShape shape; // Variables related to the physical shape of the actor
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/* 0x0EC */ Vec3f projectedPos; // Position of the actor in projected space
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