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Big cleanup (#775)
* Adult and child2 macros OK * ICHAIN cleanup * almost all overlay data * format.sh * func_8002FBAC NON_EQUIVALENT * PR fixes (MZXrules) * fix * change //@ bug to //! @bug * merge master and missed a //@bug * fix ruto * some more cleanup (#2) * more `! @bug` formatting cleanup * parenthesis cleanup * hex naviEnemyId * run formatter * replace `IS_NOT_` macros with `!IS_` * run formatter * run formatter * PR fixes (fig) * Missed something Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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177 changed files with 902 additions and 862 deletions
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@ -113,7 +113,7 @@ static DamageTable sDamageTable = {
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static InitChainEntry sInitChain[] = {
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ICHAIN_S8(naviEnemyId, 0x30, 1),
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ICHAIN_F32(targetArrowOffset, 0x157C, 1),
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ICHAIN_F32(targetArrowOffset, 5500, 1),
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ICHAIN_F32_DIV1000(gravity, -1500, 0),
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};
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@ -425,7 +425,7 @@ void EnWallmas_TakePlayer(EnWallmas* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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if (Animation_OnFrame(&this->skelAnime, 1.0f) != 0) {
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if (LINK_IS_CHILD) {
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if (!LINK_IS_ADULT) {
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func_8002F7DC(&this->actor, NA_SE_VO_LI_DAMAGE_S_KID);
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} else {
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func_8002F7DC(&this->actor, NA_SE_VO_LI_DAMAGE_S);
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@ -443,14 +443,14 @@ void EnWallmas_TakePlayer(EnWallmas* this, GlobalContext* globalCtx) {
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this->actor.world.pos.y = this->actor.world.pos.y + 10.0f;
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}
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if (LINK_IS_CHILD) {
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if (!LINK_IS_ADULT) {
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player->actor.world.pos.y = this->actor.world.pos.y - 30.0f;
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} else {
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player->actor.world.pos.y = this->actor.world.pos.y - 50.0f;
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}
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if (this->timer == -0x1E) {
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if (LINK_IS_CHILD) {
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if (!LINK_IS_ADULT) {
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func_8002F7DC(&this->actor, NA_SE_VO_LI_TAKEN_AWAY_KID);
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} else {
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func_8002F7DC(&this->actor, NA_SE_VO_LI_TAKEN_AWAY);
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@ -462,7 +462,7 @@ void EnWallmas_TakePlayer(EnWallmas* this, GlobalContext* globalCtx) {
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this->timer = this->timer + 2;
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} else {
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Math_StepToF(&this->actor.world.pos.y, player->actor.world.pos.y + (LINK_IS_CHILD ? 30.0f : 50.0f), 5.0f);
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Math_StepToF(&this->actor.world.pos.y, player->actor.world.pos.y + (!LINK_IS_ADULT ? 30.0f : 50.0f), 5.0f);
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}
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Math_StepToF(&this->actor.world.pos.x, player->actor.world.pos.x, 3.0f);
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