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Adjust Actor_GetProjectileActor to behave more like hardware, fixing an issue with Dark Link (#4606)
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@ -2,6 +2,7 @@
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#include "vt.h"
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#include "vt.h"
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#include "overlays/actors/ovl_Arms_Hook/z_arms_hook.h"
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#include "overlays/actors/ovl_Arms_Hook/z_arms_hook.h"
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#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
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#include "overlays/actors/ovl_En_Part/z_en_part.h"
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#include "overlays/actors/ovl_En_Part/z_en_part.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
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#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
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@ -3854,8 +3855,14 @@ Actor* Actor_GetProjectileActor(PlayState* play, Actor* refActor, f32 radius) {
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// it can also be an arrow.
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// it can also be an arrow.
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// Luckily, the field at the same offset in the arrow actor is the x component of a vector
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// Luckily, the field at the same offset in the arrow actor is the x component of a vector
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// which will rarely ever be 0. So it's very unlikely for this bug to cause an issue.
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// which will rarely ever be 0. So it's very unlikely for this bug to cause an issue.
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//
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// SoH [Port] We're making a change here, it doesn't technically fix the bug but makes it behave
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// more like hardware. Because of pointer size differences in SoH this was accessing a different
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// place in memory and causing issues with Dark link behavior, and probably other places too
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if ((Math_Vec3f_DistXYZ(&refActor->world.pos, &actor->world.pos) > radius) ||
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if ((Math_Vec3f_DistXYZ(&refActor->world.pos, &actor->world.pos) > radius) ||
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(((ArmsHook*)actor)->timer == 0)) {
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(actor->id == ACTOR_ARMS_HOOK && ((ArmsHook*)actor)->timer == 0) ||
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(actor->id == ACTOR_EN_ARROW && ((EnArrow*)actor)->unk_210.x == 0)
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) {
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actor = actor->next;
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actor = actor->next;
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} else {
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} else {
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deltaX = Math_SinS(actor->world.rot.y) * (actor->speedXZ * 10.0f);
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deltaX = Math_SinS(actor->world.rot.y) * (actor->speedXZ * 10.0f);
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