1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-08-07 06:40:15 +00:00

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

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