Some main dol actor splits, dAcOsw_c OK, dTgSw_c OK (#34)

* Some main dol actor splits and code

* Match dAcOsw_c

* diff clean

* Fix

* dTgSw_c OK
This commit is contained in:
robojumper
2024-09-26 00:34:35 +02:00
committed by GitHub
parent 2d05a828fc
commit 0f9ef3d33c
39 changed files with 1453 additions and 306 deletions
+8 -7
View File
@@ -1,5 +1,6 @@
#include "d/a/d_a_base.h"
#include "d/d_player.h"
#include "d/a/obj/d_a_obj_base.h"
#include "d/a/d_a_player.h"
#include "f/f_list_nd.h"
#include "m/m_vec.h"
#include "toBeSorted/event.h"
@@ -327,7 +328,7 @@ void dAcBase_c::forEveryActor(void *func(dAcBase_c *, dAcBase_c *), dAcBase_c *p
// 8002d190
mAng dAcBase_c::getXZAngleToPlayer() {
return targetAngleY(&this->position, &dPlayer::LINK->position);
return targetAngleY(&this->position, &dAcPy_c::LINK->position);
}
// 8002d1d0
@@ -392,24 +393,24 @@ bool dAcBase_c::getDistanceAndAngleToActor(dAcBase_c *actor, f32 distThresh, s16
// 8002d3e0
bool dAcBase_c::isWithinPlayerRadius(f32 radius) const {
f32 dist_diff = getSquareDistanceTo(dPlayer::LINK->position);
f32 dist_diff = getSquareDistanceTo(dAcPy_c::LINK->position);
return dist_diff < radius * radius;
}
// 8002d440
bool dAcBase_c::getDistanceAndAngleToPlayer(f32 distThresh, s16 yAngle, s16 xAngle, f32 *outDist, s16 *outDiffAngleY,
s16 *outDiffAngleX) {
return getDistanceAndAngleToActor(dPlayer::LINK, distThresh, yAngle, xAngle, outDist, outDiffAngleY, outDiffAngleX);
return getDistanceAndAngleToActor(dAcPy_c::LINK, distThresh, yAngle, xAngle, outDist, outDiffAngleY, outDiffAngleX);
}
// 8002d470
f32 dAcBase_c::getDistToPlayer() {
return EGG::Math<f32>::sqrt(PSVECSquareDistance(position, dPlayer::LINK->position));
return EGG::Math<f32>::sqrt(PSVECSquareDistance(position, dAcPy_c::LINK->position));
}
// 8002d4a0
f32 dAcBase_c::getSquareDistToPlayer() {
return PSVECSquareDistance(position, dPlayer::LINK->position);
return PSVECSquareDistance(position, dAcPy_c::LINK->position);
}
// Some weirdness with the float registers being used
@@ -435,7 +436,7 @@ bool dAcBase_c::isRoomFlags_0x6_Set() {
// Start of SoundSource stuff
void dAcBase_c::FUN_8002d590() {}
void dAcBase_c::FUN_8002d5b0() {}
void dAcBase_c::playSound() {}
void dAcBase_c::playSound(u16) {}
void dAcBase_c::FUN_8002d600() {}
void dAcBase_c::FUN_8002d630() {}
void dAcBase_c::FUN_8002d6d0() {}