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En_Tite OK (#555)

* EnTite_Update matching

* Fixes to update

* made good progress, func_80B1A2A0 is in a good place to be matching soon

* Merge stuff

* func_80B19E94 done, func_80B18CC4 done

* EnTite_Destroy and EnTite_Init done

* Commenting out sDamageTable and EnTite_Init until all the data matches

* Some more small functions done

* more progress

* func_80B19918 done

* func_80B18E7C done

* func_80B19524 done

* more progress

* EnTite_Draw equiv but nonmatching, file otherwise done

* Found some unstaged changed on old laptop

* Draw matching: File fully matching!

* Documentation

* finished documentation

* deleted data files

* update spec

* fixed waterY -> yDistToWater rename after merge

* ran format.sh

* fixing accidental renames in camera

* Fixed some obvious number/comment formatting issues

* Removed unecessary prototypes

* merge

* running format.sh

* suggestions

* more pr comment changes

* format to push

* one more change

* more renames (see pr comments)

* merge

* renames

* format.sh

* fix renames

* function comment formatting

* merge + format

* endless merge fixes

* merge fixes until  die

* yet again a merge fix

* pr suggestions
This commit is contained in:
AdamKiddle 2020-12-31 20:00:30 +00:00 committed by GitHub
parent 5a2bd7a035
commit 600bad1f20
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
147 changed files with 1431 additions and 3642 deletions

View file

@ -209,7 +209,7 @@ void EnDh_Walk(EnDh* this, GlobalContext* globalCtx) {
if ((globalCtx->gameplayFrames & 0x5F) == 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_LAUGH);
}
if (this->actor.xzDistFromLink <= 100.0f) {
if (this->actor.xzDistToLink <= 100.0f) {
this->actor.speedXZ = 0.0f;
if (func_8002E084(&this->actor, 60 * 0x10000 / 360)) {
EnDh_SetupAttack(this);
@ -252,7 +252,7 @@ void EnDh_Attack(EnDh* this, GlobalContext* globalCtx) {
if (SkelAnime_Update(&this->skelAnime)) {
this->actionState++;
} else if ((this->actor.xzDistFromLink > 100.0f) || !func_8002E084(&this->actor, 60 * 0x10000 / 360)) {
} else if ((this->actor.xzDistToLink > 100.0f) || !func_8002E084(&this->actor, 60 * 0x10000 / 360)) {
Animation_Change(&this->skelAnime, &D_06004658, -1.0f, this->skelAnime.curFrame, 0.0f, 2, -4.0f);
this->actionState = 4;
this->collider2.base.atFlags = this->collider2.list[0].body.toucherFlags = 0;
@ -283,7 +283,7 @@ void EnDh_Attack(EnDh* this, GlobalContext* globalCtx) {
}
break;
case 3:
if ((this->actor.xzDistFromLink <= 100.0f) && (func_8002E084(&this->actor, 60 * 0x10000 / 360) != 0)) {
if ((this->actor.xzDistToLink <= 100.0f) && (func_8002E084(&this->actor, 60 * 0x10000 / 360) != 0)) {
Animation_Change(&this->skelAnime, &D_06004658, 1.0f, 20.0f, Animation_GetLastFrame(&D_06004658), 2,
-6.0f);
this->actionState = 0;
@ -364,7 +364,7 @@ void EnDh_Damage(EnDh* this, GlobalContext* globalCtx) {
this->actor.posRot.rot.y = this->actor.shape.rot.y;
if (this->retreat) {
EnDh_SetupRetreat(this, globalCtx);
} else if ((this->actor.xzDistFromLink <= 105.0f) && func_8002E084(&this->actor, 60 * 0x10000 / 360)) {
} else if ((this->actor.xzDistToLink <= 105.0f) && func_8002E084(&this->actor, 60 * 0x10000 / 360)) {
f32 frames = Animation_GetLastFrame(&D_06004658);
EnDh_SetupAttack(this);