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Match retail EnNiw_Update (#1906)

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cadmic 2024-03-01 19:20:05 -08:00 committed by GitHub
parent a6f646dc65
commit 6b9a2433ab
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GPG key ID: B5690EEEBB952194

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@ -886,14 +886,9 @@ void EnNiw_Update(Actor* thisx, PlayState* play) {
Vec3f accel;
s32 pad2;
f32 scale;
Vec3f cam;
f32 dist;
f32 camResult;
s32 pad3[10];
if (1) {} // Required to match
if (1) {}
if (1) {}
this->unk_294++;
@ -914,10 +909,10 @@ void EnNiw_Update(Actor* thisx, PlayState* play) {
scale = Rand_ZeroFloat(6.0f) + 6.0f;
if (this->unk_2A6 == 2 && this->unk_304 != 0) {
pos.y += 10;
pos.y += 10.0f;
}
if (this->unk_304 == 0) {
scale = Rand_ZeroFloat(2.0f) + 2;
scale = Rand_ZeroFloat(2.0f) + 2.0f;
}
vel.x = Rand_CenteredFloat(3.0f);
@ -933,42 +928,19 @@ void EnNiw_Update(Actor* thisx, PlayState* play) {
}
EnNiw_UpdateEffects(this, play);
if (this->timer1 != 0) {
this->timer1--;
}
if (this->timer2 != 0) {
this->timer2--;
}
if (this->timer3 != 0) {
this->timer3--;
}
if (this->timer4 != 0) {
this->timer4--;
}
if (this->timer5 != 0) {
this->timer5--;
}
if (this->timer7 != 0) {
this->timer7--;
}
if (this->timer6 != 0) {
this->timer6--;
}
if (this->sfxTimer1 != 0) {
this->sfxTimer1--;
}
if (this->sfxTimer2 != 0) {
this->sfxTimer2--;
}
if (this->sfxTimer3 != 0) {
this->sfxTimer3--;
}
if (this->timer8 != 0) {
this->timer8--;
}
if (this->timer9 != 0) {
this->timer9--;
}
DECR(this->timer1);
DECR(this->timer2);
DECR(this->timer3);
DECR(this->timer4);
DECR(this->timer5);
DECR(this->timer7);
DECR(this->timer6);
DECR(this->sfxTimer1);
DECR(this->sfxTimer2);
DECR(this->sfxTimer3);
DECR(this->timer8);
DECR(this->timer9);
thisx->shape.rot = thisx->world.rot;
thisx->shape.shadowScale = 15.0f;
this->actionFunc(this, play);
@ -986,6 +958,10 @@ void EnNiw_Update(Actor* thisx, PlayState* play) {
UPDBGCHECKINFO_FLAG_4);
}
if (thisx->floorHeight <= BGCHECK_Y_MIN || thisx->floorHeight >= 32000.0f) {
Vec3f cam;
f32 camResult;
s32 pad3[10];
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 上下? ☆☆☆☆☆ %f\n" VT_RST, thisx->floorHeight);
cam.x = play->view.at.x - play->view.eye.x;
cam.y = play->view.at.y - play->view.eye.y;