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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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@ -133,7 +133,7 @@ void EnBa_Destroy(Actor* thisx, PlayState* play) {
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void EnBa_SetupIdle(EnBa* this) {
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this->unk_14C = 2;
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this->unk_31C = 1500;
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this->actor.speedXZ = 10.0f;
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this->actor.speed = 10.0f;
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EnBa_SetupAction(this, EnBa_Idle);
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}
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@ -159,7 +159,7 @@ void EnBa_Idle(EnBa* this, PlayState* play) {
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this->unk_2FC.y -= 448.0f;
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this->unk_2FC.x += this->unk_308.x;
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this->unk_2FC.z += this->unk_308.y;
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func_80033AEC(&this->unk_2FC, &this->unk_158[13], 1.0f, this->actor.speedXZ, 0.0f, 0.0f);
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func_80033AEC(&this->unk_2FC, &this->unk_158[13], 1.0f, this->actor.speed, 0.0f, 0.0f);
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for (i = 12; i >= 0; i--) {
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func_80035844(&this->unk_158[i + 1], &this->unk_158[i], &sp5C, 0);
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Matrix_Translate(this->unk_158[i + 1].x, this->unk_158[i + 1].y, this->unk_158[i + 1].z, MTXMODE_NEW);
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@ -192,7 +192,7 @@ void EnBa_Idle(EnBa* this, PlayState* play) {
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void EnBa_SetupFallAsBlob(EnBa* this) {
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this->unk_14C = 0;
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this->actor.speedXZ = Rand_CenteredFloat(8.0f);
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this->actor.speed = Rand_CenteredFloat(8.0f);
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this->actor.world.rot.y = Rand_CenteredFloat(65535.0f);
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this->unk_318 = 20;
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this->actor.gravity = -2.0f;
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@ -223,7 +223,7 @@ void EnBa_SetupSwingAtPlayer(EnBa* this) {
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this->unk_31A = 0;
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this->unk_31C = 1500;
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this->actor.colChkInfo.mass = MASS_IMMOVABLE;
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this->actor.speedXZ = 20.0f;
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this->actor.speed = 20.0f;
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EnBa_SetupAction(this, EnBa_SwingAtPlayer);
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}
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@ -271,7 +271,7 @@ void EnBa_SwingAtPlayer(EnBa* this, PlayState* play) {
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}
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if (this->unk_31A != 0) {
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this->unk_31C = 8000;
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this->actor.speedXZ = 30.0f;
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this->actor.speed = 30.0f;
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phi_fp = Math_Vec3f_Yaw(&this->actor.world.pos, &this->unk_2FC);
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temp = Math_Vec3f_Pitch(&this->actor.world.pos, &this->unk_158[0]) + 0x8000;
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Math_SmoothStepToS(&this->actor.shape.rot.y, phi_fp, 1, this->unk_31C, 0);
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@ -323,7 +323,7 @@ void func_809B7174(EnBa* this) {
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this->unk_31C = 1500;
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this->unk_318 = 20;
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this->actor.colChkInfo.mass = MASS_IMMOVABLE;
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this->actor.speedXZ = 10.0f;
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this->actor.speed = 10.0f;
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Actor_PlaySfx(&this->actor, NA_SE_EN_BALINADE_HAND_DAMAGE);
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Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 12);
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EnBa_SetupAction(this, EnBa_RecoilFromDamage);
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@ -344,7 +344,7 @@ void EnBa_RecoilFromDamage(EnBa* this, PlayState* play) {
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this->unk_2FC.y -= 448.0f;
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this->unk_2FC.x += this->unk_308.x;
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this->unk_2FC.z += this->unk_308.y;
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func_80033AEC(&this->unk_2FC, &this->unk_158[13], 1.0f, this->actor.speedXZ, 0.0f, 0.0f);
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func_80033AEC(&this->unk_2FC, &this->unk_158[13], 1.0f, this->actor.speed, 0.0f, 0.0f);
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for (i = 12; i >= 0; i--) {
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func_80035844(&this->unk_158[i + 1], &this->unk_158[i], &sp6C, 0);
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Matrix_Translate(this->unk_158[i + 1].x, this->unk_158[i + 1].y, this->unk_158[i + 1].z, MTXMODE_NEW);
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@ -413,7 +413,7 @@ void EnBa_Die(EnBa* this, PlayState* play) {
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s32 i;
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if (this->unk_31A != 0) {
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this->actor.speedXZ = 30.0f;
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this->actor.speed = 30.0f;
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this->unk_31C = 8000;
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this->actor.world.pos.y += 8.0f;
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temp = Math_Vec3f_Pitch(&this->actor.world.pos, &this->unk_158[0]) + 0x8000;
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