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give better names to rolling checks

This commit is contained in:
feacur 2024-11-20 15:37:25 +01:00
parent 5d1bf7727f
commit 771570aaa6

View file

@ -1480,11 +1480,11 @@ s32 EnGo2_IsGoronLinkReversing(EnGo2* this) {
return true;
}
s32 EnGo2_IsRolling(EnGo2* this) {
s32 EnGo2_IsTalkingAndFast(EnGo2* this) {
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE || this->actor.speed < 1.0f) {
return false;
}
if (EnGo2_IsRollingOnGround(this, 2, 20.0 / 3.0f, 0)) {
if (EnGo2_IsRollingOnGround(this, 2, 20.0 / 3.0f, false)) {
if ((this->bounceTimer >= 9) && (this->bounceCounter == 0)) {
this->bounceTimer = 8;
}
@ -1762,9 +1762,9 @@ void EnGo2_GoronHotRodder(EnGo2* this, PlayState* play) {
}
void EnGo2_RollingStart(EnGo2* this, PlayState* play) {
f32 float1 = 1000.0f;
f32 slowdownRadius = 1000.0f;
if ((ENGO2_GET_TYPE(this) != GORON_DMT_ROLLING_SMALL || !(this->actor.xyzDistToPlayerSq > SQ(float1))) &&
if ((ENGO2_GET_TYPE(this) != GORON_DMT_ROLLING_SMALL || !(this->actor.xyzDistToPlayerSq > SQ(slowdownRadius))) &&
DECR(this->animTimer) == 0) {
this->actionFunc = EnGo2_RollingSlow;
this->actor.speed *= 0.5f; // slowdown
@ -1775,8 +1775,8 @@ void EnGo2_RollingStart(EnGo2* this, PlayState* play) {
void EnGo2_RollingSlow(EnGo2* this, PlayState* play) {
s32 updatedWaypoint;
if (!EnGo2_IsRolling(this)) {
if (EnGo2_IsRollingOnGround(this, 4, 8.0f, 1) == true) {
if (!EnGo2_IsTalkingAndFast(this)) {
if (EnGo2_IsRollingOnGround(this, 4, 8.0f, true) == true) {
if (EnGo2_IsGoronLinkReversing(this)) {
this->actionFunc = EnGo2_RollingReverse;
return;
@ -1805,7 +1805,7 @@ void EnGo2_RollingSlow(EnGo2* this, PlayState* play) {
}
void EnGo2_GroundRolling(EnGo2* this, PlayState* play) {
if (EnGo2_IsRollingOnGround(this, 4, 8.0f, 0)) {
if (EnGo2_IsRollingOnGround(this, 4, 8.0f, false)) {
EnGo2_SpawnDust(this, 0);
if (this->bounceCounter == 0) {
switch (ENGO2_GET_TYPE(this)) {
@ -1824,7 +1824,7 @@ void EnGo2_GroundRolling(EnGo2* this, PlayState* play) {
}
void EnGo2_RollingReverse(EnGo2* this, PlayState* play) {
if (!EnGo2_IsRolling(this)) {
if (!EnGo2_IsTalkingAndFast(this)) {
Math_ApproachF(&this->actor.speed, 0.0f, 0.6f, 0.8f);
if (this->actor.speed >= 1.0f) {
EnGo2_SpawnDust(this, 3);