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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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4a9873775c
commit
92e03cf747
171 changed files with 1771 additions and 1773 deletions
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@ -189,7 +189,7 @@ void EnDh_SetupWait(EnDh* this) {
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this->actor.world.pos.x = Rand_CenteredFloat(600.0f) + this->actor.home.pos.x;
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this->actor.world.pos.z = Rand_CenteredFloat(600.0f) + this->actor.home.pos.z;
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this->actor.shape.yOffset = -15000.0f;
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this->dirtWaveSpread = this->actor.speedXZ = 0.0f;
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this->dirtWaveSpread = this->actor.speed = 0.0f;
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this->actor.world.rot.y = this->actor.shape.rot.y;
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this->actor.flags |= ACTOR_FLAG_7;
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this->dirtWavePhase = this->actionState = this->actor.params = ENDH_WAIT_UNDERGROUND;
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@ -243,7 +243,7 @@ void EnDh_SetupWalk(EnDh* this) {
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Animation_GetLastFrame(&object_dh_Anim_003A8C) - 3.0f, ANIMMODE_LOOP, -6.0f);
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this->curAction = DH_WALK;
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this->timer = 300;
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this->actor.speedXZ = 1.0f;
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this->actor.speed = 1.0f;
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EnDh_SetupAction(this, EnDh_Walk);
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}
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@ -258,7 +258,7 @@ void EnDh_Walk(EnDh* this, PlayState* play) {
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Actor_PlaySfx(&this->actor, NA_SE_EN_DEADHAND_LAUGH);
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}
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if (this->actor.xzDistToPlayer <= 100.0f) {
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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if (Actor_IsFacingPlayer(&this->actor, 60 * 0x10000 / 360)) {
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EnDh_SetupAttack(this);
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}
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@ -271,7 +271,7 @@ void EnDh_SetupRetreat(EnDh* this, PlayState* play) {
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Animation_MorphToLoop(&this->skelAnime, &object_dh_Anim_005880, -4.0f);
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this->curAction = DH_RETREAT;
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this->timer = 70;
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this->actor.speedXZ = 1.0f;
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this->actor.speed = 1.0f;
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EnDh_SetupAction(this, EnDh_Retreat);
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}
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@ -291,7 +291,7 @@ void EnDh_SetupAttack(EnDh* this) {
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Animation_MorphToPlayOnce(&this->skelAnime, &object_dh_Anim_004658, -6.0f);
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this->timer = this->actionState = 0;
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this->curAction = DH_ATTACK;
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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EnDh_SetupAction(this, EnDh_Attack);
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}
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@ -360,7 +360,7 @@ void EnDh_Attack(EnDh* this, PlayState* play) {
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void EnDh_SetupBurrow(EnDh* this) {
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Animation_MorphToPlayOnce(&this->skelAnime, &object_dh_Anim_002148, -6.0f);
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this->curAction = DH_BURROW;
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this->dirtWaveSpread = this->actor.speedXZ = 0.0f;
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this->dirtWaveSpread = this->actor.speed = 0.0f;
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this->actor.world.rot.y = this->actor.shape.rot.y;
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this->dirtWavePhase = 0;
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this->actionState = 0;
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@ -403,7 +403,7 @@ void EnDh_Burrow(EnDh* this, PlayState* play) {
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void EnDh_SetupDamage(EnDh* this) {
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Animation_MorphToPlayOnce(&this->skelAnime, &object_dh_Anim_003D6C, -6.0f);
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
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this->actor.speedXZ = -1.0f;
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this->actor.speed = -1.0f;
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}
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Actor_PlaySfx(&this->actor, NA_SE_EN_DEADHAND_DAMAGE);
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this->curAction = DH_DAMAGE;
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@ -411,8 +411,8 @@ void EnDh_SetupDamage(EnDh* this) {
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}
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void EnDh_Damage(EnDh* this, PlayState* play) {
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if (this->actor.speedXZ < 0.0f) {
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this->actor.speedXZ += 0.15f;
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if (this->actor.speed < 0.0f) {
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this->actor.speed += 0.15f;
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}
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this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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if (SkelAnime_Update(&this->skelAnime)) {
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@ -436,7 +436,7 @@ void EnDh_SetupDeath(EnDh* this) {
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this->curAction = DH_DEATH;
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this->timer = 300;
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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func_800F5B58();
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this->actor.params = ENDH_DEATH;
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Actor_PlaySfx(&this->actor, NA_SE_EN_DEADHAND_DEAD);
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