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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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@ -275,7 +275,7 @@ void EnAm_SetupSleep(EnAm* this) {
Animation_Change(&this->skelAnime, &gArmosRicochetAnim, 0.0f, lastFrame, lastFrame, ANIMMODE_LOOP, 0.0f);
this->behavior = AM_BEHAVIOR_DO_NOTHING;
this->dyna.actor.speedXZ = 0.0f;
this->dyna.actor.speed = 0.0f;
this->unk_258 = (this->textureBlend == 255) ? 0 : 1;
EnAm_SetupAction(this, EnAm_Sleep);
}
@ -286,7 +286,7 @@ void EnAm_SetupStatue(EnAm* this) {
Animation_Change(&this->skelAnime, &gArmosRicochetAnim, 0.0f, lastFrame, lastFrame, ANIMMODE_LOOP, 0.0f);
this->dyna.actor.flags &= ~ACTOR_FLAG_0;
this->behavior = AM_BEHAVIOR_DO_NOTHING;
this->dyna.actor.speedXZ = 0.0f;
this->dyna.actor.speed = 0.0f;
EnAm_SetupAction(this, EnAm_Statue);
}
@ -294,7 +294,7 @@ void EnAm_SetupLunge(EnAm* this) {
Animation_PlayLoopSetSpeed(&this->skelAnime, &gArmosHopAnim, 4.0f);
this->unk_258 = 3;
this->behavior = AM_BEHAVIOR_AGGRO;
this->dyna.actor.speedXZ = 0.0f;
this->dyna.actor.speed = 0.0f;
this->dyna.actor.world.rot.y = this->dyna.actor.shape.rot.y;
EnAm_SetupAction(this, EnAm_Lunge);
}
@ -304,7 +304,7 @@ void EnAm_SetupCooldown(EnAm* this) {
this->unk_258 = 3;
this->cooldownTimer = 40;
this->behavior = AM_BEHAVIOR_AGGRO;
this->dyna.actor.speedXZ = 0.0f;
this->dyna.actor.speed = 0.0f;
this->dyna.actor.world.rot.y = this->dyna.actor.shape.rot.y;
EnAm_SetupAction(this, EnAm_Cooldown);
}
@ -313,7 +313,7 @@ void EnAm_SetupMoveToHome(EnAm* this) {
Animation_PlayLoopSetSpeed(&this->skelAnime, &gArmosHopAnim, 4.0f);
this->behavior = AM_BEHAVIOR_GO_HOME;
this->unk_258 = 1;
this->dyna.actor.speedXZ = 0.0f;
this->dyna.actor.speed = 0.0f;
EnAm_SetupAction(this, EnAm_MoveToHome);
}
@ -321,14 +321,14 @@ void EnAm_SetupRotateToInit(EnAm* this) {
Animation_PlayLoopSetSpeed(&this->skelAnime, &gArmosHopAnim, 4.0f);
this->behavior = AM_BEHAVIOR_GO_HOME;
this->unk_258 = 1;
this->dyna.actor.speedXZ = 0.0f;
this->dyna.actor.speed = 0.0f;
EnAm_SetupAction(this, EnAm_RotateToInit);
}
void EnAm_SetupRotateToHome(EnAm* this) {
Animation_PlayLoopSetSpeed(&this->skelAnime, &gArmosHopAnim, 4.0f);
this->behavior = AM_BEHAVIOR_GO_HOME;
this->dyna.actor.speedXZ = 0.0f;
this->dyna.actor.speed = 0.0f;
this->dyna.actor.world.rot.y = this->dyna.actor.shape.rot.y;
EnAm_SetupAction(this, EnAm_RotateToHome);
}
@ -341,7 +341,7 @@ void EnAm_SetupRecoilFromDamage(EnAm* this, PlayState* play) {
Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_AMOS_DAMAGE);
if (EnAm_CanMove(this, play, -6.0f, this->dyna.actor.world.rot.y)) {
this->dyna.actor.speedXZ = -6.0f;
this->dyna.actor.speed = -6.0f;
}
this->dyna.actor.colorFilterTimer = 0;
@ -354,7 +354,7 @@ void EnAm_SetupRicochet(EnAm* this, PlayState* play) {
this->dyna.actor.world.rot.y = this->dyna.actor.yawTowardsPlayer;
