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Doc misc 4 (#1177)

* Doc/cleanup misc

* Name `prevFrame`/`beforeCurFrame`/`afterPrevFrame` and related variables

* Actually this pad variable I renamed can be removed
This commit is contained in:
Dragorn421 2022-03-20 00:42:11 +01:00 committed by GitHub
parent a7fa906841
commit 4f6967b027
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GPG key ID: 4AEE18F83AFDEB23
6 changed files with 133 additions and 143 deletions

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@ -481,9 +481,9 @@ void EnGeldB_SetupAdvance(EnGeldB* this, GlobalContext* globalCtx) {
}
void EnGeldB_Advance(EnGeldB* this, GlobalContext* globalCtx) {
s32 thisKeyFrame;
s32 prevKeyFrame;
s32 playSpeed;
s32 prevFrame;
s32 beforeCurFrame;
s32 absPlaySpeed;
s16 facingAngletoLink;
Player* player = GET_PLAYER(globalCtx);
@ -507,10 +507,12 @@ void EnGeldB_Advance(EnGeldB* this, GlobalContext* globalCtx) {
return;
}
}
thisKeyFrame = (s32)this->skelAnime.curFrame;
prevFrame = (s32)this->skelAnime.curFrame;
SkelAnime_Update(&this->skelAnime);
prevKeyFrame = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
playSpeed = (f32)ABS(this->skelAnime.playSpeed);
beforeCurFrame = (s32)(this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed));
absPlaySpeed = (s32)(f32)ABS(this->skelAnime.playSpeed);
if (!Actor_IsFacingPlayer(&this->actor, 0x11C7)) {
if (Rand_ZeroOne() > 0.5f) {
EnGeldB_SetupCircle(this);
@ -528,7 +530,7 @@ void EnGeldB_Advance(EnGeldB* this, GlobalContext* globalCtx) {
}
}
if (!EnGeldB_ReactToPlayer(globalCtx, this, 0)) {
if ((210.0f > this->actor.xzDistToPlayer) && (this->actor.xzDistToPlayer > 150.0f) &&
if ((this->actor.xzDistToPlayer < 210.0f) && (this->actor.xzDistToPlayer > 150.0f) &&
Actor_IsFacingPlayer(&this->actor, 0x71C)) {
if (Actor_IsTargeted(globalCtx, &this->actor)) {
if (Rand_ZeroOne() > 0.5f) {
@ -544,10 +546,10 @@ void EnGeldB_Advance(EnGeldB* this, GlobalContext* globalCtx) {
if ((globalCtx->gameplayFrames & 0x5F) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GERUDOFT_BREATH);
}
if (thisKeyFrame != (s32)this->skelAnime.curFrame) {
s32 temp = playSpeed + thisKeyFrame;
if (prevFrame != (s32)this->skelAnime.curFrame) {
s32 afterPrevFrame = absPlaySpeed + prevFrame;
if (((prevKeyFrame < 0) && (temp > 0)) || ((prevKeyFrame < 4) && (temp > 4))) {
if (((beforeCurFrame < 0) && (afterPrevFrame > 0)) || ((beforeCurFrame < 4) && (afterPrevFrame > 4))) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_MUSI_LAND);
}
}
@ -646,10 +648,10 @@ void EnGeldB_SetupCircle(EnGeldB* this) {
void EnGeldB_Circle(EnGeldB* this, GlobalContext* globalCtx) {
s16 angleBehindLink;
s16 phi_v1;
s32 nextKeyFrame;
s32 thisKeyFrame;
s32 afterPrevFrame;
s32 prevFrame;
s32 pad;
s32 prevKeyFrame;
s32 beforeCurFrame;
Player* player = GET_PLAYER(globalCtx);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xFA0, 1);
@ -708,15 +710,16 @@ void EnGeldB_Circle(EnGeldB* this, GlobalContext* globalCtx) {
}
this->skelAnime.playSpeed = CLAMP(this->skelAnime.playSpeed, -3.0f, 3.0f);
thisKeyFrame = this->skelAnime.curFrame;
prevFrame = (s32)this->skelAnime.curFrame;
SkelAnime_Update(&this->skelAnime);
beforeCurFrame = (s32)(this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed));
afterPrevFrame = (s32)ABS(this->skelAnime.playSpeed) + prevFrame;
prevKeyFrame = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
nextKeyFrame = (s32)ABS(this->skelAnime.playSpeed) + thisKeyFrame;
if ((thisKeyFrame != (s32)this->skelAnime.curFrame) &&
((prevKeyFrame < 0 && 0 < nextKeyFrame) || (prevKeyFrame < 5 && 5 < nextKeyFrame))) {
if ((prevFrame != (s32)this->skelAnime.curFrame) &&
