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Merge branch 'main' of github.com:zeldaret/oot into HEAD
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commit
53a1a3cb08
2 changed files with 45 additions and 25 deletions
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@ -900,7 +900,7 @@ typedef struct Player {
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/* 0x0874 */ f32 unk_874;
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/* 0x0878 */ f32 unk_878;
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/* 0x087C */ s16 unk_87C;
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/* 0x087E */ s16 unk_87E;
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/* 0x087E */ s16 turnRate; // Amount angle is changed every frame when turning in place
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/* 0x0880 */ f32 unk_880;
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/* 0x0884 */ f32 yDistToLedge; // y distance to ground above an interact wall. LEDGE_DIST_MAX if no ground is found
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/* 0x0888 */ f32 distToInteractWall; // xyz distance to the interact wall
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@ -266,7 +266,7 @@ void Player_Action_808414F8(Player* this, PlayState* play);
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void Player_Action_8084170C(Player* this, PlayState* play);
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void Player_Action_808417FC(Player* this, PlayState* play);
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void Player_Action_8084193C(Player* this, PlayState* play);
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void Player_Action_80841BA8(Player* this, PlayState* play);
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void Player_Action_TurnInPlace(Player* this, PlayState* play);
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void Player_Action_80842180(Player* this, PlayState* play);
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void Player_Action_8084227C(Player* this, PlayState* play);
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void Player_Action_8084279C(Player* this, PlayState* play);
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@ -506,8 +506,8 @@ static s16 sControlStickAngle = 0;
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static s16 sControlStickWorldYaw = 0;
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static s32 sUpperBodyIsBusy = false; // see `Player_UpdateUpperBody`
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static s32 sFloorType = FLOOR_TYPE_0;
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static f32 D_808535E8 = 1.0f;
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static f32 D_808535EC = 1.0f;
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static f32 sWaterSpeedFactor = 1.0f; // Set to 0.5f in water, 1.0f otherwise. Influences different speed values.
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static f32 sInvWaterSpeedFactor = 1.0f; // Inverse of `sWaterSpeedFactor` (1.0f / sWaterSpeedFactor)
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static u32 sTouchedWallFlags = 0;
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static u32 sConveyorSpeed = CONVEYOR_SPEED_DISABLED;
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static s16 sIsFloorConveyor = false;
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@ -2210,7 +2210,7 @@ void Player_ProcessControlStick(PlayState* play, Player* this) {
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}
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void func_8083328C(PlayState* play, Player* this, LinkAnimationHeader* linkAnim) {
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LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, linkAnim, D_808535E8);
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LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, linkAnim, sWaterSpeedFactor);
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}
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int func_808332B8(Player* this) {
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@ -4177,7 +4177,7 @@ static s8 sActionHandlerList5[] = {
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PLAYER_ACTION_HANDLER_12, PLAYER_ACTION_HANDLER_8, -PLAYER_ACTION_HANDLER_7,
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};
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static s8 sActionHandlerList6[] = {
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static s8 sActionHandlerListTurnInPlace[] = {
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-PLAYER_ACTION_HANDLER_7,
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};
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@ -4968,7 +4968,7 @@ void func_80838940(Player* this, LinkAnimationHeader* anim, f32 arg2, PlayState*
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Player_AnimPlayOnceAdjusted(play, this, anim);
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}
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this->actor.velocity.y = arg2 * D_808535E8;
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this->actor.velocity.y = arg2 * sWaterSpeedFactor;
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this->hoverBootsTimer = 0;
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this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND;
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@ -5500,7 +5500,8 @@ s32 Player_ActionHandler_1(Player* this, PlayState* play) {
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play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(doorActor)]
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.sides[(doorDirection > 0) ? 0 : 1]
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.bgCamIndex,
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0, 38.0f * D_808535EC, 26.0f * D_808535EC, 10.0f * D_808535EC);
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0, 38.0f * sInvWaterSpeedFactor, 26.0f * sInvWaterSpeedFactor,
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10.0f * sInvWaterSpeedFactor);
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}
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}
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}
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@ -6331,7 +6332,7 @@ void Player_SetupRoll(Player* this, PlayState* play) {
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Player_SetupAction(play, this, Player_Action_Roll, 0);
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LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime,
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GET_PLAYER_ANIM(PLAYER_ANIMGROUP_landing_roll, this->modelAnimType),
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FRAMERATE_CONST(1.25f, 1.5f) * D_808535E8);
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FRAMERATE_CONST(1.25f, 1.5f) * sWaterSpeedFactor);
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}
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s32 Player_TryRoll(Player* this, PlayState* play) {
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@ -6753,11 +6754,14 @@ void func_8083CD00(Player* this, PlayState* play) {
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LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, &gPlayerAnim_link_anchor_back_brake, 2.0f);
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}
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void func_8083CD54(PlayState* play, Player* this, s16 yaw) {
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void Player_SetupTurnInPlace(PlayState* play, Player* this, s16 yaw) {
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this->yaw = yaw;
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Player_SetupAction(play, this, Player_Action_80841BA8, 1);
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this->unk_87E = 1200;
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this->unk_87E *= D_808535E8;
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Player_SetupAction(play, this, Player_Action_TurnInPlace, 1);
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this->turnRate = 1200;
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this->turnRate *= sWaterSpeedFactor; // slow turn rate by half when in water
