mirror of
https://github.com/zeldaret/ph
synced 2026-05-29 16:44:43 -04:00
Decomp progress 30%
Change gPlayerPos from Vec3p* to Vec3p (thx lago)
This commit is contained in:
@@ -112,7 +112,7 @@ public:
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/* 188 */ unk8 mUnk_188[0x14];
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/* 19c */ unk32 mUnk_19c;
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/* 1a0 */ Vec3p mUnk_1a0;
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/* 1ac */ unk32 mUnk_1ac;
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/* 1ac */ s16 mUnk_1ac;
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/* 1b0 */
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/* 00 */ virtual ~MapBase();
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@@ -62,6 +62,6 @@ public:
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};
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extern PlayerBase *gPlayer;
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extern Vec3p *gPlayerPos;
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extern Vec3p gPlayerPos;
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extern Vec3p gPlayerVel;
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extern s16 gPlayerAngle;
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+12
-12
@@ -342,7 +342,7 @@ ARM bool Actor::vfunc_4c(unk32 *param1) {
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}
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ARM bool Actor::IsNearLink() {
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Vec3p playerPos = *gPlayerPos;
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Vec3p playerPos = gPlayerPos;
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q20 z = playerPos.z;
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q20 dx = abs(playerPos.x - mPos.x);
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@@ -375,7 +375,7 @@ ARM bool Actor::func_ov00_020c1da0(s32 param1, Vec3p *param2) {
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if (param2) {
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vec = *param2;
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} else {
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Vec3p_Sub(gPlayerPos, &mPrevPos, &vec);
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Vec3p_Sub(&gPlayerPos, &mPrevPos, &vec);
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}
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return gPlayer->vfunc_30(mUnk_124, &vec, param1);
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@@ -389,7 +389,7 @@ ARM bool Actor::func_ov00_020c1e2c(s32 param1, Vec3p *param2) {
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if (param2) {
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vec = *param2;
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} else {
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Vec3p_Sub(gPlayerPos, &mPrevPos, &vec);
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Vec3p_Sub(&gPlayerPos, &mPrevPos, &vec);
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}
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Cylinder hitbox;
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@@ -421,7 +421,7 @@ ARM bool Actor::func_ov00_020c1fc8(PlayerCollide flags) {
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bool result = false;
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if (mHitbox.size >= 0) {
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Vec3p vecFromPlayer;
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Vec3p_Sub(&mPos, gPlayerPos, &vecFromPlayer);
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Vec3p_Sub(&mPos, &gPlayerPos, &vecFromPlayer);
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if (this->CollidesWithPlayer(flags & PlayerCollide_Sword)) {
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Knockback knockback;
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knockback.mUnk_00 = gPlayer->EquipItem_vfunc_2c();
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@@ -469,7 +469,7 @@ ARM bool Actor::func_ov00_020c1fc8(PlayerCollide flags) {
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ARM bool Actor::CollidesWithShield(Cylinder *param1) {
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Vec3p vecFromPlayer;
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Vec3p_Sub(&mPos, gPlayerPos, &vecFromPlayer);
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Vec3p_Sub(&mPos, &gPlayerPos, &vecFromPlayer);
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s32 currAngle = gPlayerAngle;
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s32 angle = Atan2(vecFromPlayer.x, vecFromPlayer.z);
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s32 angleDiff = (s16) angle - currAngle;
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@@ -641,13 +641,13 @@ ARM q20 Actor::XzDistanceTo(Vec3p *vec) {
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}
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ARM q20 Actor::DistanceToLink() {
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return Vec3p_Distance(&mPos, gPlayerPos);
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return Vec3p_Distance(&mPos, &gPlayerPos);
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}
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ARM q20 Actor::XzDistanceToLink() {
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Vec3p src;
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Vec3p_CopyXZ(&mPos, &src);
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Vec3p dest = *gPlayerPos;
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Vec3p dest = gPlayerPos;
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dest.y = 0;
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return Vec3p_Distance(&src, &dest);
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@@ -665,7 +665,7 @@ ARM s16 Actor::GetAngleTo(Vec3p *vec) {
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}
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ARM s32 Actor::GetAngleToLink() {
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return this->GetAngleTo(gPlayerPos);
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return this->GetAngleTo(&gPlayerPos);
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}
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extern "C" void func_0202d95c(Vec3p *param1, q20 param2);
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@@ -745,7 +745,7 @@ ARM bool Actor::func_ov00_020c2c70() {
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this->GetLinkPos(&pos);
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Vec3p_Sub(&pos, &mPos, &vel);
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} else {
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Vec3p_Sub(gPlayerPos, &mPos, &vel);
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Vec3p_Sub(&gPlayerPos, &mPos, &vel);
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}
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}
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Vec3p_Add(&mPos, &vel, &mPos);
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@@ -787,7 +787,7 @@ ARM bool Actor::func_ov00_020c2de4() {
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func_0202d95c(&vel, FLOAT_TO_Q20(1.0));
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}
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} else {
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Vec3p_Sub(gPlayerPos, &mPos, &vel);
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Vec3p_Sub(&gPlayerPos, &mPos, &vel);
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}
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Vec3p_Add(&mPos, &vel, &mPos);
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mVel = vel;
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@@ -937,7 +937,7 @@ ARM void Actor::GetLinkPos(Vec3p *result) {
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if (gPlayerLink != NULL && gPlayerLink->GetCurrentCharacter() != PlayerCharacter_Link) {
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return this->GetLinkDummyPos(result);
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}
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result = gPlayerPos;
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result = &gPlayerPos;
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}
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ARM void Actor::GetLinkDummyPos(Vec3p *result) {
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@@ -948,7 +948,7 @@ ARM void Actor::GetLinkDummyPos(Vec3p *result) {
