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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
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GPG key ID: 4AEE18F83AFDEB23
147 changed files with 1431 additions and 3642 deletions

View file

@ -176,7 +176,7 @@ void EnOkuta_SetupShoot(EnOkuta* this, GlobalContext* globalCtx) {
if (this->actionFunc != EnOkuta_Shoot) {
this->timer = this->numShots;
}
this->jumpHeight = this->actor.yDistFromLink + 20.0f;
this->jumpHeight = this->actor.yDistToLink + 20.0f;
this->jumpHeight = CLAMP_MIN(this->jumpHeight, 10.0f);
if (this->jumpHeight > 50.0f) {
EnOkuta_SpawnSplash(this, globalCtx);
@ -232,7 +232,7 @@ void EnOkuta_SpawnProjectile(EnOkuta* this, GlobalContext* globalCtx) {
void EnOkuta_WaitToAppear(EnOkuta* this, GlobalContext* globalCtx) {
this->actor.posRot.pos.y = this->actor.initPosRot.pos.y;
if ((this->actor.xzDistFromLink < 480.0f) && (this->actor.xzDistFromLink > 200.0f)) {
if ((this->actor.xzDistToLink < 480.0f) && (this->actor.xzDistToLink > 200.0f)) {
EnOkuta_SetupAppear(this, globalCtx);
}
}
@ -241,7 +241,7 @@ void EnOkuta_Appear(EnOkuta* this, GlobalContext* globalCtx) {
s32 pad;
if (SkelAnime_Update(&this->skelAnime)) {
if (this->actor.xzDistFromLink < 160.0f) {
if (this->actor.xzDistToLink < 160.0f) {
EnOkuta_SetupHide(this);
} else {
EnOkuta_SetupWaitToShoot(this);
@ -295,12 +295,12 @@ void EnOkuta_WaitToShoot(EnOkuta* this, GlobalContext* globalCtx) {
if (Animation_OnFrame(&this->skelAnime, 0.5f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_OCTAROCK_FLOAT);
}
if (this->actor.xzDistFromLink < 160.0f || this->actor.xzDistFromLink > 560.0f) {
if (this->actor.xzDistToLink < 160.0f || this->actor.xzDistToLink > 560.0f) {
EnOkuta_SetupHide(this);
} else {
temp_v0_2 = Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 3, 0x71C, 0x38E);
phi_v1 = ABS(temp_v0_2);
if ((phi_v1 < 0x38E) && (this->timer == 0) && (this->actor.yDistFromLink < 200.0f)) {
if ((phi_v1 < 0x38E) && (this->timer == 0) && (this->actor.yDistToLink < 200.0f)) {
EnOkuta_SetupShoot(this, globalCtx);
}
}
@ -334,7 +334,7 @@ void EnOkuta_Shoot(EnOkuta* this, GlobalContext* globalCtx) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_OCTAROCK_LAND);
}
}
if (this->actor.xzDistFromLink < 160.0f) {
if (this->actor.xzDistToLink < 160.0f) {
EnOkuta_SetupHide(this);
}
}