diff options
| author | Zelllll <56516451+Zelllll@users.noreply.github.com> | 2021-02-28 21:52:12 -0600 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-02-28 22:52:12 -0500 |
| commit | fb1ed529ad9cfeb13158edbe716deb5aace4f272 (patch) | |
| tree | 97be08e503eefe3cb3f58338ecdaab025cd45cd6 /src/code | |
| parent | 5c761c33f077e28b76efc74516271fd033d25cab (diff) | |
Add OoT actor structs and enums (#55)
* add oot structs
* revert formatting
* fix comment thing
* fix accidental renames
* slight fix
* naviEnemyId -> hintId
* fix headers
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/code_0x800A5AC0.c | 6 | ||||
| -rw-r--r-- | src/code/code_0x800CAAD0.c | 6 | ||||
| -rw-r--r-- | src/code/code_0x800CAE10.c | 28 | ||||
| -rw-r--r-- | src/code/code_0x800E8EA0.c | 18 | ||||
| -rw-r--r-- | src/code/z_actor.c | 100 | ||||
| -rw-r--r-- | src/code/z_scene.c | 4 | ||||
| -rw-r--r-- | src/code/z_skelanime.c | 6 |
7 files changed, 84 insertions, 84 deletions
diff --git a/src/code/code_0x800A5AC0.c b/src/code/code_0x800A5AC0.c index 31b42d4d5..ae25f25b2 100644 --- a/src/code/code_0x800A5AC0.c +++ b/src/code/code_0x800A5AC0.c @@ -8,10 +8,10 @@ void EnAObj_Init(ActorEnAObj* this, GlobalContext* ctxt) { s0->base.textId = ((s0->base.params >> 8) & 0xFF) | 0x300; s0->base.params = (s0->base.params & 0xFF) - 9; Actor_ProcessInitChain((Actor*)s0, &enAObjInitVar); - Actor_SetDrawParams(&s0->base.shape, 0, (actor_shadow_draw_func)func_800B3FC0, 12); + Actor_SetDrawParams(&s0->base.shape, 0, (ActorShadowFunc)func_800B3FC0, 12); Collision_InitCylinder(ctxt, &s0->collision, (Actor*)s0, &enAObjCylinderInit); Collision_CylinderMoveToActor((Actor*)s0, &s0->collision); - s0->base.unkA0.mass = 255; + s0->base.colChkInfo.mass = 255; s0->update = (ActorFunc)EnAObj_Update1; } @@ -26,7 +26,7 @@ void EnAObj_Update1(ActorEnAObj* this, GlobalContext* ctxt) { if (func_800B84D0((Actor*)this, ctxt) != 0) { this->update = (ActorFunc)EnAObj_Update2; } else { - v0 = this->base.rotTowardsLinkY - this->base.shape.rot.y; + v0 = this->base.yawTowardsPlayer - this->base.shape.rot.y; v1 = (v0 < 0)? -v0 : v0; if ((v1 < 10240) || ((this->base.params == 1) && (v1 > 22528))) { func_800B863C((Actor*)this, ctxt); diff --git a/src/code/code_0x800CAAD0.c b/src/code/code_0x800CAAD0.c index e4a9f4683..97bd8412e 100644 --- a/src/code/code_0x800CAAD0.c +++ b/src/code/code_0x800CAAD0.c @@ -38,10 +38,10 @@ void BgCheck2_UpdateActorPosition(CollisionContext* bgCtxt, s32 index, Actor* ac bgCtxt->dyna.actorMeshArr[index].currParams.pos.y, bgCtxt->dyna.actorMeshArr[index].currParams.pos.z); - Matrix_MultiplyByVectorXYZ(&prevMatrixInv, &actor->currPosRot.pos, &posWithInv); + Matrix_MultiplyByVectorXYZ(&prevMatrixInv, &actor->world.pos, &posWithInv); Matrix_MultiplyByVectorXYZ(&currMatrix, &posWithInv, &newPos); - actor->currPosRot.pos = newPos; + actor->world.pos = newPos; } void BgCheck2_UpdateActorYRotation(CollisionContext* bgCtxt, s32 index, Actor* actor) { @@ -56,7 +56,7 @@ void BgCheck2_UpdateActorYRotation(CollisionContext* bgCtxt, s32 index, Actor* a } actor->shape.rot.y += angleChange; - actor->currPosRot.rot.y += angleChange; + actor->world.rot.y += angleChange; } void BgCheck2_AttachToMesh(CollisionContext* bgCtxt, Actor* actor, s32 index) { diff --git a/src/code/code_0x800CAE10.c b/src/code/code_0x800CAE10.c index 0bad5fce7..194d779b8 100644 --- a/src/code/code_0x800CAE10.c +++ b/src/code/code_0x800CAE10.c @@ -2,11 +2,11 @@ #include <global.h> void BcCheck3_BgActorInit(DynaPolyActor* actor, UNK_TYPE4 param_2) { - actor->dynaPolyId = -1; + actor->bgId = -1; actor->unk148 = 0; actor->unk14C = 0; actor->unk154 = param_2; - actor->dynaFlags = 0; + actor->unk_158 = 0; } void BgCheck3_LoadMesh(GlobalContext* ctxt, DynaPolyActor* actor, BgMeshHeader* meshHeader) { @@ -14,19 +14,19 @@ void BgCheck3_LoadMesh(GlobalContext* ctxt, DynaPolyActor* actor, BgMeshHeader* header = NULL; BgCheck_RelocateMeshHeader(meshHeader, &header); - actor->dynaPolyId = BgCheck_AddActorMesh(ctxt, &ctxt->colCtx.dyna, actor, header); + actor->bgId = BgCheck_AddActorMesh(ctxt, &ctxt->colCtx.dyna, actor, header); } void BgCheck3_ResetFlags(DynaPolyActor* actor) { - actor->dynaFlags = 0; + actor->unk_158 = 0; } void func_800CAE88(DynaPolyActor* actor) { - actor->dynaFlags |= 1; + actor->unk_158 |= 1; } void func_800CAE9C(DynaPolyActor* actor) { - actor->dynaFlags |= 2; + actor->unk_158 |= 2; } void func_800CAEB0(CollisionContext* bgCtxt, s32 index) { @@ -39,7 +39,7 @@ void func_800CAEB0(CollisionContext* bgCtxt, s32 index) { } void func_800CAEE0(DynaPolyActor* actor) { - actor->dynaFlags |= 4; + actor->unk_158 |= 4; } void func_800CAEF4(CollisionContext* bgCtxt, s32 index) { @@ -52,15 +52,15 @@ void func_800CAEF4(CollisionContext* bgCtxt, s32 index) { } void func_800CAF24(DynaPolyActor* actor) { - actor->dynaFlags |= 8; + actor->unk_158 |= 8; } void func_800CAF38(DynaPolyActor* actor) { - actor->dynaFlags |= 0x10; + actor->unk_158 |= 0x10; } s32 func_800CAF4C(DynaPolyActor* actor) { - if (actor->dynaFlags & 1) { + if (actor->unk_158 & 1) { return 1; } else { return 0; @@ -68,7 +68,7 @@ s32 func_800CAF4C(DynaPolyActor* actor) { } s32 func_800CAF70(DynaPolyActor* actor) { - if (actor->dynaFlags & 2) { + if (actor->unk_158 & 2) { return 1; } else { return 0; @@ -76,7 +76,7 @@ s32 func_800CAF70(DynaPolyActor* actor) { } s32 func_800CAF94(DynaPolyActor* actor) { - if (actor->dynaFlags & 4) { + if (actor->unk_158 & 4) { return 1; } else { return 0; @@ -84,7 +84,7 @@ s32 func_800CAF94(DynaPolyActor* actor) { } s32 func_800CAFB8(DynaPolyActor* actor) { - if (actor->dynaFlags & 8) { + if (actor->unk_158 & 8) { return 1; } else { return 0; @@ -92,7 +92,7 @@ s32 func_800CAFB8(DynaPolyActor* actor) { } s32 func_800CAFDC(DynaPolyActor* actor) { - if (actor->dynaFlags & 0x10) { + if (actor->unk_158 & 0x10) { return 1; } else { return 0; diff --git a/src/code/code_0x800E8EA0.c b/src/code/code_0x800E8EA0.c index 146fb9790..cfb9a5b18 100644 --- a/src/code/code_0x800E8EA0.c +++ b/src/code/code_0x800E8EA0.c @@ -31,8 +31,8 @@ s32 func_800E8FA4(Actor* actor, Vec3f* param_2, Vec3s* param_3, Vec3s* param_4) s16 targetYaw; s16 yawDiffFromTarget; - targetPitch = Math_Vec3f_Pitch(&actor->topPosRot.pos,param_2); - targetYaw = Math_Vec3f_Yaw(&actor->topPosRot.pos,param_2) - actor->currPosRot.rot.y; + targetPitch = Math_Vec3f_Pitch(&actor->focus.pos,param_2); + targetYaw = Math_Vec3f_Yaw(&actor->focus.pos,param_2) - actor->world.rot.y; Math_SmoothScaleMaxMinS(¶m_3->x, targetPitch, 6, 2000, 1); param_3->x = (param_3->x < -6000)? -6000 : ((6000 < param_3->x)? 