mirror of https://github.com/zeldaret/mm.git
object_ladder (#1419)
* naming * Original naming * removed comments * comments
This commit is contained in:
parent
ab4c207be4
commit
e174672223
|
@ -1,13 +1,23 @@
|
|||
<Root>
|
||||
<!-- Object for Wooden Ladder -->
|
||||
<File Name="object_ladder" Segment="6">
|
||||
<DList Name="object_ladder_DL_0000A0" Offset="0xA0" /> <!-- Original name is "m2_HASIGO_45_model" -->
|
||||
<Collision Name="object_ladder_Colheader_0001D8" Offset="0x1D8" /> <!-- Original name is "m2_HASIGO_45_bgdatainfo" -->
|
||||
<DList Name="object_ladder_DL_0002D0" Offset="0x2D0" /> <!-- Original name is "m2_HASIGO_60_model" -->
|
||||
<Collision Name="object_ladder_Colheader_000408" Offset="0x408" /> <!-- Original name is "m2_HASIGO_60_bgdatainfo" -->
|
||||
<DList Name="object_ladder_DL_000500" Offset="0x500" /> <!-- Original name is "m2_HASIGO_75_model" -->
|
||||
<Collision Name="object_ladder_Colheader_000638" Offset="0x638" /> <!-- Original name is "m2_HASIGO_75_bgdatainfo" -->
|
||||
<DList Name="object_ladder_DL_000730" Offset="0x730" /> <!-- Original name is "m2_HASIGO_90_model" -->
|
||||
<Collision Name="object_ladder_Colheader_000868" Offset="0x868" /> <!-- Original name is "m2_HASIGO_90_bgdatainfo" -->
|
||||
<Texture Name="object_ladder_Tex_0008A0" OutName="tex_0008A0" Format="rgba16" Width="32" Height="32" Offset="0x8A0" />
|
||||
<!-- Wooden Ladder with 12 Rungs -->
|
||||
<DList Name="gWoodenLadder12RungDL" Offset="0xA0" /> <!-- Original name is "m2_HASIGO_45_model" -->
|
||||
<Collision Name="gWoodenLadder12RungCol" Offset="0x1D8" /> <!-- Original name is "m2_HASIGO_45_bgdatainfo" -->
|
||||
|
||||
<!-- Wooden Ladder with 16 Rungs -->
|
||||
<DList Name="gWoodenLadder16RungDL" Offset="0x2D0" /> <!-- Original name is "m2_HASIGO_60_model" -->
|
||||
<Collision Name="gWoodenLadder16RungCol" Offset="0x408" /> <!-- Original name is "m2_HASIGO_60_bgdatainfo" -->
|
||||
|
||||
<!-- Wooden Ladder with 20 Rungs -->
|
||||
<DList Name="gWoodenLadder20RungDL" Offset="0x500" /> <!-- Original name is "m2_HASIGO_75_model" -->
|
||||
<Collision Name="gWoodenLadder20RungCol" Offset="0x638" /> <!-- Original name is "m2_HASIGO_75_bgdatainfo" -->
|
||||
|
||||
<!-- Wooden Ladder with 24 Rungs -->
|
||||
<DList Name="gWoodenLadder24RungDL" Offset="0x730" /> <!-- Original name is "m2_HASIGO_90_model" -->
|
||||
<Collision Name="gWoodenLadder24RungCol" Offset="0x868" /> <!-- Original name is "m2_HASIGO_90_bgdatainfo" -->
|
||||
|
||||
<!-- Wooden Ladder Texture -->
|
||||
<Texture Name="gWoodenLadderTex" OutName="wooden_ladder" Format="rgba16" Width="32" Height="32" Offset="0x8A0" />
|
||||
</File>
|
||||
</Root>
|
||||
|
|
|
@ -37,10 +37,10 @@ static InitChainEntry sInitChain[] = {
|
|||
};
|
||||
|
||||
static Gfx* sLadderDLists[] = {
|
||||
object_ladder_DL_0000A0, // 12 Rung
|
||||
object_ladder_DL_0002D0, // 16 Rung
|
||||
object_ladder_DL_000500, // 20 Rung
|
||||
object_ladder_DL_000730, // 24 Rung
|
||||
gWoodenLadder12RungDL,
|
||||
gWoodenLadder16RungDL,
|
||||
gWoodenLadder20RungDL,
|
||||
gWoodenLadder24RungDL,
|
||||
};
|
||||
|
||||
void BgLadder_Init(Actor* thisx, PlayState* play) {
|
||||
|
@ -55,13 +55,13 @@ void BgLadder_Init(Actor* thisx, PlayState* play) {
|
|||
size = thisx->params;
|
||||
|
||||
if (size == LADDER_SIZE_12RUNG) {
|
||||
DynaPolyActor_LoadMesh(play, &this->dyna, &object_ladder_Colheader_0001D8);
|
||||
DynaPolyActor_LoadMesh(play, &this->dyna, &gWoodenLadder12RungCol);
|
||||
} else if (size == LADDER_SIZE_16RUNG) {
|
||||
DynaPolyActor_LoadMesh(play, &this->dyna, &object_ladder_Colheader_000408);
|
||||
DynaPolyActor_LoadMesh(play, &this->dyna, &gWoodenLadder16RungCol);
|
||||
} else if (size == LADDER_SIZE_20RUNG) {
|
||||
DynaPolyActor_LoadMesh(play, &this->dyna, &object_ladder_Colheader_000638);
|
||||
DynaPolyActor_LoadMesh(play, &this->dyna, &gWoodenLadder20RungCol);
|
||||
} else if (size == LADDER_SIZE_24RUNG) {
|
||||
DynaPolyActor_LoadMesh(play, &this->dyna, &object_ladder_Colheader_000868);
|
||||
DynaPolyActor_LoadMesh(play, &this->dyna, &gWoodenLadder24RungCol);
|
||||
} else {
|
||||
Actor_Kill(&this->dyna.actor);
|
||||
return;
|
||||
|
|
Loading…
Reference in New Issue