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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
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GPG key ID: 4AEE18F83AFDEB23
171 changed files with 1771 additions and 1773 deletions

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@ -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;