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parent
e0bd123312
commit
6199634ffb
3 changed files with 13 additions and 12 deletions
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@ -618,7 +618,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
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}
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}
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this->actor.colChkInfo.damage = 0;
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this->knockbackDamage = PLAYER_KNOCKBACK_NONE;
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this->knockbackDamage = 0;
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}
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// Handles being frozen by a deku nut
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@ -7254,7 +7254,7 @@ s32 Player_HandleSlopes(PlayState* play, Player* this, CollisionPoly* floorPoly)
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if (sFloorShapePitch >= 0) {
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this->av1.facingUpSlope = true;
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}
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Player_AnimChangeLoopMorph(play, this, sSlopeSlideAnims[this->av1.actionVar1]);
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Player_AnimChangeLoopMorph(play, this, sSlopeSlideAnims[this->av1.facingUpSlope]);
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this->speedXZ = sqrtf(SQ(this->actor.velocity.x) + SQ(this->actor.velocity.z));
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this->yaw = playerVelYaw;
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return true;
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@ -14244,17 +14244,17 @@ void Player_Action_SlideOnSlope(Player* this, PlayState* play) {
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shapeYawTarget = downwardSlopeYaw + 0x8000;
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}
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if (this->speedXZ < 0) {
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if (this->speedXZ < 0.0f) {
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downwardSlopeYaw += 0x8000;
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}
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xzSpeedTarget = (1.0f - slopeNormal.y) * 40.0f;
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xzSpeedTarget = CLAMP(xzSpeedTarget, 0, 10.0f);
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xzSpeedTarget = CLAMP(xzSpeedTarget, 0.0f, 10.0f);
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xzSpeedIncrStep = SQ(xzSpeedTarget) * 0.015f;
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xzSpeedDecrStep = slopeNormal.y * 0.01f;
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if (SurfaceType_GetFloorEffect(&play->colCtx, floorPoly, this->actor.floorBgId) != FLOOR_EFFECT_1) {
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xzSpeedTarget = 0;
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xzSpeedTarget = 0.0f;
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xzSpeedDecrStep = slopeNormal.y * 10.0f;
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}
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@ -14262,7 +14262,8 @@ void Player_Action_SlideOnSlope(Player* this, PlayState* play) {
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xzSpeedIncrStep = 1.0f;
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}
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if (Math_AsymStepToF(&this->speedXZ, xzSpeedTarget, xzSpeedIncrStep, xzSpeedDecrStep) && (xzSpeedTarget == 0)) {
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if (Math_AsymStepToF(&this->speedXZ, xzSpeedTarget, xzSpeedIncrStep, xzSpeedDecrStep) &&
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(xzSpeedTarget == 0.0f)) {
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LinkAnimationHeader* slideAnimation;
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if (!this->av1.facingUpSlope) {
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@ -14315,7 +14316,7 @@ void Player_Action_BlueWarpArrive(Player* this, PlayState* play) {
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
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this->skelAnime.endFrame = this->skelAnime.animLength - 1.0f;
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Player_PlayLandingSfx(this);
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this->av2.actionVar2 = 1;
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this->av2.playedLandingSfx = true;
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}
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} else {
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if ((play->sceneId == SCENE_KOKIRI_FOREST) && Player_StartCsAction(play, this)) {
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