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authorfig02 <fig02srl@gmail.com>2021-01-18 16:04:04 -0500
committerGitHub <noreply@github.com>2021-01-18 16:04:04 -0500
commit00a5edea71a605e7bdad78892b2863000e53624e (patch)
tree8750e088e82191ddda97b566e2dc28d9d999a3a6 /src/code/z_bgcheck.c
parent20206fba0d1c404c7493c470a0526a5e50cc1576 (diff)
Actor Struct Changes (and a few related things) (#617)
* reformat header * type -> category * done for now i think * some more stuff * first -> head * focus * flag comment * ground -> floor * remove asm, name wrapper funcs * name func, format * review * targetPriority, format * git subrepo pull --force tools/ZAPD subrepo: subdir: "tools/ZAPD" merged: "0305ec2c2" upstream: origin: "https://github.com/zeldaret/ZAPD.git" branch: "master" commit: "0305ec2c2" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo.git" commit: "2f68596" * comment * review * feet flags * horse shadow
Diffstat (limited to 'src/code/z_bgcheck.c')
-rw-r--r--src/code/z_bgcheck.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/code/z_bgcheck.c b/src/code/z_bgcheck.c
index 775db6cde..d5f03badc 100644
--- a/src/code/z_bgcheck.c
+++ b/src/code/z_bgcheck.c
@@ -2507,10 +2507,10 @@ void BgActor_SetActor(BgActor* bgActor, Actor* actor, CollisionHeader* colHeader
bgActor->prevTransform.scale = actor->scale;
bgActor->prevTransform.rot = actor->shape.rot;
bgActor->prevTransform.rot.x--;
- bgActor->prevTransform.pos = actor->posRot.pos;
+ bgActor->prevTransform.pos = actor->world.pos;
bgActor->curTransform.scale = actor->scale;
bgActor->curTransform.rot = actor->shape.rot;
- bgActor->curTransform.pos = actor->posRot.pos;
+ bgActor->curTransform.pos = actor->world.pos;
}
/**
@@ -2742,8 +2742,8 @@ void DynaPoly_ExpandSRT(GlobalContext* globalCtx, DynaCollisionContext* dyna, s3
actor = dyna->bgActors[bgId].actor;
dyna->bgActors[bgId].dynaLookup.polyStartIndex = *polyStartIndex;
dyna->bgActors[bgId].vtxStartIndex = *vtxStartIndex;
- pos = actor->posRot.pos;
- pos.y += actor->shape.unk_08 * actor->scale.y;
+ pos = actor->world.pos;
+ pos.y += actor->shape.yOffset * actor->scale.y;
ScaleRotPos_SetValue(&dyna->bgActors[bgId].curTransform, &actor->scale, &actor->shape.rot, &pos);
@@ -4494,7 +4494,7 @@ void BgCheck_DrawStaticCollision(GlobalContext* globalCtx, CollisionContext* col
StaticLookup* lookup;
player = PLAYER;
- lookup = BgCheck_GetNearestStaticLookup(colCtx, colCtx->lookupTbl, &player->actor.posRot.pos);
+ lookup = BgCheck_GetNearestStaticLookup(colCtx, colCtx->lookupTbl, &player->actor.world.pos);
if (AREG(23) != 0) {
BgCheck_DrawStaticPolyList(globalCtx, colCtx, &lookup->floor, 0, 0, 255);
}