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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

@ -266,14 +266,13 @@ void func_80A7492C(EnIk* this, GlobalContext* globalCtx) {
s32 phi_a0 = (this->unk_2FB == 0) ? 0xAAA : 0x3FFC;
s16 yawDiff = this->actor.yawTowardsLink - this->actor.shape.rot.y;
if ((ABS(yawDiff) <= phi_a0) && (this->actor.xzDistFromLink < 100.0f) &&
(ABS(this->actor.yDistFromLink) < 150.0f)) {
if ((ABS(yawDiff) <= phi_a0) && (this->actor.xzDistToLink < 100.0f) && (ABS(this->actor.yDistToLink) < 150.0f)) {
if ((globalCtx->gameplayFrames & 1)) {
func_80A74E2C(this);
} else {
func_80A751C8(this);
}
} else if ((ABS(yawDiff) <= 0x4000) && (ABS(this->actor.yDistFromLink) < 150.0f)) {
} else if ((ABS(yawDiff) <= 0x4000) && (ABS(this->actor.yDistToLink) < 150.0f)) {
func_80A74AAC(this);
} else {
func_80A74AAC(this);
@ -325,8 +324,8 @@ void func_80A74BA4(EnIk* this, GlobalContext* globalCtx) {
}
this->actor.shape.rot.y = this->actor.posRot.rot.y;
yawDiff = this->actor.yawTowardsLink - this->actor.shape.rot.y;
if ((ABS(yawDiff) <= temp_t0) && (this->actor.xzDistFromLink < 100.0f)) {
if (ABS(this->actor.yDistFromLink) < 150.0f) {
if ((ABS(yawDiff) <= temp_t0) && (this->actor.xzDistToLink < 100.0f)) {
if (ABS(this->actor.yDistToLink) < 150.0f) {
if ((globalCtx->gameplayFrames & 1)) {
func_80A74E2C(this);
} else {
@ -376,7 +375,7 @@ void func_80A74EBC(EnIk* this, GlobalContext* globalCtx) {
sp2C.y = this->actor.posRot.pos.y;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_HIT_GND);
Camera_AddQuake(&globalCtx->mainCamera, 2, 0x19, 5);
func_800AA000(this->actor.xzDistFromLink, 0xFF, 0x14, 0x96);
func_800AA000(this->actor.xzDistToLink, 0xFF, 0x14, 0x96);
func_80062CD4(globalCtx, &sp2C);
}
@ -518,7 +517,7 @@ void func_80A7567C(EnIk* this, GlobalContext* globalCtx) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->shieldCollider.base);
if (SkelAnime_Update(&this->skelAnime)) {
if ((ABS((s16)(this->actor.yawTowardsLink - this->actor.shape.rot.y)) <= 0x4000) &&
(this->actor.xzDistFromLink < 100.0f) && (ABS(this->actor.yDistFromLink) < 150.0f)) {
(this->actor.xzDistToLink < 100.0f) && (ABS(this->actor.yDistToLink) < 150.0f)) {
if ((globalCtx->gameplayFrames & 1)) {
func_80A74E2C(this);
} else {