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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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parent
4a9873775c
commit
92e03cf747
171 changed files with 1771 additions and 1773 deletions
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@ -613,7 +613,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
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Math_ApproachS(&this->tentRot[indS1].z, tempf2, 1.0f / this->tentMaxAngle, this->tentSpeed);
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}
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this->targetPos = this->actor.world.pos;
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Math_ApproachF(&this->actor.speedXZ, 0.75f, 1.0f, 0.04f);
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Math_ApproachF(&this->actor.speed, 0.75f, 1.0f, 0.04f);
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if (this->work[MO_TENT_ACTION_STATE] == MO_TENT_SWING) {
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Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer + this->attackAngleMod, 0xA,
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0x1F4);
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@ -757,7 +757,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
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}
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if (this->work[MO_TENT_ACTION_STATE] == MO_TENT_GRAB) {
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player->unk_850 = 0xA;
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player->actor.speedXZ = player->actor.velocity.y = 0;
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player->actor.speed = player->actor.velocity.y = 0;
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Math_ApproachF(&player->actor.world.pos.x, this->grabPosRot.pos.x, 0.5f, 20.0f);
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Math_ApproachF(&player->actor.world.pos.y, this->grabPosRot.pos.y, 0.5f, 20.0f);
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Math_ApproachF(&player->actor.world.pos.z, this->grabPosRot.pos.z, 0.5f, 20.0f);
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@ -822,7 +822,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
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player->actor.world.rot.y = player->actor.shape.rot.y = this->grabPosRot.rot.y;
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player->actor.world.rot.z = player->actor.shape.rot.z = this->grabPosRot.rot.z;
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player->actor.velocity.y = 0;
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player->actor.speedXZ = 0;
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player->actor.speed = 0;
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Math_ApproachF(&this->fwork[MO_TENT_MAX_STRETCH], 1.0f, 0.5f, 0.01);
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Math_ApproachF(&this->tentMaxAngle, 0.5f, 1.0f, 0.005f);
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Math_ApproachF(&this->tentSpeed, 480.0f, 1.0f, 10.0f);
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@ -999,7 +999,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
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Math_ApproachS(&this->tentRot[indS1].x, tempf1, 1.0f / this->tentMaxAngle, this->tentSpeed);
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Math_ApproachS(&this->tentRot[indS1].z, tempf2, 1.0f / this->tentMaxAngle, this->tentSpeed);
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}
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this->actor.speedXZ = 0.0;
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this->actor.speed = 0.0;
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Math_ApproachF(&this->fwork[MO_TENT_MAX_STRETCH], 4.3f, 0.5f, 0.04);
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Math_ApproachF(&this->tentPulse, 1.3f, 0.5f, 0.05f);
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break;
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@ -1018,7 +1018,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
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Math_ApproachS(&this->tentRot[indS1].x, tempf1, 1.0f / this->tentMaxAngle, this->tentSpeed);
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Math_ApproachS(&this->tentRot[indS1].z, tempf2, 1.0f / this->tentMaxAngle, this->tentSpeed);
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}
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this->actor.speedXZ = 0.0;
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this->actor.speed = 0.0;
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Math_ApproachF(&this->tentPulse, 1.3f, 0.5f, 0.05f);
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break;
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case MO_TENT_DEATH_2:
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@ -1034,7 +1034,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
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Math_ApproachS(&this->tentRot[indS1].x, tempf1, 1.0f / this->tentMaxAngle, this->tentSpeed);
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Math_ApproachS(&this->tentRot[indS1].z, tempf2, 1.0f / this->tentMaxAngle, this->tentSpeed);
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}
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this->actor.speedXZ = 0.0;
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this->actor.speed = 0.0;
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this->noBubbles--;
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Math_ApproachF(&this->fwork[MO_TENT_MAX_STRETCH], 0.1f, 0.1f, 0.03);
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Math_ApproachF(&this->tentPulse, 0.02f, 0.5f, 0.015f);
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@ -1229,7 +1229,7 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
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this->subCamId = Play_CreateSubCamera(play);
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Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
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Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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this->csState = MO_INTRO_START;
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this->timers[2] = 50;
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this->work[MO_TENT_VAR_TIMER] = this->work[MO_TENT_MOVE_TIMER] = 0;
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@ -1245,7 +1245,7 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
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player->actor.world.pos.x = 180.0f;
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player->actor.world.pos.z = -130.0f;
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player->actor.shape.rot.y = player->actor.world.rot.y = 0;
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player->actor.speedXZ = 0.0f;
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player->actor.speed = 0.0f;
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this->subCamEye.x = -424.0f;
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this->subCamEye.y = -190.0f;
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this->subCamEye.z = 180.0f;
