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EnZf OK and partially documented (#988)
* Match Destroy * Matched Init * 3 more matched * 15 functions matched, data imported * 16 matched * 17 matched * 18 matched * formatting * 19 matched * Fix unk_404 * Draw matched, 20 in total * 21 matched * 22 matched * 23 matched * 24 matched * 25 matched * 26 matched * 27 matched * 28 matched * 29 matched * 30 matched * 31 matched * 33 matched * 34 matched * 35 matched * 36 matched * 17 left * 16 left * 15 left * 14 left * 13 left * 12 left * 11 left * 10 left * spec * bss * 9 left * 8 left * 7 left * 6 left * 5 left * 4 left * 1 up to regalloc, 3 left * 2 left (+ 1 regalloc) * More naming * 1 + regalloc left * Some naming * matches but for 2 words of stack in func_80B45748 * Delete some padding in header * Merge remote-tracking branch 'upstream/master' into Zf * func_8003426C rename * more failed matching attempts * Update to new function names * OK at last * Actually OK this time, removed pragmas, spec * Begin documentation * Few more names * Some more naming, added description to z_en_geldb.c * Confirm platform categories * (Badly) named floor check functions * Make fighter actors playSpeed animation frame checks consistent (up to names) * Action enum, lot of work on the skeleton stuff in the object * Lot of function and animation naming * More naming, last of the hardcoded symbols * Some name cleanup * Remove asm * Format * Bit more cleanup * Dragorn review I * undefined syms * Correct limb names * Non-control flow review suggestions * Easy review stuff * Some more review
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67 changed files with 2603 additions and 7372 deletions
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@ -1,3 +1,9 @@
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/*
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* File: z_en_geldb.c
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* Overlay: ovl_En_GeldB
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* Description: Gerudo fighter
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*/
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#include "z_en_geldb.h"
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#include "objects/object_geldb/object_geldb.h"
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@ -478,12 +484,9 @@ void EnGeldB_SetupAdvance(EnGeldB* this, GlobalContext* globalCtx) {
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void EnGeldB_Advance(EnGeldB* this, GlobalContext* globalCtx) {
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s32 thisKeyFrame;
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s32 prevKeyFrame;
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s32 pad3C;
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s32 playSpeed;
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s16 facingAngletoLink;
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Player* player = GET_PLAYER(globalCtx);
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s32 pad30;
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s32 pad2C;
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f32 playSpeed;
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if (!EnGeldB_DodgeRanged(globalCtx, this)) {
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0x2EE, 0);
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@ -507,9 +510,8 @@ void EnGeldB_Advance(EnGeldB* this, GlobalContext* globalCtx) {
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}
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thisKeyFrame = (s32)this->skelAnime.curFrame;
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SkelAnime_Update(&this->skelAnime);
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playSpeed = ABS(this->skelAnime.playSpeed);
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prevKeyFrame = (s32)(this->skelAnime.curFrame - playSpeed);
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playSpeed = ABS(this->skelAnime.playSpeed); // yes it does this twice.
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prevKeyFrame = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
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playSpeed = (f32)ABS(this->skelAnime.playSpeed);
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if (!Actor_IsFacingPlayer(&this->actor, 0x11C7)) {
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if (Rand_ZeroOne() > 0.5f) {
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EnGeldB_SetupCircle(this);
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@ -543,10 +545,12 @@ void EnGeldB_Advance(EnGeldB* this, GlobalContext* globalCtx) {
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if ((globalCtx->gameplayFrames & 0x5F) == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_GERUDOFT_BREATH);
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}
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if ((thisKeyFrame != (s32)this->skelAnime.curFrame) &&
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((prevKeyFrame < 0 && (s32)playSpeed + thisKeyFrame > 0) ||
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(prevKeyFrame < 4 && (s32)playSpeed + thisKeyFrame > 4))) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_MUSI_LAND);
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if (thisKeyFrame != (s32)this->skelAnime.curFrame) {
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s32 temp = playSpeed + thisKeyFrame;
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if (((prevKeyFrame < 0) && (temp > 0)) || ((prevKeyFrame < 4) && (temp > 4))) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_MUSI_LAND);
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}
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}
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}
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}
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