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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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@ -320,7 +320,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
player2->actor.world.pos.y = 100.0f;
player2->actor.world.pos.z = 0.0f;
player2->actor.shape.rot.y = player2->actor.world.rot.y = -0x4000;
player2->actor.speedXZ = 0.0f;
player2->actor.speed = 0.0f;
this->subCamEye.x = player2->actor.world.pos.x - 70.0f;
this->subCamEye.y = player2->actor.world.pos.y + 40.0f;
this->subCamEye.z = player2->actor.world.pos.z + 70.0f;
@ -377,7 +377,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
player2->actor.world.pos.x = 380.0f;
player2->actor.world.pos.y = 100.0f;
player2->actor.world.pos.z = 0.0f;
player2->actor.speedXZ = 0.0f;
player2->actor.speed = 0.0f;
player2->actor.shape.rot.y = player2->actor.world.rot.y = -0x4000;
if (this->timers[0] == 50) {
this->fogMode = 1;
@ -824,7 +824,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
}
break;
case BOSSFD_SKULL_FALL:
this->fwork[BFD_TURN_RATE] = this->fwork[BFD_TURN_RATE_MAX] = this->actor.speedXZ =
this->fwork[BFD_TURN_RATE] = this->fwork[BFD_TURN_RATE_MAX] = this->actor.speed =
this->fwork[BFD_FLY_SPEED] = 0;
if (this->timers[0] == 1) {
@ -879,7 +879,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
case BOSSFD_SKULL_BURN:
this->actor.velocity.y = 0.0f;
this->actor.world.pos.y = 110.0f;
this->fwork[BFD_TURN_RATE] = this->fwork[BFD_TURN_RATE_MAX] = this->actor.speedXZ =
this->fwork[BFD_TURN_RATE] = this->fwork[BFD_TURN_RATE_MAX] = this->actor.speed =
this->fwork[BFD_FLY_SPEED] = 0.0f;
if ((50 > this->timers[0]) && (this->timers[0] > 0)) {
@ -937,7 +937,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
Math_ApproachS(&this->actor.world.rot.x, pitchToTarget, 0xA, this->fwork[BFD_TURN_RATE]);
Math_ApproachF(&this->fwork[BFD_TURN_RATE], this->fwork[BFD_TURN_RATE_MAX], 1.0f, 20000.0f);
Math_ApproachF(&this->actor.speedXZ, this->fwork[BFD_FLY_SPEED], 1.0f, 0.1f);
Math_ApproachF(&this->actor.speed, this->fwork[BFD_FLY_SPEED], 1.0f, 0.1f);
if (this->work[BFD_ACTION_STATE] < BOSSFD_SKULL_FALL) {
func_8002D908(&this->actor);
}
@ -1930,7 +1930,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, (s8)this->fwork[BFD_HEAD_TEX2_ALPHA]);
Matrix_Push();
temp_float =
(this->work[BFD_ACTION_STATE] >= BOSSFD_SKULL_FALL) ? -20.0f : -10.0f - ((this->actor.speedXZ - 5.0f) * 10.0f);
(this->work[BFD_ACTION_STATE] >= BOSSFD_SKULL_FALL) ? -20.0f : -10.0f - ((this->actor.speed - 5.0f) * 10.0f);
segIndex = (this->work[BFD_LEAD_BODY_SEG] + sBodyIndex[0]) % 100;
Matrix_Translate(this->bodySegsPos[segIndex].x, this->bodySegsPos[segIndex].y, this->bodySegsPos[segIndex].z,
MTXMODE_NEW);