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Macros: PLAYER
-> GET_PLAYER(globalCtx)
, ACTIVE_CAM
-> GET_ACTIVE_CAM(globalCtx)
(#921)
* PLAYER -> GET_PLAYER(globalCtx) * ACTIVE_CAM -> GET_ACTIVE_CAM(globalCtx) * PR Suggestions * formatter * Add brackets * remove from actorfixer.py * Bring back actorfixer.py change
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f8498478c4
commit
1117783731
281 changed files with 1013 additions and 979 deletions
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@ -196,7 +196,8 @@ void EnGoma_SetupFlee(EnGoma* this) {
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void EnGoma_Flee(EnGoma* this, GlobalContext* globalCtx) {
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SkelAnime_Update(&this->skelanime);
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Math_ApproachF(&this->actor.speedXZ, 6.6666665f, 0.5f, 2.0f);
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Math_ApproachS(&this->actor.world.rot.y, Actor_WorldYawTowardActor(&this->actor, &PLAYER->actor) + 0x8000, 3, 2000);
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Math_ApproachS(&this->actor.world.rot.y,
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Actor_WorldYawTowardActor(&this->actor, &GET_PLAYER(globalCtx)->actor) + 0x8000, 3, 2000);
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Math_ApproachS(&this->actor.shape.rot.y, this->actor.world.rot.y, 2, 3000);
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if (this->actionTimer == 0) {
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@ -267,7 +268,7 @@ void EnGoma_EggFallToGround(EnGoma* this, GlobalContext* globalCtx) {
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}
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void EnGoma_Egg(EnGoma* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s32 i;
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this->eggSquishAngle += 1.0f;
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@ -303,7 +304,7 @@ void EnGoma_SetupHatch(EnGoma* this, GlobalContext* globalCtx) {
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Actor_SetScale(&this->actor, 0.005f);
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this->gomaType = ENGOMA_NORMAL;
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this->actionTimer = 5;
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this->actor.shape.rot.y = Actor_WorldYawTowardActor(&this->actor, &PLAYER->actor);
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this->actor.shape.rot.y = Actor_WorldYawTowardActor(&this->actor, &GET_PLAYER(globalCtx)->actor);
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this->actor.world.rot.y = this->actor.shape.rot.y;
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EnGoma_SpawnHatchDebris(this, globalCtx);
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this->eggScale = 1.0f;
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@ -455,7 +456,7 @@ void EnGoma_PrepareJump(EnGoma* this, GlobalContext* globalCtx) {
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SkelAnime_Update(&this->skelanime);
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Math_ApproachZeroF(&this->actor.speedXZ, 0.5f, 2.0f);
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targetAngle = Actor_WorldYawTowardActor(&this->actor, &PLAYER->actor);
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targetAngle = Actor_WorldYawTowardActor(&this->actor, &GET_PLAYER(globalCtx)->actor);
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Math_ApproachS(&this->actor.world.rot.y, targetAngle, 2, 4000);
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Math_ApproachS(&this->actor.shape.rot.y, targetAngle, 2, 3000);
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@ -515,7 +516,8 @@ void EnGoma_Jump(EnGoma* this, GlobalContext* globalCtx) {
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void EnGoma_Stand(EnGoma* this, GlobalContext* globalCtx) {
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SkelAnime_Update(&this->skelanime);
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Math_ApproachZeroF(&this->actor.speedXZ, 0.5f, 2.0f);
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Math_ApproachS(&this->actor.shape.rot.y, Actor_WorldYawTowardActor(&this->actor, &PLAYER->actor), 2, 3000);
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Math_ApproachS(&this->actor.shape.rot.y, Actor_WorldYawTowardActor(&this->actor, &GET_PLAYER(globalCtx)->actor), 2,
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3000);
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if (this->actionTimer == 0) {
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EnGoma_SetupChasePlayer(this);
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@ -588,8 +590,8 @@ void EnGoma_LookAtPlayer(EnGoma* this, GlobalContext* globalCtx) {
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s16 eyePitch;
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s16 eyeYaw;
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eyeYaw = Actor_WorldYawTowardActor(&this->actor, &PLAYER->actor) - this->actor.shape.rot.y;
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eyePitch = Actor_WorldPitchTowardActor(&this->actor, &PLAYER->actor) - this->actor.shape.rot.x;
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eyeYaw = Actor_WorldYawTowardActor(&this->actor, &GET_PLAYER(globalCtx)->actor) - this->actor.shape.rot.y;
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eyePitch = Actor_WorldPitchTowardActor(&this->actor, &GET_PLAYER(globalCtx)->actor) - this->actor.shape.rot.x;
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if (eyeYaw > 6000) {
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eyeYaw = 6000;
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@ -603,7 +605,7 @@ void EnGoma_LookAtPlayer(EnGoma* this, GlobalContext* globalCtx) {
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void EnGoma_UpdateHit(EnGoma* this, GlobalContext* globalCtx) {
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static Vec3f sShieldKnockbackVel = { 0.0f, 0.0f, 20.0f };
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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if (this->hurtTimer != 0) {
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this->hurtTimer--;
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@ -696,7 +698,7 @@ void EnGoma_SetFloorRot(EnGoma* this) {
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void EnGoma_Update(Actor* thisx, GlobalContext* globalCtx) {
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EnGoma* this = THIS;
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s32 pad;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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if (this->actionTimer != 0) {
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this->actionTimer--;
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