1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-07-04 06:54:33 +00:00

speedXZ -> speed (#1477)

* speedXZ -> speed

* +=

* revert arg in player function

* anon review

* engineer review

* forgot one

* last review

* revert decimal
This commit is contained in:
fig02 2022-12-24 12:18:57 -05:00 committed by GitHub
parent 4a9873775c
commit 92e03cf747
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
171 changed files with 1771 additions and 1773 deletions

View file

@ -850,8 +850,8 @@ void func_8002D7EC(Actor* actor) {
}
void func_8002D868(Actor* actor) {
actor->velocity.x = Math_SinS(actor->world.rot.y) * actor->speedXZ;
actor->velocity.z = Math_CosS(actor->world.rot.y) * actor->speedXZ;
actor->velocity.x = Math_SinS(actor->world.rot.y) * actor->speed;
actor->velocity.z = Math_CosS(actor->world.rot.y) * actor->speed;
actor->velocity.y += actor->gravity;
if (actor->velocity.y < actor->minVelocityY) {
@ -865,11 +865,11 @@ void Actor_MoveForward(Actor* actor) {
}
void func_8002D908(Actor* actor) {
f32 sp24 = Math_CosS(actor->world.rot.x) * actor->speedXZ;
f32 speedXZ = Math_CosS(actor->world.rot.x) * actor->speed;
actor->velocity.x = Math_SinS(actor->world.rot.y) * sp24;
actor->velocity.y = Math_SinS(actor->world.rot.x) * actor->speedXZ;
actor->velocity.z = Math_CosS(actor->world.rot.y) * sp24;
actor->velocity.x = Math_SinS(actor->world.rot.y) * speedXZ;
actor->velocity.y = Math_SinS(actor->world.rot.x) * actor->speed;
actor->velocity.z = Math_CosS(actor->world.rot.y) * speedXZ;
}
void func_8002D97C(Actor* actor) {
@ -878,7 +878,7 @@ void func_8002D97C(Actor* actor) {
}
void func_8002D9A4(Actor* actor, f32 arg1) {
actor->speedXZ = Math_CosS(actor->world.rot.x) * arg1;
actor->speed = Math_CosS(actor->world.rot.x) * arg1;
actor->velocity.y = -Math_SinS(actor->world.rot.x) * arg1;
}
@ -3350,9 +3350,9 @@ Actor* Actor_GetProjectileActor(PlayState* play, Actor* refActor, f32 radius) {
(((ArmsHook*)actor)->timer == 0)) {
actor = actor->next;
} else {
deltaX = Math_SinS(actor->world.rot.y) * (actor->speedXZ * 10.0f);
deltaX = Math_SinS(actor->world.rot.y) * (actor->speed * 10.0f);
deltaY = actor->velocity.y + (actor->gravity * 10.0f);
deltaZ = Math_CosS(actor->world.rot.y) * (actor->speedXZ * 10.0f);
deltaZ = Math_CosS(actor->world.rot.y) * (actor->speed * 10.0f);
spA8.x = actor->world.pos.x + deltaX;
spA8.y = actor->world.pos.y + deltaY;
@ -4091,7 +4091,7 @@ s32 func_80035124(Actor* actor, PlayState* play) {
actor->params = 1;
} else if (!(actor->bgCheckFlags & BGCHECKFLAG_GROUND)) {
Actor_MoveForward(actor);
Math_SmoothStepToF(&actor->speedXZ, 0.0f, 1.0f, 0.1f, 0.0f);
Math_SmoothStepToF(&actor->speed, 0.0f, 1.0f, 0.1f, 0.0f);
} else if ((actor->bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) && (actor->velocity.y < -4.0f)) {
ret = 1;
} else {
@ -4299,7 +4299,7 @@ Actor* func_800358DC(Actor* actor, Vec3f* spawnPos, Vec3s* spawnRot, f32* arg3,
spawnPos->z, spawnRot->x, spawnRot->y, actor->objBankIndex, params);
if (spawnedEnPart != NULL) {
spawnedEnPart->actor.scale = actor->scale;
spawnedEnPart->actor.speedXZ = arg3[0];
spawnedEnPart->actor.speed = arg3[0];
spawnedEnPart->displayList = dList;
spawnedEnPart->action = 2;
spawnedEnPart->timer = timer;

