DynaPoly Docs Pass (#1194)

* dyna docs

* init flags

* more docs

* cleanup

* partial PR review

* another bracket

* hold to press

* PR cleanup
This commit is contained in:
engineer124
2023-04-19 08:36:53 +10:00
committed by GitHub
parent 38d21bbe97
commit b8af819165
101 changed files with 515 additions and 459 deletions
+5 -5
View File
@@ -1559,7 +1559,7 @@ s32 func_800B7678(PlayState* play, Actor* actor, Vec3f* pos, s32 updBgCheckInfoF
}
actor->bgCheckFlags |= BGCHECKFLAG_GROUND;
BgCheck2_AttachToMesh(&play->colCtx, actor, (s32)actor->floorBgId);
DynaPolyActor_AttachCarriedActor(&play->colCtx, actor, actor->floorBgId);
}
} else {
return func_800B761C(actor, distToFloor, updBgCheckInfoFlags);
@@ -1575,7 +1575,7 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight,
Vec3f pos;
if ((actor->floorBgId != BGCHECK_SCENE) && (actor->bgCheckFlags & BGCHECKFLAG_GROUND)) {
BgCheck2_UpdateActorAttachedToMesh(&play->colCtx, actor->floorBgId, actor);
DynaPolyActor_TransformCarriedActor(&play->colCtx, actor->floorBgId, actor);
}
if (updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_1) {
@@ -2426,7 +2426,7 @@ Actor* Actor_UpdateActor(UpdateActor_Params* params) {
}
actor->update(actor, play);
BgCheck_ResetFlagsIfLoadedActor(play, &play->colCtx.dyna, actor);
DynaPoly_UnsetAllInteractFlags(play, &play->colCtx.dyna, actor);
}
CollisionCheck_ResetDamage(&actor->colChkInfo);
@@ -2516,7 +2516,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
}
if (i == ACTORCAT_BG) {
DynaPoly_Setup(play, &play->colCtx.dyna);
DynaPoly_UpdateContext(play, &play->colCtx.dyna);
}
}
@@ -3395,7 +3395,7 @@ void func_800BB604(GameState* gameState, ActorContext* actorCtx, Player* player,
if ((actor != targetedActor) || (actor->flags & ACTOR_FLAG_80000)) {
temp_f0_2 = func_800B82EC(actor, player, D_801ED8DC);
phi_s2_2 = (actor->flags & 1) != 0;
phi_s2_2 = (actor->flags & ACTOR_FLAG_1) != 0;
if (phi_s2_2) {
phi_s2_2 = temp_f0_2 < D_801ED8C8;
}