if (EnAm_CanMove(this, play, -6.0f, this->dyna.actor.world.rot.y)) {
this->dyna.actor.speedXZ = -6.0f;
this->dyna.actor.speed = -6.0f;
}
this->unk_264 = 0;
@ -412,13 +412,13 @@ void EnAm_Sleep(EnAm* this, PlayState* play) {
this->unk_264 = 0;
}
this->dyna.actor.speedXZ += this->dyna.unk_150;
this->dyna.actor.speed += this->dyna.unk_150;
this->shakeOrigin = this->dyna.actor.world.pos;
this->dyna.actor.world.rot.y = this->dyna.unk_158;
this->dyna.actor.speedXZ = CLAMP(this->dyna.actor.speedXZ, -2.5f, 2.5f);
Math_SmoothStepToF(&this->dyna.actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
this->dyna.actor.speed = CLAMP(this->dyna.actor.speed, -2.5f, 2.5f);
Math_SmoothStepToF(&this->dyna.actor.speed, 0.0f, 1.0f, 1.0f, 0.0f);
if (this->dyna.actor.speedXZ != 0.0f) {
if (this->dyna.actor.speed != 0.0f) {
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
}
@ -507,7 +507,7 @@ void EnAm_MoveToHome(EnAm* this, PlayState* play) {
if (this->skelAnime.curFrame == 8.0f) {
this->dyna.actor.velocity.y = 12.0f;
this->dyna.actor.speedXZ = 6.0f;
this->dyna.actor.speed = 6.0f;
} else if (this->skelAnime.curFrame > 11.0f) {
if (!(this->dyna.actor.bgCheckFlags & BGCHECKFLAG_GROUND)) {
this->skelAnime.curFrame = 11;
@ -519,7 +519,7 @@ void EnAm_MoveToHome(EnAm* this, PlayState* play) {
}
this->dyna.actor.velocity.y = 0.0f;
this->dyna.actor.speedXZ = 0.0f;
this->dyna.actor.speed = 0.0f;
this->dyna.actor.world.pos.y = this->dyna.actor.floorHeight;
EnAm_SpawnEffects(this, play);
@ -530,7 +530,7 @@ void EnAm_MoveToHome(EnAm* this, PlayState* play) {
}
// turn away from a wall if touching one
if ((this->dyna.actor.speedXZ != 0.0f) && (this->dyna.actor.bgCheckFlags & BGCHECKFLAG_WALL)) {
if ((this->dyna.actor.speed != 0.0f) && (this->dyna.actor.bgCheckFlags & BGCHECKFLAG_WALL)) {
this->dyna.actor.world.rot.y = this->dyna.actor.wallYaw;
Actor_MoveForward(&this->dyna.actor);
}
@ -541,12 +541,12 @@ void EnAm_MoveToHome(EnAm* this, PlayState* play) {
}
void EnAm_RecoilFromDamage(EnAm* this, PlayState* play) {
if (this->dyna.actor.speedXZ < 0.0f) {
this->dyna.actor.speedXZ += 0.5f;
if (this->dyna.actor.speed < 0.0f) {
this->dyna.actor.speed += 0.5f;
}
if ((this->dyna.actor.velocity.y <= 0.0f) && !EnAm_CanMove(this, play, -8.0f, this->dyna.actor.world.rot.y)) {
this->dyna.actor.speedXZ = 0.0f;
this->dyna.actor.speed = 0.0f;
}
if (SkelAnime_Update(&this->skelAnime)) {
@ -605,9 +605,9 @@ void EnAm_Lunge(EnAm* this, PlayState* play) {
this->dyna.actor.velocity.y = 12.0f;
if (EnAm_CanMove(this, play, 80.0f, this->dyna.actor.world.rot.y)) {
this->dyna.actor.speedXZ = 6.0f;
this->dyna.actor.speed = 6.0f;
} else {
this->dyna.actor.speedXZ = 0.0f;
this->dyna.actor.speed = 0.0f;
}
this->unk_264 = 1;
@ -623,7 +623,7 @@ void EnAm_Lunge(EnAm* this, PlayState* play) {
}
this->dyna.actor.velocity.y = 0.0f;
this->dyna.actor.speedXZ = 0.0f;