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*result = dummy->mPos;
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return;
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}
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result = gPlayerPos;
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result = &gPlayerPos;
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}
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Actor_UnkStruct_09c::Actor_UnkStruct_09c() {
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@@ -244,25 +244,21 @@ ARM bool MapManager::func_ov00_020824cc(s32 param_2) {
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ARM s32 MapManager::func_ov00_02082504() {
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s32 var = this->mMap->vfunc_4c();
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if (var == 2) {
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return (s32) this->mMap->mUnk_1ac;
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}
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if (var == 2) return this->mMap->mUnk_1ac;
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return 0;
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}
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ARM Vec3p *MapManager::func_ov00_02082538() {
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s32 var1 = this->mMap->vfunc_4c();
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Vec3p var0;
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if (var1 != 2) {
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q20 x = gPlayerPos->x;
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q20 y = gPlayerPos->y;
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var0.x = x;
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var0.y = y;
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q20 z = gPlayerPos->z;
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var0.z = z;
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return &var0;
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}
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return &this->mMap->mUnk_1a0;
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if (var1 == 2) return &this->mMap->mUnk_1a0;
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q20 x = gPlayerPos.x;
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q20 y = gPlayerPos.y;
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var0.x = x;
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var0.y = y;
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q20 z = gPlayerPos.z;
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var0.z = z;
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return &var0;
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}
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ARM void MapManager::func_ov00_02082594() {
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@@ -674,9 +670,9 @@ ARM void MapManager::func_ov00_0208306c(s32 *param_2, s32 *param_3) {
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*param_3 = this->mCourse->mUnk_0b8;
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return;
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}
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local_1c.y = gPlayerPos->y;
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local_1c.x = gPlayerPos->x;
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local_1c.z = gPlayerPos->z;
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local_1c.y = gPlayerPos.y;
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local_1c.x = gPlayerPos.x;
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local_1c.z = gPlayerPos.z;
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// this->func_ov00_02083a1c(auStack_2c, this, &local_1c);
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this->func_ov00_02082d84(auStack_2c, param_2, param_3);
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}
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@@ -710,9 +706,9 @@ ARM void MapManager::func_ov00_0208315c(s32 *param_2, s32 *param_3) {
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*param_3 = this->mCourse->mUnk_0c0;
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return;
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}
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local_20.x = *(s32 *) gPlayerPos->x;
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local_20.y = *(s32 *) gPlayerPos->y;
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local_20.z = *(s32 *) gPlayerPos->z;
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local_20.x = *(s32 *) gPlayerPos.x;
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local_20.y = *(s32 *) gPlayerPos.y;
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local_20.z = *(s32 *) gPlayerPos.z;
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uVar1 = this->func_ov00_02082d08();
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this->func_ov00_02083298(uVar1, &local_20, param_2, param_3);
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}
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@@ -960,10 +956,10 @@ ARM bool MapManager::func_ov00_020836dc(u32 type, u32 actorId) {
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switch (actorId) {
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case 0:
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case 1:
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q20 y = gPlayerPos->y;
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playerPos.x = gPlayerPos->x;
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q20 y = gPlayerPos.y;
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playerPos.x = gPlayerPos.x;
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playerPos.y = y;
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playerPos.z = gPlayerPos->z;
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playerPos.z = gPlayerPos.z;
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break;
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default:
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actor = gActorManager->FindActorById(actorId);
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@@ -1669,9 +1665,9 @@ unk8 MapManager::func_ov00_02084740() {
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// iVar2 = this->func_ov00_02084700(?); // what param?
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// iVar3 = UnkStruct_027e0d38::FUN_overlay_d_0__02078b40(*(UnkStruct_027e0d38 **) PTR_PTR_overlay_d_0__020847d4);
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if (iVar3 != 2) {
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local_1c8 = *(unk32 *) gPlayerPos->x;
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local_1c4 = *(unk32 *) gPlayerPos->y;
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local_1c0 = *(unk32 *) gPlayerPos->z;
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local_1c8 = *(unk32 *) gPlayerPos.x;
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local_1c4 = *(unk32 *) gPlayerPos.y;
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local_1c0 = *(unk32 *) gPlayerPos.z;
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// bVar1 = FUN_overlay_d_0__02083780(&local_1c8); // MapManager method?
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if (bVar1) {
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iVar2 = this->func_ov00_020847f0();
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@@ -2505,7 +2501,7 @@ unk8 MapManager::func_ov00_020858b0(MapManager *param_1, Vec3p *param_2, s32 par
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iVar3 = param_1->GetMapHeight();
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local_38 = 0xffffffff;
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param_1->func_ov00_02083a1c(&local_28, param_1, param_2);
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iVar6 = gPlayerPos->y; // *(int *) (PTR_gPlayerPos_overlay_d_0__02085a30 + 4);
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iVar6 = gPlayerPos.y; // *(int *) (PTR_gPlayerPos_overlay_d_0__02085a30 + 4);
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for (iVar7 = local_28.x - 1; iVar7 <= (int) (local_28.x + 1); iVar7 = iVar7 + 1) {
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if ((-1 < iVar7) && (iVar1 = local_28.y - 1, iVar7 < iVar2)) {
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for (; iVar1 <= (int) (local_28.y + 1); iVar1 = iVar1 + 1) {
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