diff options
| author | Aetias <aetias@outlook.com> | 2025-07-01 22:04:31 +0200 |
|---|---|---|
| committer | Aetias <aetias@outlook.com> | 2025-07-01 22:04:31 +0200 |
| commit | f3b92f5a6c57656f7b20924a6c61dbae07fa506a (patch) | |
| tree | 8fbf2de0ce9c9b1d681cdbab20809e4288c9868a /src/00_Core/Actor | |
| parent | a7f149c3af206d90f046c6e7237ea701f0ce7b41 (diff) | |
FIx build
Diffstat (limited to 'src/00_Core/Actor')
| -rw-r--r-- | src/00_Core/Actor/Actor.cpp | 24 | ||||
| -rw-r--r-- | src/00_Core/Actor/ActorSpawner.cpp | 4 |
2 files changed, 14 insertions, 14 deletions
diff --git a/src/00_Core/Actor/Actor.cpp b/src/00_Core/Actor/Actor.cpp index a6af4159..73db38f9 100644 --- a/src/00_Core/Actor/Actor.cpp +++ b/src/00_Core/Actor/Actor.cpp @@ -332,7 +332,7 @@ ARM bool Actor::vfunc_4c(unk32 *param1) { } ARM bool Actor::IsNearLink() { - Vec3p playerPos = *gPlayerPos; + Vec3p playerPos = gPlayerPos; q20 z = playerPos.z; q20 dx = abs(playerPos.x - mPos.x); @@ -365,7 +365,7 @@ ARM bool Actor::func_ov00_020c1da0(s32 param1, Vec3p *param2) { if (param2) { vec = *param2; } else { - Vec3p_Sub(gPlayerPos, &mPrevPos, &vec); + Vec3p_Sub(&gPlayerPos, &mPrevPos, &vec); } return gPlayer->vfunc_30(mUnk_124, &vec, param1); @@ -379,7 +379,7 @@ ARM bool Actor::func_ov00_020c1e2c(s32 param1, Vec3p *param2) { if (param2) { vec = *param2; } else { - Vec3p_Sub(gPlayerPos, &mPrevPos, &vec); + Vec3p_Sub(&gPlayerPos, &mPrevPos, &vec); } Cylinder hitbox; @@ -411,7 +411,7 @@ ARM bool Actor::func_ov00_020c1fc8(PlayerCollide flags) { bool result = false; if (mHitbox.size >= 0) { Vec3p vecFromPlayer; - Vec3p_Sub(&mPos, gPlayerPos, &vecFromPlayer); + Vec3p_Sub(&mPos, &gPlayerPos, &vecFromPlayer); if (this->CollidesWithPlayer(flags & PlayerCollide_Sword)) { Knockback knockback; knockback.mUnk_00 = gPlayer->EquipItem_vfunc_2c(); @@ -459,7 +459,7 @@ ARM bool Actor::func_ov00_020c1fc8(PlayerCollide flags) { ARM bool Actor::CollidesWithShield(Cylinder *param1) { Vec3p vecFromPlayer; - Vec3p_Sub(&mPos, gPlayerPos, &vecFromPlayer); + Vec3p_Sub(&mPos, &gPlayerPos, &vecFromPlayer); s32 currAngle = gPlayerAngle; s32 angle = Atan2(vecFromPlayer.x, vecFromPlayer.z); s32 angleDiff = (s16) angle - currAngle; @@ -631,13 +631,13 @@ ARM q20 Actor::XzDistanceTo(Vec3p *vec) { } ARM q20 Actor::DistanceToLink() { - return Vec3p_Distance(&mPos, gPlayerPos); + return Vec3p_Distance(&mPos, &gPlayerPos); } ARM q20 Actor::XzDistanceToLink() { Vec3p src; Vec3p_CopyXZ(&mPos, &src); - Vec3p dest = *gPlayerPos; + Vec3p dest = gPlayerPos; dest.y = 0; return Vec3p_Distance(&src, &dest); @@ -655,7 +655,7 @@ ARM s16 Actor::GetAngleTo(Vec3p *vec) { } ARM s32 Actor::GetAngleToLink() { - return this->GetAngleTo(gPlayerPos); + return this->GetAngleTo(&gPlayerPos); } extern "C" void func_0202d95c(Vec3p *param1, q20 param2); @@ -735,7 +735,7 @@ ARM bool Actor::func_ov00_020c2c70() { this->GetLinkPos(&pos); Vec3p_Sub(&pos, &mPos, &vel); } else { - Vec3p_Sub(gPlayerPos, &mPos, &vel); + Vec3p_Sub(&gPlayerPos, &mPos, &vel); } } Vec3p_Add(&mPos, &vel, &mPos); @@ -777,7 +777,7 @@ ARM bool Actor::func_ov00_020c2de4() { func_0202d95c(&vel, FLOAT_TO_Q20(1.0)); } } else { - Vec3p_Sub(gPlayerPos, &mPos, &vel); + Vec3p_Sub(&gPlayerPos, &mPos, &vel); } Vec3p_Add(&mPos, &vel, &mPos); mVel = vel; @@ -927,7 +927,7 @@ ARM void Actor::GetLinkPos(Vec3p *result) { if (gPlayerLink != NULL && gPlayerLink->GetCurrentCharacter() != PlayerCharacter_Link) { return this->GetLinkDummyPos(result); } - result = gPlayerPos; + *result = gPlayerPos; } ARM void Actor::GetLinkDummyPos(Vec3p *result) { @@ -938,7 +938,7 @@ ARM void Actor::GetLinkDummyPos(Vec3p *result) { *result = dummy->mPos; return; } - result = gPlayerPos; + *result = gPlayerPos; } Actor_UnkStruct_09c::Actor_UnkStruct_09c() { diff --git a/src/00_Core/Actor/ActorSpawner.cpp b/src/00_Core/Actor/ActorSpawner.cpp index 55cf1a57..fcf8b66b 100644 --- a/src/00_Core/Actor/ActorSpawner.cpp +++ b/src/00_Core/Actor/ActorSpawner.cpp @@ -68,8 +68,8 @@ ARM s32 ActorSpawner::Spawn(ActorTypeId type, Vec3p *pos, ActorSpawnOptions *opt Actor *actor2 = *actorSlot; actor2->mPos = *pos; actor2->mPrevPos = *pos; - (*actorSlot)->mUnk_010 = gMapManager->GetCourseData_Unk_1c(); - (*actorSlot)->mUnk_011 = gMapManager->GetCourseData_Unk_1d(); + (*actorSlot)->mUnk_010 = gMapManager->GetCurrentMapPosX(); + (*actorSlot)->mUnk_011 = gMapManager->GetCurrentMapPosY(); u16 nextIndex = index + 1; if (actorManager->mMaxActorIndex < nextIndex) { actorManager->mMaxActorIndex = nextIndex; |
