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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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147 changed files with 1431 additions and 3642 deletions
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@ -266,14 +266,13 @@ void func_80A7492C(EnIk* this, GlobalContext* globalCtx) {
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s32 phi_a0 = (this->unk_2FB == 0) ? 0xAAA : 0x3FFC;
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s16 yawDiff = this->actor.yawTowardsLink - this->actor.shape.rot.y;
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if ((ABS(yawDiff) <= phi_a0) && (this->actor.xzDistFromLink < 100.0f) &&
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(ABS(this->actor.yDistFromLink) < 150.0f)) {
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if ((ABS(yawDiff) <= phi_a0) && (this->actor.xzDistToLink < 100.0f) && (ABS(this->actor.yDistToLink) < 150.0f)) {
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if ((globalCtx->gameplayFrames & 1)) {
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func_80A74E2C(this);
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} else {
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func_80A751C8(this);
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}
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} else if ((ABS(yawDiff) <= 0x4000) && (ABS(this->actor.yDistFromLink) < 150.0f)) {
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} else if ((ABS(yawDiff) <= 0x4000) && (ABS(this->actor.yDistToLink) < 150.0f)) {
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func_80A74AAC(this);
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} else {
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func_80A74AAC(this);
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@ -325,8 +324,8 @@ void func_80A74BA4(EnIk* this, GlobalContext* globalCtx) {
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}
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this->actor.shape.rot.y = this->actor.posRot.rot.y;
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yawDiff = this->actor.yawTowardsLink - this->actor.shape.rot.y;
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if ((ABS(yawDiff) <= temp_t0) && (this->actor.xzDistFromLink < 100.0f)) {
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if (ABS(this->actor.yDistFromLink) < 150.0f) {
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if ((ABS(yawDiff) <= temp_t0) && (this->actor.xzDistToLink < 100.0f)) {
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if (ABS(this->actor.yDistToLink) < 150.0f) {
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if ((globalCtx->gameplayFrames & 1)) {
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func_80A74E2C(this);
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} else {
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@ -376,7 +375,7 @@ void func_80A74EBC(EnIk* this, GlobalContext* globalCtx) {
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sp2C.y = this->actor.posRot.pos.y;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_HIT_GND);
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Camera_AddQuake(&globalCtx->mainCamera, 2, 0x19, 5);
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func_800AA000(this->actor.xzDistFromLink, 0xFF, 0x14, 0x96);
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func_800AA000(this->actor.xzDistToLink, 0xFF, 0x14, 0x96);
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func_80062CD4(globalCtx, &sp2C);
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}
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@ -518,7 +517,7 @@ void func_80A7567C(EnIk* this, GlobalContext* globalCtx) {
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->shieldCollider.base);
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if (SkelAnime_Update(&this->skelAnime)) {
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if ((ABS((s16)(this->actor.yawTowardsLink - this->actor.shape.rot.y)) <= 0x4000) &&
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(this->actor.xzDistFromLink < 100.0f) && (ABS(this->actor.yDistFromLink) < 150.0f)) {
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(this->actor.xzDistToLink < 100.0f) && (ABS(this->actor.yDistToLink) < 150.0f)) {
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if ((globalCtx->gameplayFrames & 1)) {
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func_80A74E2C(this);
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} else {
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