(((beforeCurFrame < 0) && (afterPrevFrame > 0)) || ((beforeCurFrame < 5) && (afterPrevFrame > 5)))) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_MUSI_LAND);
}
if ((globalCtx->gameplayFrames & 0x5F) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GERUDOFT_BREATH);
}
@ -761,10 +764,10 @@ void EnGeldB_SetupSpinDodge(EnGeldB* this, GlobalContext* globalCtx) {
void EnGeldB_SpinDodge(EnGeldB* this, GlobalContext* globalCtx) {
s16 phi_v1;
s32 thisKeyFrame;
s32 prevFrame;
s32 pad;
s32 lastKeyFrame;
s32 nextKeyFrame;
s32 beforeCurFrame;
s32 afterPrevFrame;
this->actor.world.rot.y = this->actor.yawTowardsPlayer + 0x3A98;
if ((this->actor.bgCheckFlags & BGCHECKFLAG_WALL) ||
@ -802,14 +805,17 @@ void EnGeldB_SpinDodge(EnGeldB* this, GlobalContext* globalCtx) {
this->skelAnime.playSpeed = -this->approachRate * 0.5f;
}
this->skelAnime.playSpeed = CLAMP(this->skelAnime.playSpeed, -3.0f, 3.0f);
thisKeyFrame = this->skelAnime.curFrame;
prevFrame = (s32)this->skelAnime.curFrame;
SkelAnime_Update(&this->skelAnime);
lastKeyFrame = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
nextKeyFrame = (s32)ABS(this->skelAnime.playSpeed) + thisKeyFrame;
if ((thisKeyFrame != (s32)this->skelAnime.curFrame) &&
((lastKeyFrame < 0 && 0 < nextKeyFrame) || (lastKeyFrame < 5 && 5 < nextKeyFrame))) {
beforeCurFrame = (s32)(this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed));
afterPrevFrame = (s32)ABS(this->skelAnime.playSpeed) + prevFrame;
if ((prevFrame != (s32)this->skelAnime.curFrame) &&
(((beforeCurFrame < 0) && (afterPrevFrame > 0)) || ((beforeCurFrame < 5) && (afterPrevFrame > 5)))) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_MUSI_LAND);
}
if ((globalCtx->gameplayFrames & 0x5F) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GERUDOFT_BREATH);
}
@ -1206,9 +1212,9 @@ void EnGeldB_Sidestep(EnGeldB* this, GlobalContext* globalCtx) {
s16 behindLinkAngle;
s16 phi_v1;
Player* player = GET_PLAYER(globalCtx);
s32 thisKeyFrame;
s32 prevKeyFrame;
f32 playSpeed;
s32 prevFrame;
s32 beforeCurFrame;
f32 absPlaySpeed;
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xBB8, 1);
behindLinkAngle = player->actor.shape.rot.y + 0x8000;
@ -1262,11 +1268,11 @@ void EnGeldB_Sidestep(EnGeldB* this, GlobalContext* globalCtx) {
this->skelAnime.playSpeed = -this->approachRate * 0.5f;
}
this->skelAnime.playSpeed = CLAMP(this->skelAnime.playSpeed, -3.0f, 3.0f);
thisKeyFrame = this->skelAnime.curFrame;
SkelAnime_Update(&this->skelAnime);
prevKeyFrame = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
playSpeed = ((void)0, ABS(this->skelAnime.playSpeed)); // Needed to match for some reason
prevFrame = (s32)this->skelAnime.curFrame;
SkelAnime_Update(&this->skelAnime);
beforeCurFrame = (s32)(this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed));
absPlaySpeed = ((void)0, ABS(this->skelAnime.playSpeed)); // Needed to match for some reason
if (!EnGeldB_DodgeRanged(globalCtx, this) && !EnGeldB_ReactToPlayer(globalCtx, this, 0)) {
if (--this->timer == 0) {
@ -1297,9 +1303,9 @@ void EnGeldB_Sidestep(EnGeldB* this, GlobalContext* globalCtx) {
}
}
}
if ((thisKeyFrame != (s32)this->skelAnime.curFrame) &&
(((prevKeyFrame < 0) && (((s32)playSpeed + thisKeyFrame) > 0)) ||
((prevKeyFrame < 5) && (((s32)playSpeed + thisKeyFrame) > 5)))) {
if ((prevFrame != (s32)this->skelAnime.curFrame) &&
(((beforeCurFrame < 0) && (((s32)absPlaySpeed + prevFrame) > 0)) ||
((beforeCurFrame < 5) && (((s32)absPlaySpeed + prevFrame) > 5)))) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_MUSI_LAND);
}
if ((globalCtx->gameplayFrames & 0x5F) == 0) {
@ -1618,7 +1624,6 @@ s32 EnGeldB_DodgeRanged(GlobalContext* globalCtx, EnGeldB* this) {
if (actor != NULL) {
s16 angleToFacing;
s16 pad18;
f32 dist;
angleToFacing = Actor_WorldYawTowardActor(&this->actor, actor) - this->actor.shape.rot.y;