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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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@ -285,7 +285,7 @@ void BossDodongo_IntroCutscene(BossDodongo* this, PlayState* play) {
player->actor.world.pos.x = -890.0f;
player->actor.world.pos.z = -2804.0f;
player->actor.speedXZ = 0.0f;
player->actor.speed = 0.0f;
player->actor.shape.rot.y = player->actor.world.rot.y = 0x3FFF;
this->subCamEye.x = -890.0f;
@ -489,7 +489,7 @@ void BossDodongo_SetupRoll(BossDodongo* this) {
}
void BossDodongo_SetupBlowFire(BossDodongo* this) {
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
this->unk_1E4 = 0.0f;
Animation_Change(&this->skelAnime, &object_kingdodongo_Anim_0061D4, 1.0f, 0.0f,
Animation_GetLastFrame(&object_kingdodongo_Anim_0061D4), ANIMMODE_ONCE, 0.0f);
@ -499,7 +499,7 @@ void BossDodongo_SetupBlowFire(BossDodongo* this) {
}
void BossDodongo_SetupInhale(BossDodongo* this) {
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
Animation_Change(&this->skelAnime, &object_kingdodongo_Anim_008EEC, 1.0f, 0.0f,
Animation_GetLastFrame(&object_kingdodongo_Anim_008EEC), ANIMMODE_ONCE, -5.0f);
this->actionFunc = BossDodongo_Inhale;
@ -1274,7 +1274,7 @@ void BossDodongo_UpdateDamage(BossDodongo* this, PlayState* play) {
}
void BossDodongo_SetupDeathCutscene(BossDodongo* this) {
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
this->unk_1E4 = 0.0f;
Animation_Change(&this->skelAnime, &object_kingdodongo_Anim_002D0C, 1.0f, 0.0f,
Animation_GetLastFrame(&object_kingdodongo_Anim_002D0C), ANIMMODE_ONCE, -5.0f);
@ -1364,7 +1364,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
Math_SmoothStepToF(&this->unk_204, 1.0f, 1.0f, 0.1f, 0.0f);
if (this->unk_1DA == 1) {
this->csState = 8;
this->actor.speedXZ = this->unk_1E4 / 1.5f;
this->actor.speed = this->unk_1E4 / 1.5f;
if (this->unk_1A2 == 0) {
this->unk_238 = 250.0f;
} else {
@ -1527,7 +1527,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
false);
}
}
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.2f, 0.1f, 0.0f);
Math_SmoothStepToF(&this->actor.speed, 0.0f, 0.2f, 0.1f, 0.0f);
this->actor.world.rot.y += (s16)this->unk_238;
this->unk_1C4 += (s16)this->unk_234;
if (this->unk_1DA >= 0x367) {