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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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600bad1f20
147 changed files with 1431 additions and 3642 deletions
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@ -107,7 +107,7 @@ void EnSb_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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void EnSb_SpawnBubbles(GlobalContext* globalCtx, EnSb* this) {
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s32 i;
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if (this->actor.waterY > 0) {
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if (this->actor.yDistToWater > 0) {
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for (i = 0; i < 10; i++) {
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EffectSsBubble_Spawn(globalCtx, &this->actor.posRot.pos, 10.0f, 10.0f, 30.0f, 0.25f);
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}
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@ -135,7 +135,7 @@ void EnSb_SetupWaitOpen(EnSb* this) {
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void EnSb_SetupLunge(EnSb* this) {
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f32 frameCount = Animation_GetLastFrame(&D_06000124);
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f32 playbackSpeed = this->actor.waterY > 0.0f ? 1.0f : 0.0f;
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f32 playbackSpeed = this->actor.yDistToWater > 0.0f ? 1.0f : 0.0f;
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Animation_Change(&this->skelAnime, &D_06000124, playbackSpeed, 0.0f, frameCount, 2, 0);
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this->behavior = SHELLBLADE_LUNGE;
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@ -157,7 +157,7 @@ void EnSb_SetupCooldown(EnSb* this, s32 changeSpeed) {
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}
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this->behavior = SHELLBLADE_WAIT_CLOSED;
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if (changeSpeed) {
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if (this->actor.waterY > 0.0f) {
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if (this->actor.yDistToWater > 0.0f) {
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this->actor.speedXZ = -5.0f;
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if (this->actor.velocity.y < 0.0f) {
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this->actor.velocity.y = 2.1f;
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@ -177,7 +177,7 @@ void EnSb_WaitClosed(EnSb* this, GlobalContext* globalCtx) {
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// always face toward link
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 0xA, 0x7D0, 0x0);
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if ((this->actor.xzDistFromLink <= 160.0f) && (this->actor.xzDistFromLink > 40.0f)) {
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if ((this->actor.xzDistToLink <= 160.0f) && (this->actor.xzDistToLink > 40.0f)) {
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EnSb_SetupOpen(this);
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}
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}
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@ -190,7 +190,7 @@ void EnSb_Open(EnSb* this, GlobalContext* globalCtx) {
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EnSb_SetupWaitOpen(this);
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} else {
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 0xA, 0x7D0, 0x0);
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if ((this->actor.xzDistFromLink > 160.0f) || (this->actor.xzDistFromLink <= 40.0f)) {
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if ((this->actor.xzDistToLink > 160.0f) || (this->actor.xzDistToLink <= 40.0f)) {
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EnSb_SetupWaitClosed(this);
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}
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}
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@ -201,7 +201,7 @@ void EnSb_WaitOpen(EnSb* this, GlobalContext* globalCtx) {
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 0xA, 0x7D0, 0x0);
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if ((this->actor.xzDistFromLink > 160.0f) || (this->actor.xzDistFromLink <= 40.0f)) {
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if ((this->actor.xzDistToLink > 160.0f) || (this->actor.xzDistToLink <= 40.0f)) {
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EnSb_SetupWaitClosed(this);
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}
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@ -222,7 +222,7 @@ void EnSb_TurnAround(EnSb* this, GlobalContext* globalCtx) {
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if (this->actor.shape.rot.y == invertedYaw) {
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this->actor.posRot.rot.y = this->attackYaw;
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if (this->actor.waterY > 0.0f) {
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if (this->actor.yDistToWater > 0.0f) {
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this->actor.velocity.y = 3.0f;
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this->actor.speedXZ = 5.0f;
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this->actor.gravity = -0.35f;
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@ -242,7 +242,7 @@ void EnSb_TurnAround(EnSb* this, GlobalContext* globalCtx) {
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void EnSb_Lunge(EnSb* this, GlobalContext* globalCtx) {
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Math_StepToF(&this->actor.speedXZ, 0.0f, 0.2f);
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if ((this->actor.velocity.y <= -0.1f) || ((this->actor.bgCheckFlags & 2))) {
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if (!(this->actor.waterY > 0.0f)) {
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if (!(this->actor.yDistToWater > 0.0f)) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
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}
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this->actor.bgCheckFlags = this->actor.bgCheckFlags & ~2;
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@ -263,7 +263,7 @@ void EnSb_Bounce(EnSb* this, GlobalContext* globalCtx) {
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if (this->bouncesLeft != 0) {
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this->bouncesLeft--;
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this->timer = 1;
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if (this->actor.waterY > 0.0f) {
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if (this->actor.yDistToWater > 0.0f) {
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this->actor.velocity.y = 3.0f;
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this->actor.speedXZ = 5.0f;
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this->actor.gravity = -0.35f;
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@ -413,7 +413,7 @@ void EnSb_Update(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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if (this->isDead) {
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if (this->actor.waterY > 0.0f) {
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if (this->actor.yDistToWater > 0.0f) {
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this->actor.params = 4;
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} else {
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this->actor.params = 1;
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