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name shock and burn functions (#1594)
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e3316c9fb1
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6 changed files with 37 additions and 37 deletions
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@ -822,7 +822,7 @@ typedef struct Player {
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/* 0x088E */ u8 unk_88E;
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/* 0x088F */ u8 unk_88F;
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/* 0x0890 */ u8 unk_890;
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/* 0x0891 */ u8 shockTimer;
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/* 0x0891 */ u8 bodyShockTimer;
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/* 0x0892 */ u8 unk_892;
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/* 0x0893 */ u8 hoverBootsTimer;
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/* 0x0894 */ s16 fallStartHeight; // last truncated Y position before falling
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@ -842,8 +842,8 @@ typedef struct Player {
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/* 0x0908 */ Vec3f bodyPartsPos[PLAYER_BODYPART_MAX];
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/* 0x09E0 */ MtxF mf_9E0;
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/* 0x0A20 */ MtxF shieldMf;
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/* 0x0A60 */ u8 isBurning;
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/* 0x0A61 */ u8 flameTimers[PLAYER_BODYPART_MAX]; // one flame per body part
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/* 0x0A60 */ u8 bodyIsBurning;
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/* 0x0A61 */ u8 bodyFlameTimers[PLAYER_BODYPART_MAX]; // one flame per body part
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/* 0x0A73 */ u8 unk_A73;
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/* 0x0A74 */ PlayerFuncA74 func_A74;
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/* 0x0A78 */ s8 invincibilityTimer; // prevents damage when nonzero (positive = visible, counts towards zero each frame)
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@ -1476,11 +1476,11 @@ void BossFd_UpdateEffects(BossFd* this, PlayState* play) {
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if ((this->timers[3] == 0) && (sqrtf(SQ(diff.x) + SQ(diff.y) + SQ(diff.z)) < 20.0f)) {
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this->timers[3] = 50;
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func_8002F6D4(play, NULL, 5.0f, effect->kbAngle, 0.0f, 0x30);
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if (!player->isBurning) {
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if (!player->bodyIsBurning) {
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for (i2 = 0; i2 < PLAYER_BODYPART_MAX; i2++) {
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player->flameTimers[i2] = Rand_S16Offset(0, 200);
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player->bodyFlameTimers[i2] = Rand_S16Offset(0, 200);
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}
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player->isBurning = true;
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player->bodyIsBurning = true;
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}
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}
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if (effect->timer2 == 0) {
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@ -1868,10 +1868,10 @@ void func_80902348(BossGanon2* this, PlayState* play) {
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if (sqrtf(SQ(temp_f2) + SQ(temp_f12)) > 784.0f) {
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for (j = 0; j < PLAYER_BODYPART_MAX; j++) {
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player->flameTimers[j] = Rand_S16Offset(0, 200);
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player->bodyFlameTimers[j] = Rand_S16Offset(0, 200);
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}
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player->isBurning = true;
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player->bodyIsBurning = true;
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func_8002F6D4(play, &this->actor, 10.0f, Math_Atan2S(temp_f12, temp_f2), 0.0f, 0x10);
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sZelda->unk_3C8 = 8;
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}
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@ -811,12 +811,12 @@ s32 BossTw_BeamHitPlayerCheck(BossTw* this, PlayState* play) {
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if (sFreezeState == 0) {
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sFreezeState = 1;
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}
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} else if (!player->isBurning) {
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} else if (!player->bodyIsBurning) {
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for (i = 0; i < PLAYER_BODYPART_MAX; i++) {
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player->flameTimers[i] = Rand_S16Offset(0, 200);
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player->bodyFlameTimers[i] = Rand_S16Offset(0, 200);
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}
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player->isBurning = true;
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player->bodyIsBurning = true;
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Player_PlaySfx(player, player->ageProperties->unk_92 + NA_SE_VO_LI_DEMO_DAMAGE);
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}
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}
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@ -3172,7 +3172,7 @@ void BossTw_TwinrovaUpdate(Actor* thisx, PlayState* play2) {
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}
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}
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if (player->isBurning && sShieldIceCharge != 0) {
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if (player->bodyIsBurning && sShieldIceCharge != 0) {
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sShieldIceCharge = 4;
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}
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}
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@ -4055,15 +4055,15 @@ void BossTw_BlastFire(BossTw* this, PlayState* play) {
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yDiff = sKoumePtr->groundBlastPos2.y - player->actor.world.pos.y;
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zDiff = sKoumePtr->groundBlastPos2.z - player->actor.world.pos.z;
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if (!player->isBurning && (player->actor.bgCheckFlags & BGCHECKFLAG_GROUND) && (fabsf(yDiff) < 10.0f) &&
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(sqrtf(SQ(xDiff) + SQ(zDiff)) < (sKoumePtr->workf[UNK_F13] * 4550.0f))) {
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if (!player->bodyIsBurning && (player->actor.bgCheckFlags & BGCHECKFLAG_GROUND) &&
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(fabsf(yDiff) < 10.0f) && (sqrtf(SQ(xDiff) + SQ(zDiff)) < (sKoumePtr->workf[UNK_F13] * 4550.0f))) {
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s16 j;
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for (j = 0; j < 18; j++) {
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player->flameTimers[j] = Rand_S16Offset(0, 200);
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player->bodyFlameTimers[j] = Rand_S16Offset(0, 200);
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}
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player->isBurning = 1;
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player->bodyIsBurning = true;
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if (this->work[BURN_TMR] == 0) {
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Player_PlaySfx(player, player->ageProperties->unk_92 + NA_SE_VO_LI_DEMO_DAMAGE);
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@ -163,13 +163,13 @@ void func_809BC598(EnBdfire* this, PlayState* play) {
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Actor_Kill(&this->actor);
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return;
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}
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} else if (!player->isBurning) {
