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speedXZ -> speed (#1477)
* speedXZ -> speed * += * revert arg in player function * anon review * engineer review * forgot one * last review * revert decimal
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4a9873775c
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171 changed files with 1771 additions and 1773 deletions
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@ -285,7 +285,7 @@ void BossDodongo_IntroCutscene(BossDodongo* this, PlayState* play) {
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player->actor.world.pos.x = -890.0f;
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player->actor.world.pos.z = -2804.0f;
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player->actor.speedXZ = 0.0f;
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player->actor.speed = 0.0f;
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player->actor.shape.rot.y = player->actor.world.rot.y = 0x3FFF;
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this->subCamEye.x = -890.0f;
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@ -489,7 +489,7 @@ void BossDodongo_SetupRoll(BossDodongo* this) {
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}
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void BossDodongo_SetupBlowFire(BossDodongo* this) {
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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this->unk_1E4 = 0.0f;
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Animation_Change(&this->skelAnime, &object_kingdodongo_Anim_0061D4, 1.0f, 0.0f,
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Animation_GetLastFrame(&object_kingdodongo_Anim_0061D4), ANIMMODE_ONCE, 0.0f);
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@ -499,7 +499,7 @@ void BossDodongo_SetupBlowFire(BossDodongo* this) {
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}
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void BossDodongo_SetupInhale(BossDodongo* this) {
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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Animation_Change(&this->skelAnime, &object_kingdodongo_Anim_008EEC, 1.0f, 0.0f,
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Animation_GetLastFrame(&object_kingdodongo_Anim_008EEC), ANIMMODE_ONCE, -5.0f);
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this->actionFunc = BossDodongo_Inhale;
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@ -1274,7 +1274,7 @@ void BossDodongo_UpdateDamage(BossDodongo* this, PlayState* play) {
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}
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void BossDodongo_SetupDeathCutscene(BossDodongo* this) {
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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this->unk_1E4 = 0.0f;
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Animation_Change(&this->skelAnime, &object_kingdodongo_Anim_002D0C, 1.0f, 0.0f,
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Animation_GetLastFrame(&object_kingdodongo_Anim_002D0C), ANIMMODE_ONCE, -5.0f);
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@ -1364,7 +1364,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
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Math_SmoothStepToF(&this->unk_204, 1.0f, 1.0f, 0.1f, 0.0f);
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if (this->unk_1DA == 1) {
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this->csState = 8;
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this->actor.speedXZ = this->unk_1E4 / 1.5f;
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this->actor.speed = this->unk_1E4 / 1.5f;
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if (this->unk_1A2 == 0) {
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this->unk_238 = 250.0f;
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} else {
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@ -1527,7 +1527,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
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false);
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}
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}
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Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.2f, 0.1f, 0.0f);
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Math_SmoothStepToF(&this->actor.speed, 0.0f, 0.2f, 0.1f, 0.0f);
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this->actor.world.rot.y += (s16)this->unk_238;
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this->unk_1C4 += (s16)this->unk_234;
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if (this->unk_1DA >= 0x367) {
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