z_horse.c OK (#1245)

* func_800F3940

* func_800F3B2C, func_800F415C and func_800F41E4

* func_800F40A0

* func_800F3ED4

* func_800F3C44

* func_800F3B68 NON_MATCHING

* func_800F3A64 kinda

* func_800F39B4

* cleanups

* import data

* fix fake match

* format

* Scene enum

* minor cleanup on data usage

* Horse_RotateToPoint and ENHORSE_PARAMS

* scene setup index

Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com>

* fix merge

* z64horse.h

* Renames

* and even more renames

* format

* fix

* review

* Horse_IsActive

* review

* bss

* fix

* remove comments

* Update src/code/z_horse.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* review

* Update src/code/z_horse.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* review

---------

Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
This commit is contained in:
Anghelo Carvajal
2023-06-01 15:11:11 -04:00
committed by GitHub
co-authored by Tom Overton engineer124
parent 64959177d9
commit eb24680be3
22 changed files with 341 additions and 129 deletions
+4 -3
View File
@@ -4,6 +4,7 @@
*/
#include "global.h"
#include "z64horse.h"
#include "z64load.h"
#include "z64quake.h"
#include "z64rumble.h"
@@ -1357,8 +1358,8 @@ s32 func_800B7200(Player* player) {
return (player->stateFlags1 & (PLAYER_STATE1_80 | PLAYER_STATE1_20000000)) || (player->csMode != PLAYER_CSMODE_0);
}
void func_800B722C(GameState* gameState, Player* player) {
func_800F40A0(gameState, player);
void Actor_SpawnHorse(PlayState* play, Player* player) {
Horse_Spawn(play, player);
}
s32 func_800B724C(PlayState* play, Actor* actor, u8 csMode) {
@@ -2304,7 +2305,7 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* acto
Actor_TargetContextInit(&actorCtx->targetContext, actorCtx->actorLists[ACTORCAT_PLAYER].first, play);
Actor_InitHalfDaysBit(actorCtx);
Fault_AddClient(&sActorFaultClient, (void*)Actor_PrintLists, actorCtx, NULL);
func_800B722C(&play->state, (Player*)actorCtx->actorLists[ACTORCAT_PLAYER].first);
Actor_SpawnHorse(play, (Player*)actorCtx->actorLists[ACTORCAT_PLAYER].first);
}
/**