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:
fig02
2022-12-30 13:55:14 -05:00
committed by GitHub
parent 41e80b951b
commit e37b993483
191 changed files with 349 additions and 324 deletions
+6 -6
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@@ -358,12 +358,12 @@ void Actor_Kill(Actor* actor);
void Actor_SetFocus(Actor* actor, f32 yOffset);
void Actor_SetScale(Actor* actor, f32 scale);
void Actor_SetObjectDependency(PlayState* play, Actor* actor);
void func_8002D7EC(Actor* actor);
void func_8002D868(Actor* actor);
void Actor_MoveForward(Actor* actor);
void func_8002D908(Actor* actor);
void func_8002D97C(Actor* actor);
void func_8002D9A4(Actor* actor, f32 arg1);
void Actor_UpdatePos(Actor* actor);
void Actor_UpdateVelocityXZGravity(Actor* actor);
void Actor_MoveXZGravity(Actor* actor);
void Actor_UpdateVelocityXYZ(Actor* actor);
void Actor_MoveXYZ(Actor* actor);
void Actor_SetProjectileSpeed(Actor* actor, f32 speedXYZ);
s16 Actor_WorldYawTowardActor(Actor* actorA, Actor* actorB);
s16 Actor_WorldYawTowardPoint(Actor* actor, Vec3f* refPoint);
f32 Actor_WorldDistXYZToActor(Actor* actorA, Actor* actorB);
+1 -1
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@@ -209,7 +209,7 @@ typedef struct Actor {
/* 0x05C */ Vec3f velocity; // Velocity of the actor in each axis
/* 0x068 */ f32 speed; // Context dependent speed value. Can be used for XZ or XYZ depending on which move function is used
/* 0x06C */ f32 gravity; // Acceleration due to gravity. Value is added to Y velocity every frame
/* 0x070 */ f32 minVelocityY; // Sets the lower bounds cap on velocity along the Y axis
/* 0x070 */ f32 minVelocityY; // Sets the lower bounds cap for velocity along the Y axis. Only relevant when moved with gravity.
/* 0x074 */ CollisionPoly* wallPoly; // Wall polygon the actor is touching
/* 0x078 */ CollisionPoly* floorPoly; // Floor polygon directly below the actor
/* 0x07C */ u8 wallBgId; // Bg ID of the wall polygon the actor is touching