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Use PLAYER_AP_
enum more to compare to Player#heldItemActionParam
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parent
efe60cc88b
commit
52a91a3117
3 changed files with 4 additions and 4 deletions
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@ -1619,7 +1619,7 @@ void func_8090120C(BossGanon2* this, GlobalContext* globalCtx) {
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temp_f12 = this->unk_1B8.z - player->actor.world.pos.z;
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temp_f12 = this->unk_1B8.z - player->actor.world.pos.z;
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temp_a0_2 = Math_Atan2S(temp_f12, temp_f14) - player->actor.shape.rot.y;
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temp_a0_2 = Math_Atan2S(temp_f12, temp_f14) - player->actor.shape.rot.y;
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if ((ABS(temp_a0_2) < 0x2000) && (sqrtf(SQ(temp_f14) + SQ(temp_f12)) < 70.0f) &&
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if ((ABS(temp_a0_2) < 0x2000) && (sqrtf(SQ(temp_f14) + SQ(temp_f12)) < 70.0f) &&
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(player->swordState != 0) && (player->heldItemActionParam == 3)) {
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(player->swordState != 0) && (player->heldItemActionParam == PLAYER_AP_SWORD_MASTER)) {
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func_80064520(globalCtx, &globalCtx->csCtx);
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func_80064520(globalCtx, &globalCtx->csCtx);
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this->unk_39E = Gameplay_CreateSubCamera(globalCtx);
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this->unk_39E = Gameplay_CreateSubCamera(globalCtx);
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Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_WAIT);
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Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_WAIT);
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@ -271,7 +271,7 @@ void EnButte_FlyAround(EnButte* this, GlobalContext* globalCtx) {
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EnButte_SelectFlightParams(this, &sFlyAroundParams[this->flightParamsIdx]);
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EnButte_SelectFlightParams(this, &sFlyAroundParams[this->flightParamsIdx]);
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}
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}
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if (((this->actor.params & 1) == 1) && (player->heldItemActionParam == 6) && (this->swordDownTimer <= 0) &&
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if (((this->actor.params & 1) == 1) && (player->heldItemActionParam == PLAYER_AP_STICK) && (this->swordDownTimer <= 0) &&
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((Math3D_Dist2DSq(player->actor.world.pos.x, player->actor.world.pos.z, this->actor.home.pos.x,
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((Math3D_Dist2DSq(player->actor.world.pos.x, player->actor.world.pos.z, this->actor.home.pos.x,
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this->actor.home.pos.z) < SQ(120.0f)) ||
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this->actor.home.pos.z) < SQ(120.0f)) ||
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(this->actor.xzDistToPlayer < 60.0f))) {
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(this->actor.xzDistToPlayer < 60.0f))) {
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@ -336,7 +336,7 @@ void EnButte_FollowLink(EnButte* this, GlobalContext* globalCtx) {
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distSqFromHome = Math3D_Dist2DSq(this->actor.world.pos.x, this->actor.world.pos.z, this->actor.home.pos.x,
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distSqFromHome = Math3D_Dist2DSq(this->actor.world.pos.x, this->actor.world.pos.z, this->actor.home.pos.x,
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this->actor.home.pos.z);
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this->actor.home.pos.z);
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if (!((player->heldItemActionParam == 6) && (fabsf(player->actor.speedXZ) < 1.8f) && (this->swordDownTimer <= 0) &&
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if (!((player->heldItemActionParam == PLAYER_AP_STICK) && (fabsf(player->actor.speedXZ) < 1.8f) && (this->swordDownTimer <= 0) &&
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(distSqFromHome < SQ(320.0f)))) {
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(distSqFromHome < SQ(320.0f)))) {
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EnButte_SetupFlyAround(this);
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EnButte_SetupFlyAround(this);
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} else if (distSqFromHome > SQ(240.0f)) {
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} else if (distSqFromHome > SQ(240.0f)) {
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@ -177,7 +177,7 @@ void ObjSyokudai_Update(Actor* thisx, GlobalContext* globalCtx2) {
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if (dmgFlags & 0x20820) {
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if (dmgFlags & 0x20820) {
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interactionType = 1;
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interactionType = 1;
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}
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}
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} else if (player->heldItemActionParam == 6) {
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} else if (player->heldItemActionParam == PLAYER_AP_STICK) {
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Math_Vec3f_Diff(&player->swordInfo[0].tip, &this->actor.world.pos, &tipToFlame);
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Math_Vec3f_Diff(&player->swordInfo[0].tip, &this->actor.world.pos, &tipToFlame);
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tipToFlame.y -= 67.0f;
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tipToFlame.y -= 67.0f;
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if ((SQ(tipToFlame.x) + SQ(tipToFlame.y) + SQ(tipToFlame.z)) < SQ(20.0f)) {
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if ((SQ(tipToFlame.x) + SQ(tipToFlame.y) + SQ(tipToFlame.z)) < SQ(20.0f)) {
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