this->dyna.actor.speed = 0.0f;
this->unk_264 = 0;
this->dyna.actor.world.pos.y = this->dyna.actor.floorHeight;
EnAm_SpawnEffects(this, play);
@ -637,7 +637,7 @@ void EnAm_Lunge(EnAm* this, PlayState* play) {
}
// turn and move away from a wall if contact is made with one
if ((this->dyna.actor.speedXZ != 0.0f) && (this->dyna.actor.bgCheckFlags & BGCHECKFLAG_WALL)) {
if ((this->dyna.actor.speed != 0.0f) && (this->dyna.actor.bgCheckFlags & BGCHECKFLAG_WALL)) {
this->dyna.actor.world.rot.y =
(this->dyna.actor.wallYaw - this->dyna.actor.world.rot.y) + this->dyna.actor.wallYaw;
Actor_MoveForward(&this->dyna.actor);
@ -690,12 +690,12 @@ void EnAm_Statue(EnAm* this, PlayState* play) {
this->unk_258 = 0;
player->stateFlags2 &= ~(PLAYER_STATE2_0 | PLAYER_STATE2_4 | PLAYER_STATE2_6 | PLAYER_STATE2_8);
player->actor.speedXZ = 0.0f;
player->actor.speed = 0.0f;
this->dyna.unk_150 = this->dyna.unk_154 = 0.0f;
}
this->dyna.actor.world.rot.y = this->dyna.unk_158;
this->dyna.actor.speedXZ = Math_SinS(this->unk_258) * (this->dyna.unk_150 * 0.5f);
this->dyna.actor.speed = Math_SinS(this->unk_258) * (this->dyna.unk_150 * 0.5f);
}
if (this->dyna.actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
@ -714,7 +714,7 @@ void EnAm_SetupStunned(EnAm* this, PlayState* play) {
this->dyna.actor.world.rot.y = this->dyna.actor.yawTowardsPlayer;
if (EnAm_CanMove(this, play, -6.0f, this->dyna.actor.world.rot.y)) {
this->dyna.actor.speedXZ = -6.0f;
this->dyna.actor.speed = -6.0f;
}
Actor_SetColorFilter(&this->dyna.actor, COLORFILTER_COLORFLAG_BLUE, 120, COLORFILTER_BUFFLAG_OPA, 100);
@ -731,12 +731,12 @@ void EnAm_SetupStunned(EnAm* this, PlayState* play) {
void EnAm_Stunned(EnAm* this, PlayState* play) {
Math_SmoothStepToS(&this->dyna.actor.shape.rot.y, this->dyna.actor.world.rot.y, 1, 0xFA0, 0);
if (this->dyna.actor.speedXZ < 0.0f) {
this->dyna.actor.speedXZ += 0.5f;
if (this->dyna.actor.speed < 0.0f) {
this->dyna.actor.speed += 0.5f;
}
if ((this->dyna.actor.velocity.y <= 0.0f) && !EnAm_CanMove(this, play, -9.0f, this->dyna.actor.world.rot.y)) {
this->dyna.actor.speedXZ = 0.0f;
this->dyna.actor.speed = 0.0f;
}
if (this->dyna.actor.colorFilterTimer == 0) {
@ -749,17 +749,17 @@ void EnAm_Stunned(EnAm* this, PlayState* play) {
}
void EnAm_Ricochet(EnAm* this, PlayState* play) {
if (this->dyna.actor.speedXZ < 0.0f) {
this->dyna.actor.speedXZ += 0.5f;
if (this->dyna.actor.speed < 0.0f) {
this->dyna.actor.speed += 0.5f;
}
if ((this->dyna.actor.velocity.y <= 0.0f) &&
!EnAm_CanMove(this, play, this->dyna.actor.speedXZ * 1.5f, this->dyna.actor.world.rot.y)) {
this->dyna.actor.speedXZ = 0.0f;
!EnAm_CanMove(this, play, this->dyna.actor.speed * 1.5f, this->dyna.actor.world.rot.y)) {
this->dyna.actor.speed = 0.0f;
}
if (SkelAnime_Update(&this->skelAnime)) {
this->dyna.actor.speedXZ = 0.0f;
this->dyna.actor.speed = 0.0f;
EnAm_SetupLunge(this);
}
}