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Some pathing docs (#1205)
* Some pathing docs * Missed one * Uno mas * Uno mas x2 * Cleanup * fix * namefixer * NULL * More * PR * Actually remove SQ * -1 define, plus some more pathing cleanup * Actor macros instead * Format * ADDITIONAL_PATH_INDEX_NONE * Remove reliance on PATH_INDEX_NONE * Missed some PathIndex cleanup * Review * format
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@@ -1503,7 +1503,7 @@ void Interface_Update(PlayState* play);
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void Interface_Destroy(PlayState* play);
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void Interface_Init(PlayState* play);
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Path* Path_GetByIndex(PlayState* play, s16 index, s16 max);
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Path* Path_GetByIndex(PlayState* play, s16 index, s16 indexNone);
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f32 Path_OrientAndGetDistSq(Actor* actor, Path* path, s16 waypoint, s16* yaw);
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void Path_CopyLastPoint(Path* path, Vec3f* dest);
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+6
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@@ -469,10 +469,13 @@ typedef struct {
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/* 0x00C */ ObjectStatus status[OBJECT_EXCHANGE_BANK_MAX];
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} ObjectContext; // size = 0x958
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#define PATH_INDEX_NONE -1
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#define ADDITIONAL_PATH_INDEX_NONE (u8)-1
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typedef struct {
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/* 0x0 */ u8 count; // number of points in the path
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/* 0x1 */ u8 unk1;
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/* 0x2 */ s16 unk2;
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/* 0x0 */ u8 count; // Number of points in the path
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/* 0x1 */ u8 additionalPathIndex;
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/* 0x2 */ s16 customValue; // Path specific to help distinguish different paths
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/* 0x4 */ Vec3s* points; // Segment Address to the array of points
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} Path; // size = 0x8
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@@ -108,7 +108,7 @@ s32 SubS_ChangeAnimationByInfoS(SkelAnime* skelAnime, AnimationInfoS* animationI
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s32 SubS_HasReachedPoint(Actor* actor, Path* path, s32 pointIndex);
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Path* SubS_GetDayDependentPath(struct PlayState* play, u8 pathIndex, u8 max, s32* startPointIndex);
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Path* SubS_GetDayDependentPath(struct PlayState* play, u8 pathIndex, u8 pathIndexNone, s32* startPointIndex);
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s32 SubS_WeightPathing_ComputePoint(Path* path, s32 waypoint, Vec3f* point, f32 progress, s32 direction);
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s32 SubS_WeightPathing_Move(Actor* actor, Path* path, s32* waypoint, f32* progress, s32 direction, s32 returnStart);
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@@ -126,7 +126,7 @@ s32 SubS_TrackPoint(Vec3f* target, Vec3f* focusPos, Vec3s* shapeRot, Vec3s* trac
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s32 SubS_AngleDiffLessEqual(s16 angleA, s16 threshold, s16 angleB);
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Path* SubS_GetPathByIndex(struct PlayState* play, s16 pathIndex, s16 max);
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Path* SubS_GetPathByIndex(struct PlayState* play, s16 pathIndex, s16 pathIndexNone);
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s32 SubS_CopyPointFromPath(Path* path, s32 pointIndex, Vec3f* dst);
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s16 SubS_GetDistSqAndOrientPoints(Vec3f* vecA, Vec3f* vecB, f32* distSq);
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s32 SubS_MoveActorToPoint(Actor* actor, Vec3f* point, s16 rotStep);
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