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LinkAnimation_Change(play, &this->skelAnime, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_45_turn, this->modelAnimType), 1.0f,
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0.0f, 0.0f, ANIMMODE_LOOP, -6.0f);
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}
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@ -6963,7 +6967,7 @@ void func_8083D53C(PlayState* play, Player* this) {
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}
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} else if ((this->stateFlags1 & PLAYER_STATE1_27) && (this->actor.depthInWater < this->ageProperties->unk_24)) {
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if ((this->skelAnime.movementFlags == 0) && (this->currentBoots != PLAYER_BOOTS_IRON)) {
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func_8083CD54(play, this, this->actor.shape.rot.y);
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Player_SetupTurnInPlace(play, this, this->actor.shape.rot.y);
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}
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func_8083D0A8(play, this, this->actor.velocity.y);
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}
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@ -8172,7 +8176,7 @@ void Player_Action_808407CC(Player* this, PlayState* play) {
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temp3 = ABS(temp2);
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if (temp3 > 800) {
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func_8083CD54(play, this, yawTarget);
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Player_SetupTurnInPlace(play, this, yawTarget);
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}
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}
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}
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@ -8258,8 +8262,8 @@ void Player_ChooseNextIdleAnim(PlayState* play, Player* this) {
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}
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}
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LinkAnimation_Change(play, &this->skelAnime, anim, (2.0f / 3.0f) * D_808535E8, 0.0f, Animation_GetLastFrame(anim),
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ANIMMODE_ONCE, -6.0f);
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LinkAnimation_Change(play, &this->skelAnime, anim, (2.0f / 3.0f) * sWaterSpeedFactor, 0.0f,
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Animation_GetLastFrame(anim), ANIMMODE_ONCE, -6.0f);
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}
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void Player_Action_Idle(Player* this, PlayState* play) {
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@ -8313,7 +8317,7 @@ void Player_Action_Idle(Player* this, PlayState* play) {
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yawDiff = yawTarget - this->actor.shape.rot.y;
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if (ABS(yawDiff) > 800) {
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func_8083CD54(play, this, yawTarget);
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Player_SetupTurnInPlace(play, this, yawTarget);
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return;
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}
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@ -8632,7 +8636,14 @@ void Player_Action_8084193C(Player* this, PlayState* play) {
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}
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}
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void Player_Action_80841BA8(Player* this, PlayState* play) {
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/**
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* Turn in place until the angle pointed to by the control stick is reached.
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*
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* This is the state that the speedrunning community refers to as "ESS" or "ESS Position".
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* See the bug comment below and https://www.zeldaspeedruns.com/oot/tech/extended-superslide
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* for more information.
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*/
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void Player_Action_TurnInPlace(Player* this, PlayState* play) {
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f32 speedTarget;
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s16 yawTarget;
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@ -8647,11 +8658,19 @@ void Player_Action_80841BA8(Player* this, PlayState* play) {
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Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_CURVED, play);
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if (!Player_TryActionHandlerList(play, this, sActionHandlerList6, true)) {
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//! @bug This action does not handle xzSpeed in any capacity.
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//! Player's current speed value will be maintained the entire time this action is running.
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//! This is the core bug that allows many different glitches to manifest.
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//!
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//! One possible fix is to kill all speed instantly in `Player_SetupTurnInPlace`.
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//! Another possible fix is to gradually kill speed by calling `Player_DecelerateToZero`
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//! here, which plenty of other "standing" actions do.
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if (!Player_TryActionHandlerList(play, this, sActionHandlerListTurnInPlace, true)) {
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if (speedTarget != 0.0f) {
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this->actor.shape.rot.y = yawTarget;
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func_8083C858(this, play);
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} else if (Math_ScaledStepToS(&this->actor.shape.rot.y, yawTarget, this->unk_87E)) {
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} else if (Math_ScaledStepToS(&this->actor.shape.rot.y, yawTarget, this->turnRate)) {
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func_8083C0E8(this, play);
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}
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@ -10194,7 +10213,7 @@ void Player_Action_80845CA4(Player* this, PlayState* play) {
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this->av2.actionVar2 = 1;
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}
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} else if (this->av1.actionVar1 == 0) {
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f32 sp3C = 5.0f * D_808535E8;
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f32 sp3C = 5.0f * sWaterSpeedFactor;
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s32 temp = func_80845BA0(play, this, &sp3C, -1);
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if (temp < 30) {
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@ -11910,12 +11929,13 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
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Player_ProcessControlStick(play, this);
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if (this->stateFlags1 & PLAYER_STATE1_27) {
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D_808535E8 = 0.5f;
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sWaterSpeedFactor = 0.5f;
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} else {
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D_808535E8 = 1.0f;
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sWaterSpeedFactor = 1.0f;
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}
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D_808535EC = 1.0f / D_808535E8;
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sInvWaterSpeedFactor = 1.0f / sWaterSpeedFactor;
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sUseHeldItem = sHeldItemButtonIsHeldDown = false;
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sSavedCurrentMask = this->currentMask;
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