6000 : param_3->x); @@ -58,11 +58,11 @@ s32 func_800E9138(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* para Vec3f local_14; player = (ctxt->actorCtx).actorList[2].first; - actor->topPosRot.pos = actor->currPosRot.pos; - actor->topPosRot.pos.y += param_5; + actor->focus.pos = actor->world.pos; + actor->focus.pos.y += param_5; if (((ctxt->csCtx).state == 0) && (D_801D0D50 == 0)) { - sVar3 = actor->rotTowardsLinkY - actor->shape.rot.y; + sVar3 = actor->yawTowardsPlayer - actor->shape.rot.y; // TODO is this shifting because of a missing cast? if (0x42ff < (sVar3 < 0? ((-sVar3 << 0x10) >> 0x10) : ((sVar3 << 0x10) >> 0x10))) { func_800E8F08(param_3,param_4); @@ -73,7 +73,7 @@ s32 func_800E9138(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* para if (((ctxt->csCtx).state != 0) || (D_801D0D50 != 0)) { local_14 = ctxt->view.eye; } else { - local_14 = player->topPosRot.pos; + local_14 = player->focus.pos; } func_800E8FA4(actor,&local_14,param_3,param_4); @@ -86,10 +86,10 @@ s32 func_800E9250(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* para Vec3f local_14; player = (ctxt->actorCtx).actorList[2].first; - actor->topPosRot.pos = param_5; + actor->focus.pos = param_5; if (((ctxt->csCtx).state == 0) && (D_801D0D50 == 0)) { - sVar3 = actor->rotTowardsLinkY - actor->shape.rot.y; + sVar3 = actor->yawTowardsPlayer - actor->shape.rot.y; // TODO is this shifting because of a missing cast? if (0x42ff < (sVar3 < 0? ((-sVar3 << 0x10) >> 0x10) : ((sVar3 << 0x10) >> 0x10))) { func_800E8F08(param_3,param_4); @@ -100,7 +100,7 @@ s32 func_800E9250(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* para if (((ctxt->csCtx).state != 0) || (D_801D0D50 != 0)) { local_14 = ctxt->view.eye; } else { - local_14 = player->topPosRot.pos; + local_14 = player->focus.pos; } func_800E8FA4(actor,&local_14,param_3,param_4); diff --git a/src/code/z_actor.c b/src/code/z_actor.c index f64931bad..6715613ec 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -7,11 +7,11 @@ #pragma GLOBAL_ASM("asm/non_matchings/z_actor//Actor_PrintLists.asm") -void Actor_SetDrawParams(ActorShape* iParm1, f32 yDisplacement, actor_shadow_draw_func func, f32 scale) { - iParm1->yDisplacement = yDisplacement; - iParm1->shadowDrawFunc = func; - iParm1->scale = scale; - iParm1->alphaScale = 255; +void Actor_SetDrawParams(ActorShape* actorShape, f32 yOffset, ActorShadowFunc func, f32 scale) { + actorShape->yOffset = yOffset; + actorShape->shadowDraw = func; + actorShape->shadowScale = scale; + actorShape->shadowAlpha = 255; } #pragma GLOBAL_ASM("asm/non_matchings/z_actor//Actor_PostDraw.asm") @@ -50,8 +50,8 @@ void Actor_TargetContextInit(TargetContext* targetCtxt, Actor* actor, GlobalCont targetCtxt->unk4B = 0; targetCtxt->unk4C = 0; targetCtxt->unk40 = 