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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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@ -351,16 +351,16 @@ void EnDog_FollowLink(EnDog* this, GlobalContext* globalCtx) {
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return;
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}
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if (this->actor.xzDistFromLink > 400.0f) {
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if (this->actor.xzDistToLink > 400.0f) {
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if (this->nextBehavior != DOG_SIT && this->nextBehavior != DOG_SIT_2) {
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this->nextBehavior = DOG_BOW;
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}
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gSaveContext.dogParams = 0;
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speed = 0.0f;
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} else if (this->actor.xzDistFromLink > 100.0f) {
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} else if (this->actor.xzDistToLink > 100.0f) {
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this->nextBehavior = DOG_RUN;
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speed = 4.0f;
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} else if (this->actor.xzDistFromLink < 40.0f) {
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} else if (this->actor.xzDistToLink < 40.0f) {
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if (this->nextBehavior != DOG_BOW && this->nextBehavior != DOG_BOW_2) {
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this->nextBehavior = DOG_BOW;
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}
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@ -372,14 +372,14 @@ void EnDog_FollowLink(EnDog* this, GlobalContext* globalCtx) {
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Math_ApproachF(&this->actor.speedXZ, speed, 0.6f, 1.0f);
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if (!(this->actor.xzDistFromLink > 400.0f)) {
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if (!(this->actor.xzDistToLink > 400.0f)) {
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Math_SmoothStepToS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink, 10, 1000, 1);
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this->actor.shape.rot = this->actor.posRot.rot;
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}
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}
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void EnDog_RunAway(EnDog* this, GlobalContext* globalCtx) {
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if (this->actor.xzDistFromLink < 200.0f) {
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if (this->actor.xzDistToLink < 200.0f) {
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Math_ApproachF(&this->actor.speedXZ, 4.0f, 0.6f, 1.0f);
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Math_SmoothStepToS(&this->actor.posRot.rot.y, (this->actor.yawTowardsLink ^ 0x8000), 10, 1000, 1);
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} else {
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@ -394,7 +394,7 @@ void EnDog_FaceLink(EnDog* this, GlobalContext* globalCtx) {
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f32 absAngleDiff;
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// if the dog is more than 200 units away from Link, turn to face him then wait
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if (200.0f <= this->actor.xzDistFromLink) {
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if (200.0f <= this->actor.xzDistToLink) {
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this->nextBehavior = DOG_WALK;
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Math_ApproachF(&this->actor.speedXZ, 1.0f, 0.6f, 1.0f);
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@ -422,7 +422,7 @@ void EnDog_Wait(EnDog* this, GlobalContext* globalCtx) {
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this->unusedAngle = (this->actor.yawTowardsLink - this->actor.shape.rot.y);
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// If another dog is following Link and he gets within 200 units of waiting dog, run away
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if ((gSaveContext.dogParams != 0) && (this->actor.xzDistFromLink < 200.0f)) {
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if ((gSaveContext.dogParams != 0) && (this->actor.xzDistToLink < 200.0f)) {
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this->nextBehavior = DOG_RUN;
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this->actionFunc = EnDog_RunAway;
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}
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