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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
commit
600bad1f20
147 changed files with 1431 additions and 3642 deletions
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@ -387,7 +387,7 @@ void EnKanban_Update(Actor* thisx, GlobalContext* globalCtx2) {
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Collider_CylinderUpdate(&this->actor, &this->collider);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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if (this->actor.xzDistFromLink > 500.0f) {
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if (this->actor.xzDistToLink > 500.0f) {
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this->actor.flags |= 1;
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this->partFlags = 0xFFFF;
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}
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@ -412,7 +412,7 @@ void EnKanban_Update(Actor* thisx, GlobalContext* globalCtx2) {
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f32 tempX;
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f32 tempY;
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f32 tempZ;
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f32 tempWaterY;
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f32 tempYDistToWater;
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u8 onGround;
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Actor_MoveForward(&this->actor);
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@ -422,7 +422,7 @@ void EnKanban_Update(Actor* thisx, GlobalContext* globalCtx2) {
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tempY = this->actor.posRot.pos.y;
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tempZ = this->actor.posRot.pos.z;
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tempBgFlags = this->actor.bgCheckFlags;
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tempWaterY = this->actor.waterY;
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tempYDistToWater = this->actor.yDistToWater;
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this->actor.posRot.pos.z += ((this->actor.posRot.pos.y - this->actor.groundY) * -50.0f) / 100.0f;
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func_8002E4B4(globalCtx, &this->actor, 10.0f, 10.0f, 50.0f, 4);
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@ -432,7 +432,7 @@ void EnKanban_Update(Actor* thisx, GlobalContext* globalCtx2) {
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this->actor.posRot.pos.y = tempY;
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this->actor.posRot.pos.z = tempZ;
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this->actor.bgCheckFlags = tempBgFlags;
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this->actor.waterY = tempWaterY;
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this->actor.yDistToWater = tempYDistToWater;
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osSyncPrintf(VT_RST);
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onGround = (this->actor.bgCheckFlags & 1);
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@ -480,13 +480,13 @@ void EnKanban_Update(Actor* thisx, GlobalContext* globalCtx2) {
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this->actionState = ENKANBAN_WATER;
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_BOMB_DROP_WATER);
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this->bounceX = this->bounceZ = 0;
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this->actor.posRot.pos.y += this->actor.waterY;
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this->actor.posRot.pos.y += this->actor.yDistToWater;
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EffectSsGSplash_Spawn(globalCtx, &this->actor.posRot.pos, NULL, NULL, 0, (this->partCount * 20) + 300);
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EffectSsGRipple_Spawn(globalCtx, &this->actor.posRot.pos, 150, 650, 0);
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EffectSsGRipple_Spawn(globalCtx, &this->actor.posRot.pos, 300, 800, 5);
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this->actor.velocity.y = 0.0f;
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this->actor.gravity = 0.0f;
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osSyncPrintf(" WAT Y = %f\n", this->actor.waterY);
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osSyncPrintf(" WAT Y = %f\n", this->actor.yDistToWater);
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osSyncPrintf(" POS Y = %f\n", this->actor.posRot.pos.y);
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osSyncPrintf(" GROUND Y = %f\n", this->actor.groundY);
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break;
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@ -572,7 +572,7 @@ void EnKanban_Update(Actor* thisx, GlobalContext* globalCtx2) {
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s32 rippleScale;
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if ((player->actor.speedXZ > 0.0f) && (player->actor.posRot.pos.y < this->actor.posRot.pos.y) &&
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(this->actor.xyzDistFromLinkSq < 2500.0f)) {
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(this->actor.xyzDistToLinkSq < 2500.0f)) {
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Math_ApproachF(&this->actor.speedXZ, player->actor.speedXZ, 1.0f, 0.2f);
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if (this->actor.speedXZ > 1.0f) {
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this->actor.speedXZ = 1.0f;
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@ -624,8 +624,8 @@ void EnKanban_Update(Actor* thisx, GlobalContext* globalCtx2) {
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}
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EffectSsGRipple_Spawn(globalCtx, &this->actor.posRot.pos, rippleScale, rippleScale + 500, 0);
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}
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} else if ((globalCtx->actorCtx.unk_02 != 0) && (this->actor.xyzDistFromLinkSq < SQ(100.0f))) {
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f32 hammerStrength = (100.0f - sqrtf(this->actor.xyzDistFromLinkSq)) * 0.05f;
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} else if ((globalCtx->actorCtx.unk_02 != 0) && (this->actor.xyzDistToLinkSq < SQ(100.0f))) {
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f32 hammerStrength = (100.0f - sqrtf(this->actor.xyzDistToLinkSq)) * 0.05f;
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this->actionState = ENKANBAN_AIR;
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this->actor.gravity = -1.0f;
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