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@ -1330,7 +1330,7 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
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sp80 = 1.5f;
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sp7C = (f32)0x600;
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}
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Math_ApproachF(&this->actor.speedXZ, sp80, 1.0f, sp78);
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Math_ApproachF(&this->actor.speed, sp80, 1.0f, sp78);
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Math_ApproachF(&this->subCamYawRate, sp7C, 1.0f, 128.0f);
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if (this->work[MO_TENT_MOVE_TIMER] == 525) {
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func_8002DF54(play, &this->actor, PLAYER_CSMODE_2);
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@ -1345,7 +1345,7 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
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player->actor.shape.rot.y = player->actor.world.rot.y;
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this->subCamYawShake = 0.0f;
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sMorphaTent1->baseAlpha = 150.0;
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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this->timers[2] = 200;
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this->subCamFov = 60.0f;
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this->actor.world.pos = sMorphaTent1->actor.world.pos;
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@ -1454,7 +1454,7 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
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sMorphaTent1->actor.world.pos.x = 180.0f;
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sMorphaTent1->actor.world.pos.z = -360.0f;
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sMorphaTent1->actor.prevPos = sMorphaTent1->actor.world.pos;
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sMorphaTent1->actor.speedXZ = 0.0f;
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sMorphaTent1->actor.speed = 0.0f;
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sMorphaTent1->actor.shape.rot.y = sMorphaTent1->actor.yawTowardsPlayer;
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}
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if (this->subCamId != SUB_CAM_ID_DONE) {
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@ -1763,7 +1763,7 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) {
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this->work[MO_TENT_ACTION_STATE] = MO_CORE_STUNNED;
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this->timers[0] = 25;
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this->actor.speedXZ = 15.0f;
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this->actor.speed = 15.0f;
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this->actor.world.rot.y = this->actor.yawTowardsPlayer + 0x8000;
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this->work[MO_CORE_DMG_FLASH_TIMER] = 15;
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@ -1811,7 +1811,7 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) {
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this->work[MO_TENT_ACTION_STATE] = MO_CORE_STUNNED;
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this->timers[0] = 30;
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this->work[MO_TENT_INVINC_TIMER] = 10;
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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}
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for (i = 0; i < 10; i++) {
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Vec3f pos;
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@ -1903,7 +1903,7 @@ void BossMo_Core(BossMo* this, PlayState* play) {
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((this->work[MO_TENT_ACTION_STATE] == MO_CORE_MOVE) ||
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(this->work[MO_TENT_ACTION_STATE] == MO_CORE_MAKE_TENT))) {
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this->work[MO_TENT_ACTION_STATE] = MO_CORE_UNDERWATER;
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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this->work[MO_CORE_WAIT_IN_WATER] = 0;
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}
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switch (this->work[MO_TENT_ACTION_STATE]) {
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@ -1913,7 +1913,7 @@ void BossMo_Core(BossMo* this, PlayState* play) {
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((sMorphaTent1->work[MO_TENT_ACTION_STATE] == MO_TENT_WAIT) ||
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(sMorphaTent1->work[MO_TENT_ACTION_STATE] == MO_TENT_READY)) &&
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(this->actor.world.pos.y < MO_WATER_LEVEL(play))) {
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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this->work[MO_TENT_ACTION_STATE] = MO_CORE_MAKE_TENT;
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if (sMorphaTent1->work[MO_TENT_ACTION_STATE] == MO_TENT_WAIT) {
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sMorphaTent1->work[MO_TENT_ACTION_STATE] = MO_TENT_SPAWN;
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@ -1937,13 +1937,13 @@ void BossMo_Core(BossMo* this, PlayState* play) {
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this->work[MO_TENT_ACTION_STATE] = MO_CORE_ATTACK;
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this->work[MO_CORE_POS_IN_TENT] = 0;
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this->timers[0] = 0;
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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}
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break;
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case MO_CORE_UNDERWATER:
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if (player->actor.world.pos.y >= MO_WATER_LEVEL(play)) {
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this->work[MO_TENT_ACTION_STATE] = MO_CORE_MOVE;
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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}
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break;
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case MO_CORE_STUNNED:
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@ -1955,7 +1955,7 @@ void BossMo_Core(BossMo* this, PlayState* play) {
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if (this->actor.world.pos.y < MO_WATER_LEVEL(play)) {
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this->work[MO_TENT_ACTION_STATE] = MO_CORE_MAKE_TENT;
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this->timers[0] = 50;
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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}
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break;
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case MO_CORE_UNUSED:
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@ -1984,7 +1984,7 @@ void BossMo_Core(BossMo* this, PlayState* play) {
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this->work[MO_TENT_ACTION_STATE] = MO_CORE_MAKE_TENT;
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this->timers[0] = 100;
