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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
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5a2bd7a035
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147 changed files with 1431 additions and 3642 deletions
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@ -209,7 +209,7 @@ void EnDh_Walk(EnDh* this, GlobalContext* globalCtx) {
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if ((globalCtx->gameplayFrames & 0x5F) == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_LAUGH);
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}
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if (this->actor.xzDistFromLink <= 100.0f) {
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if (this->actor.xzDistToLink <= 100.0f) {
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this->actor.speedXZ = 0.0f;
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if (func_8002E084(&this->actor, 60 * 0x10000 / 360)) {
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EnDh_SetupAttack(this);
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@ -252,7 +252,7 @@ void EnDh_Attack(EnDh* this, GlobalContext* globalCtx) {
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if (SkelAnime_Update(&this->skelAnime)) {
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this->actionState++;
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} else if ((this->actor.xzDistFromLink > 100.0f) || !func_8002E084(&this->actor, 60 * 0x10000 / 360)) {
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} else if ((this->actor.xzDistToLink > 100.0f) || !func_8002E084(&this->actor, 60 * 0x10000 / 360)) {
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Animation_Change(&this->skelAnime, &D_06004658, -1.0f, this->skelAnime.curFrame, 0.0f, 2, -4.0f);
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this->actionState = 4;
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this->collider2.base.atFlags = this->collider2.list[0].body.toucherFlags = 0;
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@ -283,7 +283,7 @@ void EnDh_Attack(EnDh* this, GlobalContext* globalCtx) {
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}
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break;
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case 3:
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if ((this->actor.xzDistFromLink <= 100.0f) && (func_8002E084(&this->actor, 60 * 0x10000 / 360) != 0)) {
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if ((this->actor.xzDistToLink <= 100.0f) && (func_8002E084(&this->actor, 60 * 0x10000 / 360) != 0)) {
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Animation_Change(&this->skelAnime, &D_06004658, 1.0f, 20.0f, Animation_GetLastFrame(&D_06004658), 2,
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-6.0f);
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this->actionState = 0;
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@ -364,7 +364,7 @@ void EnDh_Damage(EnDh* this, GlobalContext* globalCtx) {
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this->actor.posRot.rot.y = this->actor.shape.rot.y;
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if (this->retreat) {
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EnDh_SetupRetreat(this, globalCtx);
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} else if ((this->actor.xzDistFromLink <= 105.0f) && func_8002E084(&this->actor, 60 * 0x10000 / 360)) {
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} else if ((this->actor.xzDistToLink <= 105.0f) && func_8002E084(&this->actor, 60 * 0x10000 / 360)) {
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f32 frames = Animation_GetLastFrame(&D_06004658);
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EnDh_SetupAttack(this);
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