diff options
Diffstat (limited to 'src/code/code_0x800CAAD0.c')
| -rw-r--r-- | src/code/code_0x800CAAD0.c | 40 |
1 files changed, 20 insertions, 20 deletions
diff --git a/src/code/code_0x800CAAD0.c b/src/code/code_0x800CAAD0.c index a910156c0..edd623ca5 100644 --- a/src/code/code_0x800CAAD0.c +++ b/src/code/code_0x800CAAD0.c @@ -15,28 +15,28 @@ void BgCheck2_UpdateActorPosition(CollisionContext* bgCtxt, s32 index, Actor* ac if (BgCheck_IsActorMeshIndexValid(index) == 0) return; SkinMatrix_SetScaleRotateYRPTranslate(&prevMatrix, - bgCtxt->dyna.actorMeshArr[index].prevParams.scale.x, - bgCtxt->dyna.actorMeshArr[index].prevParams.scale.y, - bgCtxt->dyna.actorMeshArr[index].prevParams.scale.z, - bgCtxt->dyna.actorMeshArr[index].prevParams.rotation.x, - bgCtxt->dyna.actorMeshArr[index].prevParams.rotation.y, - bgCtxt->dyna.actorMeshArr[index].prevParams.rotation.z, - bgCtxt->dyna.actorMeshArr[index].prevParams.pos.x, - bgCtxt->dyna.actorMeshArr[index].prevParams.pos.y, - bgCtxt->dyna.actorMeshArr[index].prevParams.pos.z); + bgCtxt->dyna.bgActors[index].prevTransform.scale.x, + bgCtxt->dyna.bgActors[index].prevTransform.scale.y, + bgCtxt->dyna.bgActors[index].prevTransform.scale.z, + bgCtxt->dyna.bgActors[index].prevTransform.rot.x, + bgCtxt->dyna.bgActors[index].prevTransform.rot.y, + bgCtxt->dyna.bgActors[index].prevTransform.rot.z, + bgCtxt->dyna.bgActors[index].prevTransform.pos.x, + bgCtxt->dyna.bgActors[index].prevTransform.pos.y, + bgCtxt->dyna.bgActors[index].prevTransform.pos.z); if (SkinMatrix_Invert(&prevMatrix, &prevMatrixInv) == 2) return; SkinMatrix_SetScaleRotateYRPTranslate(&currMatrix, - bgCtxt->dyna.actorMeshArr[index].currParams.scale.x, - bgCtxt->dyna.actorMeshArr[index].currParams.scale.y, - bgCtxt->dyna.actorMeshArr[index].currParams.scale.z, - bgCtxt->dyna.actorMeshArr[index].currParams.rotation.x, - bgCtxt->dyna.actorMeshArr[index].currParams.rotation.y, - bgCtxt->dyna.actorMeshArr[index].currParams.rotation.z, - bgCtxt->dyna.actorMeshArr[index].currParams.pos.x, - bgCtxt->dyna.actorMeshArr[index].currParams.pos.y, - bgCtxt->dyna.actorMeshArr[index].currParams.pos.z); + bgCtxt->dyna.bgActors[index].curTransform.scale.x, + bgCtxt->dyna.bgActors[index].curTransform.scale.y, + bgCtxt->dyna.bgActors[index].curTransform.scale.z, + bgCtxt->dyna.bgActors[index].curTransform.rot.x, + bgCtxt->dyna.bgActors[index].curTransform.rot.y, + bgCtxt->dyna.bgActors[index].curTransform.rot.z, + bgCtxt->dyna.bgActors[index].curTransform.pos.x, + bgCtxt->dyna.bgActors[index].curTransform.pos.y, + bgCtxt->dyna.bgActors[index].curTransform.pos.z); SkinMatrix_Vec3fMtxFMultXYZ(&prevMatrixInv, &actor->world.pos, &posWithInv); SkinMatrix_Vec3fMtxFMultXYZ(&currMatrix, &posWithInv, &newPos); @@ -49,7 +49,7 @@ void BgCheck2_UpdateActorYRotation(CollisionContext* bgCtxt, s32 index, Actor* a if (BgCheck_IsActorMeshIndexValid(index) == 0) return; - angleChange = bgCtxt->dyna.actorMeshArr[index].currParams.rotation.y - bgCtxt->dyna.actorMeshArr[index].prevParams.rotation.y; + angleChange = bgCtxt->dyna.bgActors[index].curTransform.rot.y - bgCtxt->dyna.bgActors[index].prevTransform.rot.y; if (actor->id == 0) { ((ActorPlayer*)actor)->unkAD4 += angleChange; @@ -83,7 +83,7 @@ u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* bgCtxt, s32 index, Acto if (BgCheck_IsActorMeshIndexValid(index) == 0) return 0; - if (((bgCtxt->dyna.flags[index] & 2) != 0) || ((bgCtxt->dyna.flags[index] & 1) == 0)) return 0; + if (((bgCtxt->dyna.bgActorFlags[index] & 2) != 0) || ((bgCtxt->dyna.bgActorFlags[index] & 1) == 0)) return 0; meshActor = BgCheck_GetActorOfMesh(bgCtxt,index); |