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this->tentSpeed = 0.0f;
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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}
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this->timers[0] = 0;
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break;
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@ -2023,22 +2023,22 @@ void BossMo_Core(BossMo* this, PlayState* play) {
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if (this->work[MO_CORE_POS_IN_TENT] <= 1) {
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this->targetPos.y -= 20.0f;
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}
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Math_ApproachF(&this->actor.world.pos.x, this->targetPos.x, 0.5f, this->actor.speedXZ);
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Math_ApproachF(&this->actor.world.pos.y, this->targetPos.y, 0.5f, this->actor.speedXZ);
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Math_ApproachF(&this->actor.world.pos.z, this->targetPos.z, 0.5f, this->actor.speedXZ);
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Math_ApproachF(&this->actor.speedXZ, 30.0f, 1.0f, 1.0f);
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Math_ApproachF(&this->actor.world.pos.x, this->targetPos.x, 0.5f, this->actor.speed);
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Math_ApproachF(&this->actor.world.pos.y, this->targetPos.y, 0.5f, this->actor.speed);
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Math_ApproachF(&this->actor.world.pos.z, this->targetPos.z, 0.5f, this->actor.speed);
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Math_ApproachF(&this->actor.speed, 30.0f, 1.0f, 1.0f);
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} else {
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switch (this->work[MO_TENT_ACTION_STATE]) {
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case MO_CORE_MOVE:
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sp80 = Math_SinS(this->work[MO_TENT_VAR_TIMER] * 0x800) * 100.0f;
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sp7C = Math_CosS(this->work[MO_TENT_VAR_TIMER] * 0x800) * 100.0f;
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Math_ApproachF(&this->actor.world.pos.x, sMorphaTent1->targetPos.x + sp80, 0.05f, this->actor.speedXZ);
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Math_ApproachF(&this->actor.world.pos.z, sMorphaTent1->targetPos.z + sp7C, 0.05f, this->actor.speedXZ);
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Math_ApproachF(&this->actor.speedXZ, 10.0f, 1.0f, 0.5f);
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Math_ApproachF(&this->actor.world.pos.x, sMorphaTent1->targetPos.x + sp80, 0.05f, this->actor.speed);
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Math_ApproachF(&this->actor.world.pos.z, sMorphaTent1->targetPos.z + sp7C, 0.05f, this->actor.speed);
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Math_ApproachF(&this->actor.speed, 10.0f, 1.0f, 0.5f);
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break;
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case MO_CORE_STUNNED:
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this->actor.velocity.x = Math_SinS(this->actor.world.rot.y) * this->actor.speedXZ;
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this->actor.velocity.z = Math_CosS(this->actor.world.rot.y) * this->actor.speedXZ;
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this->actor.velocity.x = Math_SinS(this->actor.world.rot.y) * this->actor.speed;
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this->actor.velocity.z = Math_CosS(this->actor.world.rot.y) * this->actor.speed;
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this->actor.world.pos.x += this->actor.velocity.x;
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this->actor.world.pos.z += this->actor.velocity.z;
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break;
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@ -2097,7 +2097,7 @@ void BossMo_Core(BossMo* this, PlayState* play) {
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this->targetPos.x = sMorphaTent1->targetPos.x;
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this->targetPos.y = sMorphaTent1->actor.world.pos.y - 40.0f;
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this->targetPos.z = sMorphaTent1->targetPos.z;
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Math_ApproachF(&this->actor.speedXZ, 10.0f, 1.0f, 0.5f);
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Math_ApproachF(&this->actor.speed, 10.0f, 1.0f, 0.5f);
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} else if (this->work[MO_TENT_ACTION_STATE] == MO_CORE_UNDERWATER) {
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switch (this->work[MO_CORE_WAIT_IN_WATER]) {
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case false:
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@ -2111,14 +2111,14 @@ void BossMo_Core(BossMo* this, PlayState* play) {
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this->targetPos.x = player->actor.world.pos.x + sp64.x;
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this->targetPos.y = player->actor.world.pos.y + 30.0f;
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this->targetPos.z = player->actor.world.pos.z + sp64.z;
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Math_ApproachF(&this->actor.speedXZ, 10.0f, 1.0f, 1.0f);
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Math_ApproachF(&this->actor.speed, 10.0f, 1.0f, 1.0f);
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if (this->timers[0] == 0) {
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this->work[MO_CORE_WAIT_IN_WATER] = true;
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this->timers[0] = (s16)Rand_ZeroFloat(50.0f) + 50;
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}
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break;
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case true:
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Math_ApproachF(&this->actor.speedXZ, 1.0f, 1.0f, 0.5f);
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Math_ApproachF(&this->actor.speed, 1.0f, 1.0f, 0.5f);
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if (this->timers[0] == 0) {
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this->work[MO_CORE_WAIT_IN_WATER] = false;
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this->timers[0] = (s16)Rand_ZeroFloat(20.0f) + 20;
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@ -2322,7 +2322,7 @@ void BossMo_UpdateTent(Actor* thisx, PlayState* play) {
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}
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Math_ApproachS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 0xA, 0xC8);
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Actor_MoveForward(&this->actor);
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Math_ApproachF(&this->actor.speedXZ, 0.0, 1.0f, 0.02f);
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Math_ApproachF(&this->actor.speed, 0.0, 1.0f, 0.02f);
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if (BossMo_NearLand(&this->actor.world.pos, 40)) {
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this->actor.world.pos = this->actor.prevPos;
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