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Add OoT actor structs and enums (#55)
* add oot structs * revert formatting * fix comment thing * fix accidental renames * slight fix * naviEnemyId -> hintId * fix headers
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@@ -8,10 +8,10 @@ void EnAObj_Init(ActorEnAObj* this, GlobalContext* ctxt) {
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s0->base.textId = ((s0->base.params >> 8) & 0xFF) | 0x300;
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s0->base.params = (s0->base.params & 0xFF) - 9;
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Actor_ProcessInitChain((Actor*)s0, &enAObjInitVar);
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Actor_SetDrawParams(&s0->base.shape, 0, (actor_shadow_draw_func)func_800B3FC0, 12);
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Actor_SetDrawParams(&s0->base.shape, 0, (ActorShadowFunc)func_800B3FC0, 12);
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Collision_InitCylinder(ctxt, &s0->collision, (Actor*)s0, &enAObjCylinderInit);
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Collision_CylinderMoveToActor((Actor*)s0, &s0->collision);
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s0->base.unkA0.mass = 255;
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s0->base.colChkInfo.mass = 255;
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s0->update = (ActorFunc)EnAObj_Update1;
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}
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@@ -26,7 +26,7 @@ void EnAObj_Update1(ActorEnAObj* this, GlobalContext* ctxt) {
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if (func_800B84D0((Actor*)this, ctxt) != 0) {
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this->update = (ActorFunc)EnAObj_Update2;
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} else {
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v0 = this->base.rotTowardsLinkY - this->base.shape.rot.y;
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v0 = this->base.yawTowardsPlayer - this->base.shape.rot.y;
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v1 = (v0 < 0)? -v0 : v0;
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if ((v1 < 10240) || ((this->base.params == 1) && (v1 > 22528))) {
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func_800B863C((Actor*)this, ctxt);
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