View file

@ -265,11 +265,11 @@ void EnAObj_SetupBoulderFragment(EnAObj* this, s16 type) {
}
void EnAObj_BoulderFragment(EnAObj* this, PlayState* play) {
Math_SmoothStepToF(&this->dyna.actor.speedXZ, 1.0f, 1.0f, 0.5f, 0.0f);
Math_SmoothStepToF(&this->dyna.actor.speed, 1.0f, 1.0f, 0.5f, 0.0f);
this->dyna.actor.shape.rot.x += this->dyna.actor.world.rot.x >> 1;
this->dyna.actor.shape.rot.z += this->dyna.actor.world.rot.z >> 1;
if (this->dyna.actor.speedXZ != 0.0f && this->dyna.actor.bgCheckFlags & BGCHECKFLAG_WALL) {
if (this->dyna.actor.speed != 0.0f && this->dyna.actor.bgCheckFlags & BGCHECKFLAG_WALL) {
this->dyna.actor.world.rot.y =
this->dyna.actor.wallYaw - this->dyna.actor.world.rot.y + this->dyna.actor.wallYaw - 0x8000;
if (1) {}
@ -279,7 +279,7 @@ void EnAObj_BoulderFragment(EnAObj* this, PlayState* play) {
if (this->dyna.actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
if (this->dyna.actor.velocity.y < -8.0f) {
this->dyna.actor.velocity.y *= -0.6f;
this->dyna.actor.speedXZ *= 0.6f;
this->dyna.actor.speed *= 0.6f;
this->dyna.actor.bgCheckFlags &= ~(BGCHECKFLAG_GROUND | BGCHECKFLAG_GROUND_TOUCH);
} else {
Actor_Kill(&this->dyna.actor);
@ -294,13 +294,13 @@ void EnAObj_SetupBlock(EnAObj* this, s16 type) {
}
void EnAObj_Block(EnAObj* this, PlayState* play) {
this->dyna.actor.speedXZ += this->dyna.unk_150;
this->dyna.actor.speed += this->dyna.unk_150;
this->dyna.actor.world.rot.y = this->dyna.unk_158;
this->dyna.actor.speedXZ = CLAMP(this->dyna.actor.speedXZ, -2.5f, 2.5f);
this->dyna.actor.speed = CLAMP(this->dyna.actor.speed, -2.5f, 2.5f);
Math_SmoothStepToF(&this->dyna.actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
Math_SmoothStepToF(&this->dyna.actor.speed, 0.0f, 1.0f, 1.0f, 0.0f);
if (this->dyna.actor.speedXZ != 0.0f) {
if (this->dyna.actor.speed != 0.0f) {
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
}