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} else if (!player->bodyIsBurning) {
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distToBurn = (this->actor.scale.x * 130.0f) / 4.2000003f;
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if (this->actor.xyzDistToPlayerSq < SQ(distToBurn)) {
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for (i = 0; i < 18; i++) {
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player->flameTimers[i] = Rand_S16Offset(0, 200);
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player->bodyFlameTimers[i] = Rand_S16Offset(0, 200);
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}
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player->isBurning = true;
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player->bodyIsBurning = true;
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func_8002F6D4(play, &this->actor, 20.0f, this->actor.world.rot.y, 0.0f, 8);
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osSyncPrintf("POWER\n");
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}
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@ -4277,10 +4277,10 @@ void func_8083821C(Player* this) {
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s32 i;
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// clang-format off
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for (i = 0; i < PLAYER_BODYPART_MAX; i++) { this->flameTimers[i] = Rand_S16Offset(0, 200); }
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for (i = 0; i < PLAYER_BODYPART_MAX; i++) { this->bodyFlameTimers[i] = Rand_S16Offset(0, 200); }
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// clang-format on
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this->isBurning = true;
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this->bodyIsBurning = true;
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}
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void func_80838280(Player* this) {
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@ -4348,7 +4348,7 @@ s32 func_808382DC(Player* this, PlayState* play) {
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func_80838280(this);
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if (this->unk_8A1 == 3) {
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this->shockTimer = 40;
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this->bodyShockTimer = 40;
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}
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this->actor.colChkInfo.damage += this->unk_8A0;
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@ -10709,16 +10709,16 @@ void func_80848A04(PlayState* play, Player* this) {
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temp * 200.0f, 0, 8);
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}
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void func_80848B44(PlayState* play, Player* this) {
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void Player_UpdateBodyShock(PlayState* play, Player* this) {
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Vec3f shockPos;
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Vec3f* randBodyPart;
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s32 shockScale;
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this->shockTimer--;
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this->unk_892 += this->shockTimer;
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this->bodyShockTimer--;
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this->unk_892 += this->bodyShockTimer;
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if (this->unk_892 > 20) {
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shockScale = this->shockTimer * 2;
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shockScale = this->bodyShockTimer * 2;
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this->unk_892 -= 20;
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if (shockScale > 40) {
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@ -10735,7 +10735,7 @@ void func_80848B44(PlayState* play, Player* this) {
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}
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}
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void func_80848C74(PlayState* play, Player* this) {
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void Player_UpdateBodyBurn(PlayState* play, Player* this) {
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s32 spawnedFlame;
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u8* timerPtr;
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s32 timerStep;
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@ -10753,7 +10753,7 @@ void func_80848C74(PlayState* play, Player* this) {
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}
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spawnedFlame = false;
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timerPtr = this->flameTimers;
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timerPtr = this->bodyFlameTimers;
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if (this->stateFlags2 & PLAYER_STATE2_3) {
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sp58 = 100;
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@ -10798,7 +10798,7 @@ void func_80848C74(PlayState* play, Player* this) {
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Player_InflictDamage(play, -1);
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}
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} else {
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this->isBurning = false;
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this->bodyIsBurning = false;
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}
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}
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@ -10958,12 +10958,12 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
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this->unk_860++;
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}
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if (this->shockTimer != 0) {
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func_80848B44(play, this);
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if (this->bodyShockTimer != 0) {
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Player_UpdateBodyShock(play, this);
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}
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if (this->isBurning) {
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func_80848C74(play, this);
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if (this->bodyIsBurning) {
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Player_UpdateBodyBurn(play, this);
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}
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if ((this->stateFlags3 & PLAYER_STATE3_RESTORE_NAYRUS_LOVE) && (gSaveContext.nayrusLoveTimer != 0) &&
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@ -11148,7 +11148,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
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} else if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) || (this->stateFlags1 & PLAYER_STATE1_27)) {
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func_80836448(play, this,
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func_808332B8(this) ? &gPlayerAnim_link_swimer_swim_down
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: (this->shockTimer != 0) ? &gPlayerAnim_link_normal_electric_shock_end
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: (this->bodyShockTimer != 0) ? &gPlayerAnim_link_normal_electric_shock_end
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: &gPlayerAnim_link_derth_rebirth);
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}
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} else {
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@ -13629,7 +13629,7 @@ void Player_Action_8084FBF4(Player* this, PlayState* play) {
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}
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}
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this->shockTimer = 40;
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this->bodyShockTimer = 40;
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func_8002F8F0(&this->actor, NA_SE_VO_LI_TAKEN_AWAY - SFX_FLAG + this->ageProperties->unk_92);
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}
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