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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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@ -651,7 +651,7 @@ s32 EnSt_IsCloseToPlayer(EnSt* this, GlobalContext* globalCtx) {
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if (this->takeDamageSpinTimer != 0) {
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// skull is spinning from damage.
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return false;
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} else if (this->actor.xzDistFromLink > 160.0f) {
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} else if (this->actor.xzDistToLink > 160.0f) {
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// player is more than 160 xz units from the skulltulla
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return false;
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}
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