mirror of https://github.com/n64decomp/mk64.git
Updated Introduction (markdown)
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@ -35,10 +35,16 @@ If you are familiar with oot or sm64 prepare to be very disappointed. Both games
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Actor setup:
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```c
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// Loop through the actor list and run that particular actors behaviour.
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for actorListSize {
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actor = gActorList[i]
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switch(actor->type) {
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case TYPE: actor_name(args, actor);
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case ACTOR1:
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actor_name(args, actor);
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break;
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case ACTOR2:
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another_actor(args, actor);
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break;
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}
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}
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@ -53,9 +59,11 @@ void actor_name(Camera, Mat4, actor) {
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}
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}
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```
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Check actor_types.h for a full list of options. The actor struct is customizable so long as the size of the struct stays identical to the spec. Generally, the types in the struct may be modified so long as type and flags stay the same.
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Check actor_types.h for a full list of options. You can create a new actor struct for your actor and customize it or use a predefined one. All actor structs must retain the same size. Generally, the types in the struct may be modified so long as `type` and `flags` stay the same as those are used elsewhere.
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See `update_obj_railroad_crossing` for an example of how a timer may be used.
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See `update_obj_railroad_crossing` for an example of how a timer may be setup and used.
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Audio may be activated in the following method:
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`func_800C98B8(actor->pos, actor->velocity, s32_audio_flag);`
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`func_800C98B8(actor->pos, actor->velocity, s32_audio_flag);`
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For more complex uses such as distanceFrom and collision, you will need to analyze the other actors.
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