View file

@ -280,7 +280,7 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
this->despawnTimer = 15;
this->unk_154 = 35;
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
this->actor.velocity.y = 0.0f;
this->actor.gravity = 0.0f;
@ -390,7 +390,7 @@ void func_8001DFC8(EnItem00* this, PlayState* play) {
this->actor.shape.yOffset = Math_SinS(this->actor.shape.rot.y) * 150.0f + 850.0f;
}
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f);
Math_SmoothStepToF(&this->actor.speed, 0.0f, 1.0f, 0.5f, 0.0f);
if (this->unk_154 == 0) {
if ((this->actor.params != ITEM00_SMALL_KEY) && (this->actor.params != ITEM00_HEART_PIECE) &&
@ -448,7 +448,7 @@ void func_8001E304(EnItem00* this, PlayState* play) {
if (this->actor.params == ITEM00_RECOVERY_HEART) {
if (this->actor.velocity.y < 0.0f) {
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
this->actor.gravity = -0.4f;
if (this->actor.velocity.y < -1.5f) {
this->actor.velocity.y = -1.5f;
@ -489,7 +489,7 @@ void func_8001E304(EnItem00* this, PlayState* play) {
EnItem00_SetupAction(this, func_8001DFC8);
this->actor.shape.rot.z = 0;
this->actor.velocity.y = 0.0f;
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
}
}
@ -733,7 +733,7 @@ void EnItem00_Update(Actor* thisx, PlayState* play) {
this->despawnTimer = 15;
this->unk_154 = 35;
this->actor.shape.rot.z = 0;
this->actor.speedXZ = 0;
this->actor.speed = 0;
this->actor.velocity.y = 0;
this->actor.gravity = 0;
@ -969,7 +969,7 @@ EnItem00* Item_DropCollectible(PlayState* play, Vec3f* spawnPos, s16 params) {
spawnPos->z, 0, 0, 0, params | param8000 | param3F00);
if ((spawnedActor != NULL) && !param8000) {
spawnedActor->actor.velocity.y = !param4000 ? 8.0f : -2.0f;
spawnedActor->actor.speedXZ = 2.0f;
spawnedActor->actor.speed = 2.0f;
spawnedActor->actor.gravity = -0.9f;
spawnedActor->actor.world.rot.y = Rand_CenteredFloat(65536.0f);
Actor_SetScale(&spawnedActor->actor, 0.0f);
@ -1009,7 +1009,7 @@ EnItem00* Item_DropCollectible2(PlayState* play, Vec3f* spawnPos, s16 params) {
spawnPos->z, 0, 0, 0, params | param8000 | param3F00);
if ((spawnedActor != NULL) && !param8000) {
spawnedActor->actor.velocity.y = 0.0f;
spawnedActor->actor.speedXZ = 0.0f;
spawnedActor->actor.speed = 0.0f;
spawnedActor->actor.gravity = param4000 ? 0.0f : -0.9f;
spawnedActor->actor.world.rot.y = Rand_CenteredFloat(65536.0f);
spawnedActor->actor.flags |= ACTOR_FLAG_4;
@ -1119,7 +1119,7 @@ void Item_DropCollectibleRandom(PlayState* play, Actor* fromActor, Vec3f* spawnP
spawnPos->y, spawnPos->z, 0, 0, 0, dropId);
if ((spawnedActor != NULL) && (dropId != ITEM00_NONE)) {
spawnedActor->actor.velocity.y = 8.0f;
spawnedActor->actor.speedXZ = 2.0f;
spawnedActor->actor.speed = 2.0f;
spawnedActor->actor.gravity = -0.9f;
spawnedActor->actor.world.rot.y = Rand_ZeroOne() * 40000.0f;
Actor_SetScale(&spawnedActor->actor, 0.0f);

View file

@ -1130,7 +1130,7 @@ s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx**
} else if ((sLeftHandType == PLAYER_MODELTYPE_LH_BOOMERANG) && (this->stateFlags1 & PLAYER_STATE1_25)) {
dLists = gPlayerLeftHandOpenDLs + gSaveContext.linkAge;
sLeftHandType = PLAYER_MODELTYPE_LH_OPEN;
} else if ((this->leftHandType == PLAYER_MODELTYPE_LH_OPEN) && (this->actor.speedXZ > 2.0f) &&
} else if ((this->leftHandType == PLAYER_MODELTYPE_LH_OPEN) && (this->actor.speed > 2.0f) &&
!(this->stateFlags1 & PLAYER_STATE1_27)) {
dLists = gPlayerLeftHandClosedDLs + gSaveContext.linkAge;
sLeftHandType = PLAYER_MODELTYPE_LH_CLOSED;
@ -1142,7 +1142,7 @@ s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx**
if (sRightHandType == PLAYER_MODELTYPE_RH_SHIELD) {
dLists += this->currentShield * 4;
} else if ((this->rightHandType == PLAYER_MODELTYPE_RH_OPEN) && (this->actor.speedXZ > 2.0f) &&
} else if ((this->rightHandType == PLAYER_MODELTYPE_RH_OPEN) && (this->actor.speed > 2.0f) &&
!(this->stateFlags1 & PLAYER_STATE1_27)) {
dLists = sPlayerRightHandClosedDLs + gSaveContext.linkAge;
sRightHandType = PLAYER_MODELTYPE_RH_CLOSED;