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623b6d5318
* Progress on various files * gfxprint stuff * split some rodata, add iconv for rodata string parsing * z_std_dma rodata * 2 nonmatchings in gfxprint * mtxuty-cvt ok * more * match a function in idle.c * progress * Cleanup * Rename BgPolygon to CollisionPoly * progress * some effect stuff * more effect progress * updates * made suggested changes * z_effect_soft_sprite_old_init mostly ok Co-authored-by: Lucas Shaw <lucas.shaw1123@gmail.com> Co-authored-by: Rozelette <Rozelette@users.noreply.github.com>
52 lines
1.7 KiB
C
52 lines
1.7 KiB
C
#include <ultra64.h>
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#include <global.h>
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// This file is most likely z_en_a_obj.c
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void EnAObj_Init(ActorEnAObj* this, GlobalContext* ctxt) {
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ActorEnAObj* s0 = (ActorEnAObj*)this;
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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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ActorShape_Init(&s0->base.shape, 0, (ActorShadowFunc)func_800B3FC0, 12);
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Collider_InitAndSetCylinder(ctxt, &s0->collision, (Actor*)s0, &enAObjCylinderInit);
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Collider_UpdateCylinder((Actor*)s0, &s0->collision);
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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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void EnAObj_Destroy(ActorEnAObj* this, GlobalContext* ctxt) {
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ColliderCylinder* a2 = &this->collision;
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Collider_DestroyCylinder(ctxt, a2);
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}
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void EnAObj_Update1(ActorEnAObj* this, GlobalContext* ctxt) {
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s16 v0;
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s32 v1;
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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.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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}
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}
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}
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void EnAObj_Update2(ActorEnAObj* this, GlobalContext* ctxt) {
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if (func_800B867C((Actor*)this, ctxt) != 0) {
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this->update = (ActorFunc)EnAObj_Update1;
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}
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}
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void EnAObj_Update(ActorEnAObj* this, GlobalContext* ctxt) {
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(this->update)((Actor*)this, (GlobalContext*)ctxt);
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Actor_SetHeight((Actor*)this, 45.0f);
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CollisionCheck_SetOC(ctxt, &ctxt->colCheckCtx, (Collider*)&this->collision);
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}
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void EnAObj_Draw(ActorEnAObj* this, GlobalContext* ctxt) {
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func_800BDFC0(ctxt, enAObjDisplayLists[this->base.params]);
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}
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