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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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171 changed files with 1771 additions and 1773 deletions
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@ -224,7 +224,7 @@ void EnButte_FlyAround(EnButte* this, PlayState* play) {
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distSqFromHome = Math3D_Dist2DSq(this->actor.world.pos.x, this->actor.world.pos.z, this->actor.home.pos.x,
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this->actor.home.pos.z);
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func_809CD56C(this);
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Math_SmoothStepToF(&this->actor.speedXZ, flightParams->speedXZTarget, flightParams->speedXZScale,
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Math_SmoothStepToF(&this->actor.speed, flightParams->speedXZTarget, flightParams->speedXZScale,
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flightParams->speedXZStep, 0.0f);
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if (this->unk_257 == 1) {
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@ -259,7 +259,7 @@ void EnButte_FlyAround(EnButte* this, PlayState* play) {
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EnButte_Turn(this);
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animSpeed = this->actor.speedXZ / 2.0f + Rand_ZeroOne() * 0.2f + (1.0f - Math_SinS(this->unk_260)) * 0.15f +
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animSpeed = this->actor.speed / 2.0f + Rand_ZeroOne() * 0.2f + (1.0f - Math_SinS(this->unk_260)) * 0.15f +
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(1.0f - Math_SinS(this->unk_25E)) * 0.3f + minAnimSpeed;
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this->skelAnime.playSpeed = CLAMP(animSpeed, 0.2f, 1.5f);
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SkelAnime_Update(&this->skelAnime);
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@ -299,7 +299,7 @@ void EnButte_FollowLink(EnButte* this, PlayState* play) {
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s16 yaw;
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func_809CD634(this);
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Math_SmoothStepToF(&this->actor.speedXZ, flightParams->speedXZTarget, flightParams->speedXZScale,
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Math_SmoothStepToF(&this->actor.speed, flightParams->speedXZTarget, flightParams->speedXZScale,
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flightParams->speedXZStep, 0.0f);
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minAnimSpeed = 0.0f;
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@ -322,7 +322,7 @@ void EnButte_FollowLink(EnButte* this, PlayState* play) {
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EnButte_Turn(this);
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animSpeed = this->actor.speedXZ / 2.0f + Rand_ZeroOne() * 0.2f + (1.0f - Math_SinS(this->unk_260)) * 0.15f +
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animSpeed = this->actor.speed / 2.0f + Rand_ZeroOne() * 0.2f + (1.0f - Math_SinS(this->unk_260)) * 0.15f +
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(1.0f - Math_SinS(this->unk_25E)) * 0.3f + minAnimSpeed;
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this->skelAnime.playSpeed = CLAMP(animSpeed, 0.2f, 1.5f);
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SkelAnime_Update(&this->skelAnime);
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@ -334,7 +334,7 @@ void EnButte_FollowLink(EnButte* this, PlayState* play) {
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distSqFromHome = Math3D_Dist2DSq(this->actor.world.pos.x, this->actor.world.pos.z, this->actor.home.pos.x,
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this->actor.home.pos.z);
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if (!((player->heldItemAction == PLAYER_IA_DEKU_STICK) && (fabsf(player->actor.speedXZ) < 1.8f) &&
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if (!((player->heldItemAction == PLAYER_IA_DEKU_STICK) && (fabsf(player->actor.speed) < 1.8f) &&
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(this->swordDownTimer <= 0) && (distSqFromHome < SQ(320.0f)))) {
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EnButte_SetupFlyAround(this);
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} else if (distSqFromHome > SQ(240.0f)) {
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