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sword -> meleeWeapon (#1147)

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Dragorn421 2022-02-21 00:45:12 +01:00 committed by GitHub
parent b9cc31dc74
commit 145b14dbc4
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GPG key ID: 4AEE18F83AFDEB23
24 changed files with 194 additions and 182 deletions

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@ -293,7 +293,7 @@ s32 EnWf_ChangeAction(GlobalContext* globalCtx, EnWf* this, s16 mustChoose) {
playerYawDiff = ABS(playerYawDiff);
if (func_800354B4(globalCtx, &this->actor, 100.0f, 0x2710, 0x2EE0, this->actor.shape.rot.y)) {
if (player->swordAnimation == 0x11) {
if (player->meleeWeaponAnimation == 0x11) {
EnWf_SetupBlocking(this);
return true;
}
@ -311,7 +311,7 @@ s32 EnWf_ChangeAction(GlobalContext* globalCtx, EnWf* this, s16 mustChoose) {
(this->actor.xzDistToPlayer < 120.0f)) {
EnWf_SetupSomersaultAndAttack(this);
return true;
} else if (player->swordAnimation == 0x11) {
} else if (player->meleeWeaponAnimation == 0x11) {
EnWf_SetupBlocking(this);
return true;
} else if ((this->actor.xzDistToPlayer < 80.0f) && (globalCtx->gameplayFrames % 2) != 0) {
@ -457,7 +457,7 @@ void EnWf_Wait(EnWf* this, GlobalContext* globalCtx) {
angle = player->actor.shape.rot.y - this->actor.shape.rot.y;
angle = ABS(angle);
if ((this->actor.xzDistToPlayer < 80.0f) && (player->swordState != 0) && (angle >= 0x1F40)) {
if ((this->actor.xzDistToPlayer < 80.0f) && (player->meleeWeaponState != 0) && (angle >= 0x1F40)) {
this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer;
EnWf_SetupRunAroundPlayer(this);
} else {
@ -518,7 +518,7 @@ void EnWf_RunAtPlayer(EnWf* this, GlobalContext* globalCtx) {
playerFacingAngleDiff = player->actor.shape.rot.y - this->actor.shape.rot.y;
playerFacingAngleDiff = ABS(playerFacingAngleDiff);
if ((this->actor.xzDistToPlayer < (150.0f + baseRange)) && (player->swordState != 0) &&
if ((this->actor.xzDistToPlayer < (150.0f + baseRange)) && (player->meleeWeaponState != 0) &&
(playerFacingAngleDiff >= 8000)) {
this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer;
@ -1024,7 +1024,7 @@ void EnWf_Blocking(EnWf* this, GlobalContext* globalCtx) {
if ((ABS(yawDiff) <= 0x4000) && (this->actor.xzDistToPlayer < 60.0f) &&
(ABS(this->actor.yDistToPlayer) < 50.0f)) {
if (func_800354B4(globalCtx, &this->actor, 100.0f, 10000, 0x4000, this->actor.shape.rot.y)) {
if (player->swordAnimation == 0x11) {
if (player->meleeWeaponAnimation == 0x11) {
EnWf_SetupBlocking(this);
} else if ((globalCtx->gameplayFrames % 2) != 0) {
EnWf_SetupBlocking(this);
@ -1047,7 +1047,7 @@ void EnWf_Blocking(EnWf* this, GlobalContext* globalCtx) {
}
} else if (this->actionTimer == 0) {
if (func_800354B4(globalCtx, &this->actor, 100.0f, 10000, 0x4000, this->actor.shape.rot.y)) {
if (player->swordAnimation == 0x11) {
if (player->meleeWeaponAnimation == 0x11) {
EnWf_SetupBlocking(this);
} else if ((globalCtx->gameplayFrames % 2) != 0) {
EnWf_SetupBlocking(this);