z64player.h and Player struct work (#195)

* Rename Player, name some of its struct vars,
add collision flag macros to actors missing them

* Name Player_GetMask/RemoveMask, add a few macros

* Format

* Update include/functions.h

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

* Fix unk_14B in a non-matching

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
This commit is contained in:
EllipticEllipsis
2021-07-02 04:15:26 +01:00
committed by GitHub
parent abef65a6db
commit e57fb5780d
44 changed files with 621 additions and 331 deletions
+1 -1
View File
@@ -50,7 +50,7 @@ void BgCheck2_UpdateActorYRotation(CollisionContext* colCtx, s32 index, Actor* a
angleChange = colCtx->dyna.bgActors[index].curTransform.rot.y - colCtx->dyna.bgActors[index].prevTransform.rot.y;
if (actor->id == 0) {
((ActorPlayer*)actor)->unkAD4 += angleChange;
((Player*)actor)->currentYaw += angleChange;
}
actor->shape.rot.y += angleChange;
+5 -4
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@@ -55,7 +55,7 @@ s32 func_800E8FA4(Actor* actor, Vec3f* param_2, Vec3s* param_3, Vec3s* param_4)
}
s32 func_800E9138(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, f32 param_5) {
ActorPlayer* player = PLAYER;
Player* player = PLAYER;
s16 sVar3;
Vec3f local_14;
@@ -74,15 +74,16 @@ s32 func_800E9138(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s*
if (((globalCtx->csCtx).state != 0) || (D_801D0D50 != 0)) {
local_14 = globalCtx->view.eye;
} else {
local_14 = player->base.focus.pos;
local_14 = player->actor.focus.pos;
}
func_800E8FA4(actor, &local_14, param_3, param_4);
return 1;
}
s32 func_800E9250(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, Vec3f param_5) {
ActorPlayer* player = PLAYER;
Player* player = PLAYER;
s16 sVar3;
Vec3f local_14;
@@ -100,7 +101,7 @@ s32 func_800E9250(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s*
if (((globalCtx->csCtx).state != 0) || (D_801D0D50 != 0)) {
local_14 = globalCtx->view.eye;
} else {
local_14 = player->base.focus.pos;
local_14 = player->actor.focus.pos;
}
func_800E8FA4(actor, &local_14, param_3, param_4);
+2 -2
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@@ -875,9 +875,9 @@ void EffectSsFireTail_SpawnFlame(GlobalContext* globalCtx, Actor* actor, Vec3f*
#endif
void EffectSsFireTail_SpawnFlameOnPlayer(GlobalContext* globalCtx, f32 scale, s16 bodyPart, f32 colorIntensity) {
ActorPlayer* player = PLAYER;
Player* player = PLAYER;
EffectSsFireTail_SpawnFlame(globalCtx, &player->base, &player->bodyPartsPos[bodyPart], scale, bodyPart,
EffectSsFireTail_SpawnFlame(globalCtx, &player->actor, &player->bodyPartsPos[bodyPart], scale, bodyPart,
colorIntensity);
}
+4 -4
View File
@@ -404,7 +404,7 @@ void func_800A6780(EnItem00* this, GlobalContext* globalCtx) {
}
void func_800A6A40(EnItem00* this, GlobalContext* globalCtx) {
ActorPlayer* player = PLAYER;
Player* player = PLAYER;
if (this->unk14A != 0) {
if (Actor_HasParent(&this->actor, globalCtx) == 0) {
@@ -420,7 +420,7 @@ void func_800A6A40(EnItem00* this, GlobalContext* globalCtx) {
return;
}
this->actor.world.pos = player->base.world.pos;
this->actor.world.pos = player->actor.world.pos;
if (this->actor.params <= ITEM00_RUPEE_RED) {
this->actor.shape.rot.y = this->actor.shape.rot.y + 960;
@@ -440,8 +440,8 @@ void func_800A6A40(EnItem00* this, GlobalContext* globalCtx) {
void EnItem00_Update(Actor* thisx, GlobalContext* globalCtx) {
EnItem00* this = THIS;
s32 pad;
ActorPlayer* player = PLAYER;
s32 sp38 = player->unkA74 & 0x1000;
Player* player = PLAYER;
s32 sp38 = player->stateFlags3 & 0x1000;
s32 getItemId = GI_NONE;
s32 pad2;
+1 -1
View File
@@ -149,7 +149,7 @@ s32 func_8013A530(GlobalContext* globalCtx, Actor* actor, s32 flag, Vec3f* pos,
}
actors[0] = actor;
actors[1] = &PLAYER->base;
actors[1] = &PLAYER->actor;
if (CollisionCheck_LineOCCheck(globalCtx, &globalCtx->colCheckCtx, pos, &camera->eye, actors, 2) != 0) {
func_8013A41C(0x3b);
ret |= 0x3b;