mirror of
https://github.com/zeldaret/oot.git
synced 2024-12-27 07:07:09 +00:00
Retail Player matches part 2 (#1725)
* match a couple * match some more * revert accidental newline removal
This commit is contained in:
parent
9da4e17c8f
commit
13143f4743
1 changed files with 16 additions and 17 deletions
|
@ -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));
|
||||
|
|
Loading…
Reference in a new issue