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Name movement related functions in z_actor (#1476)
* rename functions
* dragorns name suggestions
* Revert "dragorns name suggestions"
This reverts commit dd4626ce5e.
* lets try that again
* reword comment
* comments
* projectile speed
* arg name
* more comments
* minVelY comment
* merge master and format
This commit is contained in:
+6
-6
@@ -358,12 +358,12 @@ void Actor_Kill(Actor* actor);
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void Actor_SetFocus(Actor* actor, f32 yOffset);
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void Actor_SetScale(Actor* actor, f32 scale);
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void Actor_SetObjectDependency(PlayState* play, Actor* actor);
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void func_8002D7EC(Actor* actor);
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void func_8002D868(Actor* actor);
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void Actor_MoveForward(Actor* actor);
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void func_8002D908(Actor* actor);
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void func_8002D97C(Actor* actor);
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void func_8002D9A4(Actor* actor, f32 arg1);
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void Actor_UpdatePos(Actor* actor);
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void Actor_UpdateVelocityXZGravity(Actor* actor);
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void Actor_MoveXZGravity(Actor* actor);
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void Actor_UpdateVelocityXYZ(Actor* actor);
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void Actor_MoveXYZ(Actor* actor);
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void Actor_SetProjectileSpeed(Actor* actor, f32 speedXYZ);
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s16 Actor_WorldYawTowardActor(Actor* actorA, Actor* actorB);
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s16 Actor_WorldYawTowardPoint(Actor* actor, Vec3f* refPoint);
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f32 Actor_WorldDistXYZToActor(Actor* actorA, Actor* actorB);
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+1
-1
@@ -209,7 +209,7 @@ typedef struct Actor {
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/* 0x05C */ Vec3f velocity; // Velocity of the actor in each axis
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/* 0x068 */ f32 speed; // Context dependent speed value. Can be used for XZ or XYZ depending on which move function is used
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/* 0x06C */ f32 gravity; // Acceleration due to gravity. Value is added to Y velocity every frame
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/* 0x070 */ f32 minVelocityY; // Sets the lower bounds cap on velocity along the Y axis
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/* 0x070 */ f32 minVelocityY; // Sets the lower bounds cap for velocity along the Y axis. Only relevant when moved with gravity.
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/* 0x074 */ CollisionPoly* wallPoly; // Wall polygon the actor is touching
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/* 0x078 */ CollisionPoly* floorPoly; // Floor polygon directly below the actor
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/* 0x07C */ u8 wallBgId; // Bg ID of the wall polygon the actor is touching
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