0; - func_800B5040(targetCtxt, actor, actor->type, ctxt); - func_800B4F78(targetCtxt, actor->type, ctxt); + func_800B5040(targetCtxt, actor, actor->category, ctxt); + func_800B4F78(targetCtxt, actor->category, ctxt); } #pragma GLOBAL_ASM("asm/non_matchings/z_actor//func_800B5208.asm") @@ -186,24 +186,24 @@ void Actor_MarkForDeath(Actor* actor) { } void Actor_InitCurrPosition(Actor* actor) { - actor->currPosRot = actor->initPosRot; + actor->world = actor->home; } void Actor_SetHeight(Actor* actor, f32 height) { - actor->topPosRot.pos.x = actor->currPosRot.pos.x; - actor->topPosRot.pos.y = actor->currPosRot.pos.y + height; - actor->topPosRot.pos.z = actor->currPosRot.pos.z; - actor->topPosRot.rot.x = actor->currPosRot.rot.x; - actor->topPosRot.rot.y = actor->currPosRot.rot.y; - actor->topPosRot.rot.z = actor->currPosRot.rot.z; + actor->focus.pos.x = actor->world.pos.x; + actor->focus.pos.y = actor->world.pos.y + height; + actor->focus.pos.z = actor->world.pos.z; + actor->focus.rot.x = actor->world.rot.x; + actor->focus.rot.y = actor->world.rot.y; + actor->focus.rot.z = actor->world.rot.z; } void Actor_SetRotationFromDrawRotation(Actor* actor) { - actor->currPosRot.rot = actor->shape.rot; + actor->world.rot = actor->shape.rot; } void Actor_InitDrawRotation(Actor* actor) { - actor->shape.rot = actor->currPosRot.rot; + actor->shape.rot = actor->world.rot; } void Actor_SetScale(Actor* actor, f32 scale) { @@ -222,18 +222,18 @@ void Actor_InitToDefaultValues(Actor* actor, GlobalContext* ctxt) { Actor_InitCurrPosition(actor); Actor_InitDrawRotation(actor); Actor_SetHeight(actor, 0); - Math_Vec3f_Copy(&actor->lastPos, &actor->currPosRot.pos); + Math_Vec3f_Copy(&actor->prevPos, &actor->world.pos); Actor_SetScale(actor, 0.01); - actor->unk1F = 3; + actor->targetMode = 3; actor->minYVelocity = -20.0f; actor->meshAttachedTo = 0x32; actor->sqrdDistToLink = D_801DCA54; - func_800E7494(&actor->unkA0); - actor->unkFC = 1000.0f; - actor->unk100 = 350.0f; - actor->unk104 = 700.0f; + func_800E7494(&actor->colChkInfo); + actor->uncullZoneForward = 1000.0f; + actor->uncullZoneScale = 350.0f; + actor->uncullZoneDownward = 700.0f; actor->naviMsgId = 255; @@ -263,9 +263,9 @@ void Actor_SetMovementScale(s32 scale) { #ifdef NON_MATCHING void Actor_ApplyMovement(Actor* actor) { - actor->currPosRot.pos.x += ((actor->velocity.x * actorMovementScale) + actor->unkA0.displacement.x); - actor->currPosRot.pos.y += ((actor->velocity.y * actorMovementScale) + actor->unkA0.displacement.y); - actor->currPosRot.pos.z += ((actor->velocity.z * actorMovementScale) + actor->unkA0.displacement.z); + actor->world.pos.x += ((actor->velocity.x * actorMovementScale) + actor->colChkInfo.displacement.x); + actor->world.pos.y += ((actor->velocity.y * actorMovementScale) + actor->colChkInfo.displacement.y); + actor->world.pos.z += ((actor->velocity.z * actorMovementScale) + actor->colChkInfo.displacement.z); } #else #pragma GLOBAL_ASM("asm/non_matchings/z_actor//Actor_ApplyMovement.asm") @@ -273,9 +273,9 @@ void Actor_ApplyMovement(Actor* actor) { #ifdef NON_MATCHING void Actor_SetVelocityYRotationAndGravity(Actor* actor) { - actor->velocity.x = actor->speedXZ * Math_Sins(actor->currPosRot.rot.x); + actor->velocity.x = actor->speedXZ * Math_Sins(actor->world.rot.x); actor->velocity.y = actor->velocity.y + actor->gravity; - actor->velocity.z = actor->speedXZ * Math_Coss(actor->currPosRot.rot.x); + actor->velocity.z = actor->speedXZ * Math_Coss(actor->world.rot.x); if (actor->velocity.y < actor->minYVelocity) { actor->velocity.y = actor->minYVelocity; @@ -291,10 +291,10 @@ void Actor_SetVelocityAndMoveYRotationAndGravity(Actor* actor) { } void Actor_SetVelocityXYRotation(Actor* actor) { - f32 velX = Math_Coss(actor->currPosRot.rot.x) * actor->speedXZ; - actor->velocity.x = Math_Sins(actor->currPosRot.rot.y) * velX; - actor->velocity.y = Math_Sins(actor->currPosRot.rot.x) * actor->speedXZ; - actor->velocity.z = Math_Coss(actor->currPosRot.rot.y) * velX; + f32 velX = Math_Coss(actor->world.rot.x) * actor->speedXZ; + actor->velocity.x = Math_Sins(actor->world.rot.y) * velX; + actor->velocity.y = Math_Sins(actor->world.rot.x) * actor->speedXZ; + actor->velocity.z = Math_Coss(actor->world.rot.y) * velX; } void Actor_SetVelocityAndMoveXYRotation(Actor* actor) { @@ -303,10 +303,10 @@ void Actor_SetVelocityAndMoveXYRotation(Actor* actor) { } void Actor_SetVelocityXYRotationReverse(Actor* actor) { - f32 velX = Math_Coss(-actor->currPosRot.rot.x) * actor->speedXZ; - actor->velocity.x = Math_Sins(actor->currPosRot.rot.y) * velX; - actor->velocity.y = Math_Sins(-actor->currPosRot.rot.x) * actor->speedXZ; - actor->velocity.z = Math_Coss(actor->currPosRot.rot.y) * velX; + f32 velX = Math_Coss(-actor->world.rot.x) * actor->speedXZ; + actor->velocity.x = Math_Sins(actor->world.rot.y) * velX; + actor->velocity.y = Math_Sins(-actor->world.rot.x) * actor->speedXZ; + actor->velocity.z = Math_Coss(actor->world.rot.y) * velX; } void Actor_SetVelocityAndMoveXYRotationReverse(Actor* actor) { @@ -319,43 +319,43 @@ void Actor_SetVelocityAndMoveXYRotationReverse(Actor* actor) { #pragma GLOBAL_ASM("asm/non_matchings/z_actor//func_800B6C58.asm") s16 Actor_YawBetweenActors(Actor* from, Actor* to) { - return Math_Vec3f_Yaw(&from->currPosRot.pos, &to->currPosRot.pos); + return Math_Vec3f_Yaw(&from->world.pos, &to->world.pos); } s16 Actor_YawBetweenActorsTop(Actor* from, Actor* to) { - return Math_Vec3f_Yaw(&from->topPosRot.pos, &to->topPosRot.pos); + return Math_Vec3f_Yaw(&from->focus.pos, &to->focus.pos); } s16 Actor_YawToPoint(Actor* actor, Vec3f* point) { - return Math_Vec3f_Yaw(&actor->currPosRot.pos, point); + return Math_Vec3f_Yaw(&actor->world.pos, point); } s16 Actor_PitchBetweenActors(Actor* from, Actor* to) { - return Math_Vec3f_Pitch(&from->currPosRot.pos, &to->currPosRot.pos); + return Math_Vec3f_Pitch(&from->world.pos, &to->world.pos); } s16 Actor_PitchBetweenActorsTop(Actor* from, Actor* to) { - return Math_Vec3f_Pitch(&from->topPosRot.pos, &to->topPosRot.pos); + return Math_Vec3f_Pitch(&from->focus.pos, &to->focus.pos); } s16 Actor_PitchToPoint(Actor* actor, Vec3f* point) { - return Math_Vec3f_Pitch(&actor->currPosRot.pos, point); + return Math_Vec3f_Pitch(&actor->world.pos, point); } f32 Actor_DistanceBetweenActors(Actor* actor1, Actor* actor2) { - return Math_Vec3f_DistXYZ(&actor1->currPosRot.pos, &actor2->currPosRot.pos); + return