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Retail Player matches part 2 (#1725)

* match a couple

* match some more

* revert accidental newline removal
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fig02 2024-02-05 23:30:50 -05:00 committed by GitHub
parent 9da4e17c8f
commit 13143f4743
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@ -5222,16 +5222,16 @@ void func_8083A5C4(PlayState* play, Player* this, CollisionPoly* arg2, f32 arg3,
}
s32 func_8083A6AC(Player* this, PlayState* play) {
CollisionPoly* sp84;
s32 sp80;
Vec3f sp74;
Vec3f sp68;
f32 temp1;
//! @bug `floorPitch` and `floorPitchAlt` are cleared to 0 before this function is called, because the player
//! left the ground. The angles will always be zero and therefore will always pass these checks.
//! The intention seems to be to prevent ledge hanging or vine grabbing when walking off of a steep enough slope.
if ((this->actor.yDistToWater < -80.0f) && (ABS(this->floorPitch) < 0xAAA) && (ABS(this->floorPitchAlt) < 0xAAA)) {
CollisionPoly* sp84;
s32 sp80;
Vec3f sp74;
Vec3f sp68;
f32 temp1;
sp74.x = this->actor.prevPos.x - this->actor.world.pos.x;
sp74.z = this->actor.prevPos.z - this->actor.world.pos.z;
@ -7845,7 +7845,6 @@ void Player_Action_808414F8(Player* this, PlayState* play) {
f32 speedTarget;
s16 yawTarget;
s32 sp2C;
s16 sp2A;
func_80841138(this, play);
@ -7869,7 +7868,7 @@ void Player_Action_808414F8(Player* this, PlayState* play) {
}
}
} else {
sp2A = yawTarget - this->yaw;
s16 sp2A = yawTarget - this->yaw;
Math_AsymStepToF(&this->speedXZ, speedTarget * 1.5f, 1.5f, 2.0f);
Math_ScaledStepToS(&this->yaw, yawTarget, sp2A * 0.1f);
@ -8481,15 +8480,6 @@ s32 func_80842DF4(PlayState* play, Player* this) {
}
void Player_Action_80843188(Player* this, PlayState* play) {
f32 sp54;
f32 sp50;
s16 sp4E;
s16 sp4C;
s16 sp4A;
s16 sp48;
s16 sp46;
f32 sp40;
if (LinkAnimation_Update(play, &this->skelAnime)) {
if (!Player_IsChildWithHylianShield(this)) {
Player_AnimPlayLoop(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_defense_wait, this->modelAnimType));
@ -8507,6 +8497,15 @@ void Player_Action_80843188(Player* this, PlayState* play) {
func_8083721C(this);
if (this->av2.actionVar2 != 0) {
f32 sp54;
f32 sp50;
s16 sp4E;
s16 sp4C;
s16 sp4A;
s16 sp48;
s16 sp46;
f32 sp40;
sp54 = sControlInput->rel.stick_y * 100;
sp50 = sControlInput->rel.stick_x * -120;
sp4E = this->actor.shape.rot.y - Camera_GetInputDirYaw(GET_ACTIVE_CAM(play));