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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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6 changed files with 133 additions and 143 deletions

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@ -568,7 +568,7 @@ void EnTest_WalkAndBlock(EnTest* this, GlobalContext* globalCtx) {
f32 checkDist = 0.0f;
s32 pad1;
s32 prevFrame;
s32 temp_f16;
s32 beforeCurFrame;
f32 playSpeed;
Player* player = GET_PLAYER(globalCtx);
s32 absPlaySpeed;
@ -636,16 +636,15 @@ void EnTest_WalkAndBlock(EnTest* this, GlobalContext* globalCtx) {
}
}
prevFrame = this->skelAnime.curFrame;
prevFrame = (s32)this->skelAnime.curFrame;
SkelAnime_Update(&this->skelAnime);
temp_f16 = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
absPlaySpeed = (f32)ABS(this->skelAnime.playSpeed);
beforeCurFrame = (s32)(this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed));
absPlaySpeed = (s32)(f32)ABS(this->skelAnime.playSpeed);
if ((s32)this->skelAnime.curFrame != prevFrame) {
s32 temp_v0_2 = absPlaySpeed + prevFrame;
s32 afterPrevFrame = absPlaySpeed + prevFrame;
if (((temp_v0_2 > 1) && (temp_f16 <= 0)) || ((temp_f16 < 7) && (temp_v0_2 >= 8))) {
if (((afterPrevFrame > 1) && (beforeCurFrame < 1)) || ((beforeCurFrame < 7) && (afterPrevFrame > 7))) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
}
}
@ -719,8 +718,8 @@ void func_80860C24(EnTest* this, GlobalContext* globalCtx) {
s16 yawChange;
f32 playSpeed;
s32 prevFrame;
s32 temp1;
s32 temp2;
s32 beforeCurFrame;
s32 afterPrevFrame;
s32 absPlaySpeed;
if (!EnTest_ReactToProjectile(globalCtx, this)) {
@ -747,15 +746,15 @@ void func_80860C24(EnTest* this, GlobalContext* globalCtx) {
this->skelAnime.playSpeed = playSpeed;
}
prevFrame = this->skelAnime.curFrame;
prevFrame = (s32)this->skelAnime.curFrame;
SkelAnime_Update(&this->skelAnime);
temp1 = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
absPlaySpeed = (f32)ABS(this->skelAnime.playSpeed);
beforeCurFrame = (s32)(this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed));
absPlaySpeed = (s32)(f32)ABS(this->skelAnime.playSpeed);
if ((s32)this->skelAnime.curFrame != prevFrame) {
temp2 = absPlaySpeed + prevFrame;
afterPrevFrame = absPlaySpeed + prevFrame;
if (((temp2 > 2) && (temp1 <= 0)) || ((temp1 < 7) && (temp2 >= 9))) {
if (((afterPrevFrame > 2) && (beforeCurFrame <= 0)) || ((beforeCurFrame < 7) && (afterPrevFrame >= 9))) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
}
}
@ -790,7 +789,7 @@ void func_80860F84(EnTest* this, GlobalContext* globalCtx) {
s16 playerYaw180;
s32 pad;
s32 prevFrame;
s32 temp_f16;
s32 beforeCurFrame;
s16 yawDiff;
Player* player = GET_PLAYER(globalCtx);
f32 checkDist = 0.0f;
@ -862,15 +861,15 @@ void func_80860F84(EnTest* this, GlobalContext* globalCtx) {
this->skelAnime.playSpeed = this->actor.speedXZ * 0.5f;
prevFrame = this->skelAnime.curFrame;
prevFrame = (s32)this->skelAnime.curFrame;
SkelAnime_Update(&this->skelAnime);
temp_f16 = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
absPlaySpeed = (f32)ABS(this->skelAnime.playSpeed);
beforeCurFrame = (s32)(this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed));
absPlaySpeed = (s32)(f32)ABS(this->skelAnime.playSpeed);
if ((s32)this->skelAnime.curFrame != prevFrame) {
s32 temp_v0_2 = absPlaySpeed + prevFrame;
s32 afterPrevFrame = absPlaySpeed + prevFrame;
if (((temp_v0_2 > 1) && (temp_f16 <= 0)) || ((temp_f16 < 7) && (temp_v0_2 >= 8))) {
if (((afterPrevFrame > 1) && (beforeCurFrame < 1)) || ((beforeCurFrame < 7) && (afterPrevFrame > 7))) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
}
}
@ -1364,7 +1363,7 @@ void func_808628C8(EnTest* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
s32 pad1;
s32 prevFrame;
s32 temp_f16;
s32 beforeCurFrame;
s32 pad2;
f32 checkDist = 0.0f;
s16 newYaw;
@ -1437,19 +1436,19 @@ void func_808628C8(EnTest* this, GlobalContext* globalCtx) {
}
this->skelAnime.playSpeed = this->actor.speedXZ * 0.5f;
prevFrame = this->skelAnime.curFrame;
SkelAnime_Update(&this->skelAnime);
temp_f16 = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
prevFrame = (s32)this->skelAnime.curFrame;
SkelAnime_Update(&this->skelAnime);
beforeCurFrame = (s32)(this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed));
absPlaySpeed = ABS(this->skelAnime.playSpeed);
if ((this->timer % 32) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WARAU);
}
if ((s32)this->skelAnime.curFrame != prevFrame) {
s32 temp_v0_2 = (s32)absPlaySpeed + prevFrame;
s32 afterPrevFrame = (s32)absPlaySpeed + prevFrame;
if (((temp_v0_2 > 1) && (temp_f16 <= 0)) || ((temp_f16 < 7) && (temp_v0_2 >= 8))) {
if (((afterPrevFrame > 1) && (beforeCurFrame < 1)) || ((beforeCurFrame < 7) && (afterPrevFrame > 7))) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
}
}