Math_Vec3f_DistXYZ(&actor1->world.pos, &actor2->world.pos); } f32 Actor_DistanceToPoint(Actor* actor, Vec3f* point) { - return Math_Vec3f_DistXYZ(&actor->currPosRot.pos, point); + return Math_Vec3f_DistXYZ(&actor->world.pos, point); } f32 Actor_XZDistanceBetweenActors(Actor* actor1, Actor* actor2) { - return Math_Vec3f_DistXZ(&actor1->currPosRot.pos, &actor2->currPosRot.pos); + return Math_Vec3f_DistXZ(&actor1->world.pos, &actor2->world.pos); } f32 Actor_XZDistanceToPoint(Actor* actor, Vec3f* point) { - return Math_Vec3f_DistXZ(&actor->currPosRot.pos, point); + return Math_Vec3f_DistXZ(&actor->world.pos, point); } void Actor_CalcOffsetOrientedToDrawRotation(Actor* actor, Vec3f* offset, Vec3f* point) { @@ -366,15 +366,15 @@ void Actor_CalcOffsetOrientedToDrawRotation(Actor* actor, Vec3f* offset, Vec3f* cos_rot_y = Math_Coss(actor->shape.rot.y); sin_rot_y = Math_Sins(actor->shape.rot.y); - imm_x = point->x - actor->currPosRot.pos.x; - imm_z = point->z - actor->currPosRot.pos.z; + imm_x = point->x - actor->world.pos.x; + imm_z = point->z - actor->world.pos.z; offset->x = ((imm_x * cos_rot_y) - (imm_z * sin_rot_y)); offset->z = ((imm_z * cos_rot_y) + (imm_x * sin_rot_y)); - offset->y = point->y - actor->currPosRot.pos.y; + offset->y = point->y - actor->world.pos.y; } f32 Actor_YDistance(Actor* actor1, Actor* actor2) { - return actor2->currPosRot.pos.y - actor1->currPosRot.pos.y; + return actor2->world.pos.y - actor1->world.pos.y; } #pragma GLOBAL_ASM("asm/non_matchings/z_actor//func_800B6F20.asm") @@ -425,7 +425,7 @@ s32 Actor_IsActorFacedByActor(Actor* actor, Actor* other, s16 tolerance) { s32 Actor_IsActorFacingLink(Actor* actor, s16 angle) { s16 dist; - dist = actor->rotTowardsLinkY - actor->shape.rot.y; + dist = actor->yawTowardsPlayer - actor->shape.rot.y; if (ABS(dist) < angle) { return 1; } diff --git a/src/code/z_scene.c b/src/code/z_scene.c index e1bc9ef74..86de5dd84 100644 --- a/src/code/z_scene.c +++ b/src/code/z_scene.c @@ -107,8 +107,8 @@ s32 Scene_FindSceneObjectIndex(SceneContext* sceneCtxt, s16 objectId) { return -1; } -s32 Scene_IsObjectLoaded(SceneContext* iParm1, s32 index) { - if (iParm1->objects[index].id > 0) { +s32 Scene_IsObjectLoaded(SceneContext* actorShape, s32 index) { + if (actorShape->objects[index].id > 0) { return 1; } else { return 0; diff --git a/src/code/z_skelanime.c b/src/code/z_skelanime.c index ce2c52a36..98c5eb656 100644 --- a/src/code/z_skelanime.c +++ b/src/code/z_skelanime.c @@ -1072,9 +1072,9 @@ void SkelAnime_AnimationType5Loaded(GlobalContext* globalCtx, AnimationEntryType Vec3f pos; func_80137748(entry->skelAnime, &pos, actor->shape.rot.y); - actor->currPosRot.pos.x += (pos.x * actor->scale.x) * entry->unk08; - actor->currPosRot.pos.y += (pos.y * actor->scale.y) * entry->unk08; - actor->currPosRot.pos.z += (pos.z * actor->scale.z) * entry->unk08; + actor->world.pos.x += (pos.x * actor->scale.x) * entry->unk08; + actor->world.pos.y += (pos.y * actor->scale.y) * entry->unk08; + actor->world.pos.z += (pos.z * actor->scale.z) * entry->unk08; } void func_80135EE8(GlobalContext* globalCtx, AnimationContext* animationCtx) { |
