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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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@@ -31,8 +31,8 @@ s32 func_800E8FA4(Actor* actor, Vec3f* param_2, Vec3s* param_3, Vec3s* param_4)
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s16 targetYaw;
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s16 yawDiffFromTarget;
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targetPitch = Math_Vec3f_Pitch(&actor->topPosRot.pos,param_2);
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targetYaw = Math_Vec3f_Yaw(&actor->topPosRot.pos,param_2) - actor->currPosRot.rot.y;
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targetPitch = Math_Vec3f_Pitch(&actor->focus.pos,param_2);
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targetYaw = Math_Vec3f_Yaw(&actor->focus.pos,param_2) - actor->world.rot.y;
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Math_SmoothScaleMaxMinS(¶m_3->x, targetPitch, 6, 2000, 1);
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param_3->x = (param_3->x < -6000)? -6000 : ((6000 < param_3->x)? 6000 : param_3->x);
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@@ -58,11 +58,11 @@ s32 func_800E9138(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* para
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Vec3f local_14;
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player = (ctxt->actorCtx).actorList[2].first;
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actor->topPosRot.pos = actor->currPosRot.pos;
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actor->topPosRot.pos.y += param_5;
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actor->focus.pos = actor->world.pos;
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actor->focus.pos.y += param_5;
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if (((ctxt->csCtx).state == 0) && (D_801D0D50 == 0)) {
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sVar3 = actor->rotTowardsLinkY - actor->shape.rot.y;
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sVar3 = actor->yawTowardsPlayer - actor->shape.rot.y;
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// TODO is this shifting because of a missing cast?
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if (0x42ff < (sVar3 < 0? ((-sVar3 << 0x10) >> 0x10) : ((sVar3 << 0x10) >> 0x10))) {
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func_800E8F08(param_3,param_4);
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@@ -73,7 +73,7 @@ s32 func_800E9138(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* para
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if (((ctxt->csCtx).state != 0) || (D_801D0D50 != 0)) {
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local_14 = ctxt->view.eye;
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} else {
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local_14 = player->topPosRot.pos;
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local_14 = player->focus.pos;
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}
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func_800E8FA4(actor,&local_14,param_3,param_4);
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@@ -86,10 +86,10 @@ s32 func_800E9250(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* para
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Vec3f local_14;
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player = (ctxt->actorCtx).actorList[2].first;
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actor->topPosRot.pos = param_5;
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actor->focus.pos = param_5;
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if (((ctxt->csCtx).state == 0) && (D_801D0D50 == 0)) {
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sVar3 = actor->rotTowardsLinkY - actor->shape.rot.y;
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sVar3 = actor->yawTowardsPlayer - actor->shape.rot.y;
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// TODO is this shifting because of a missing cast?
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if (0x42ff < (sVar3 < 0? ((-sVar3 << 0x10) >> 0x10) : ((sVar3 << 0x10) >> 0x10))) {
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func_800E8F08(param_3,param_4);
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@@ -100,7 +100,7 @@ s32 func_800E9250(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* para
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if (((ctxt->csCtx).state != 0) || (D_801D0D50 != 0)) {
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local_14 = ctxt->view.eye;
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} else {
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local_14 = player->topPosRot.pos;
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local_14 = player->focus.pos;
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}
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func_800E8FA4(actor,&local_14,param_3,param_4);
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