mirror of
https://github.com/zeldaret/oot.git
synced 2025-07-05 07:24:34 +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:
parent
4a9873775c
commit
92e03cf747
171 changed files with 1771 additions and 1773 deletions
|
@ -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;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue