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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
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171 changed files with 1771 additions and 1773 deletions
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@ -200,8 +200,8 @@ void EnFish_Respawning_SetupSlowDown(EnFish* this) {
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void EnFish_Respawning_SlowDown(EnFish* this, PlayState* play) {
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EnFish_SetYOffset(this);
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Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.05f, 0.3f, 0.0f);
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this->skelAnime.playSpeed = CLAMP_MAX(this->actor.speedXZ * 1.4f + 0.8f, 2.0f);
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Math_SmoothStepToF(&this->actor.speed, 0.0f, 0.05f, 0.3f, 0.0f);
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this->skelAnime.playSpeed = CLAMP_MAX(this->actor.speed * 1.4f + 0.8f, 2.0f);
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SkelAnime_Update(&this->skelAnime);
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this->actor.shape.rot.y = this->actor.world.rot.y;
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@ -229,7 +229,7 @@ void EnFish_Respawning_FollowChild(EnFish* this, PlayState* play) {
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s32 pad;
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EnFish_SetYOffset(this);
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Math_SmoothStepToF(&this->actor.speedXZ, 1.8f, 0.08f, 0.4f, 0.0f);
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Math_SmoothStepToF(&this->actor.speed, 1.8f, 0.08f, 0.4f, 0.0f);
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if ((EnFish_XZDistanceSquared(&this->actor.world.pos, &this->actor.home.pos) > SQ(80.0f)) || (this->timer < 4)) {
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Math_StepToAngleS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.home.pos),
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@ -240,7 +240,7 @@ void EnFish_Respawning_FollowChild(EnFish* this, PlayState* play) {
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}
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this->actor.shape.rot.y = this->actor.world.rot.y;
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this->skelAnime.playSpeed = CLAMP_MAX(this->actor.speedXZ * 1.5f + 0.8f, 4.0f);
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this->skelAnime.playSpeed = CLAMP_MAX(this->actor.speed * 1.5f + 0.8f, 4.0f);
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SkelAnime_Update(&this->skelAnime);
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if (this->timer <= 0) {
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@ -270,7 +270,7 @@ void EnFish_Respawning_FleePlayer(EnFish* this, PlayState* play) {
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EnFish_SetYOffset(this);
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playerClose = EnFish_CheckXZDistanceToPlayer(this, play);
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Math_SmoothStepToF(&this->actor.speedXZ, 4.2f, 0.08f, 1.4f, 0.0f);
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Math_SmoothStepToF(&this->actor.speed, 4.2f, 0.08f, 1.4f, 0.0f);
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if (EnFish_XZDistanceSquared(&this->actor.world.pos, &this->actor.home.pos) > SQ(160.0f)) {
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yaw = Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.home.pos);
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@ -296,7 +296,7 @@ void EnFish_Respawning_FleePlayer(EnFish* this, PlayState* play) {
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}
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this->actor.shape.rot.y = this->actor.world.rot.y;
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this->skelAnime.playSpeed = CLAMP_MAX(this->actor.speedXZ * 1.5f + 0.8f, 4.0f);
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this->skelAnime.playSpeed = CLAMP_MAX(this->actor.speed * 1.5f + 0.8f, 4.0f);
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SkelAnime_Update(&this->skelAnime);
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@ -325,7 +325,7 @@ void EnFish_Respawning_ApproachPlayer(EnFish* this, PlayState* play) {
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s16 temp_a0_2;
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EnFish_SetYOffset(this);
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Math_SmoothStepToF(&this->actor.speedXZ, 1.8f, 0.1f, 0.5f, 0.0f);
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Math_SmoothStepToF(&this->actor.speed, 1.8f, 0.1f, 0.5f, 0.0f);
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if (EnFish_XZDistanceSquared(&this->actor.world.pos, &this->actor.home.pos) > SQ(80.0f)) {
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yaw = Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.home.pos);
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@ -346,7 +346,7 @@ void EnFish_Respawning_ApproachPlayer(EnFish* this, PlayState* play) {
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}
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this->actor.shape.rot.y = this->actor.world.rot.y;
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this->skelAnime.playSpeed = CLAMP_MAX((this->actor.speedXZ * 1.5f) + 0.8f, 4.0f);
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this->skelAnime.playSpeed = CLAMP_MAX((this->actor.speed * 1.5f) + 0.8f, 4.0f);
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SkelAnime_Update(&this->skelAnime);
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@ -368,7 +368,7 @@ void EnFish_Dropped_SetupFall(EnFish* this) {
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}
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void EnFish_Dropped_Fall(EnFish* this, PlayState* play) {
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Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.1f, 0.1f, 0.0f);
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Math_SmoothStepToF(&this->actor.speed, 0.0f, 0.1f, 0.1f, 0.0f);
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Math_StepToAngleS(&this->actor.world.rot.x, 0x4000, 100);
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Math_StepToAngleS(&this->actor.world.rot.z, -0x4000, 100);
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this->actor.shape.rot.x = this->actor.world.rot.x;
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@ -435,7 +435,7 @@ void EnFish_Dropped_FlopOnGround(EnFish* this, PlayState* play) {
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s16 frames = play->state.frames;
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s16 targetXRot;
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Math_SmoothStepToF(&this->actor.speedXZ, Rand_ZeroOne() * 0.2f, 0.1f, 0.1f, 0.0f);
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Math_SmoothStepToF(&this->actor.speed, Rand_ZeroOne() * 0.2f, 0.1f, 0.1f, 0.0f);
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targetXRot = (s16)((((frames >> 5) & 2) | ((frames >> 2) & 1)) << 0xB) * 0.3f;
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@ -485,12 +485,12 @@ void EnFish_Dropped_SetupSwimAway(EnFish* this) {
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void EnFish_Dropped_SwimAway(EnFish* this, PlayState* play) {
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s32 pad;
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Math_SmoothStepToF(&this->actor.speedXZ, 2.8f, 0.1f, 0.4f, 0.0f);
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Math_SmoothStepToF(&this->actor.speed, 2.8f, 0.1f, 0.4f, 0.0f);
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// If touching wall or not in water, turn back and slow down for one frame.
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if ((this->actor.bgCheckFlags & BGCHECKFLAG_WALL) || !(this->actor.bgCheckFlags & BGCHECKFLAG_WATER)) {
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this->actor.home.rot.y = Math_Vec3f_Yaw(&this->actor.world.pos, &this->actor.home.pos);
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this->actor.speedXZ *= 0.5f;
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this->actor.speed *= 0.5f;
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}
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Math_StepToAngleS(&this->actor.world.rot.x, 0, 1500);
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@ -511,7 +511,7 @@ void EnFish_Dropped_SwimAway(EnFish* this, PlayState* play) {
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Actor_SetScale(&this->actor, this->actor.scale.x * 0.982f);
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}
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this->skelAnime.playSpeed = CLAMP_MAX((this->actor.speedXZ * 1.5f) + 1.0f, 4.0f);
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this->skelAnime.playSpeed = CLAMP_MAX((this->actor.speed * 1.5f) + 1.0f, 4.0f);
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SkelAnime_Update(&this->skelAnime);
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if (this->timer <= 0) {
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@ -555,7 +555,7 @@ void EnFish_Unique_SwimIdle(EnFish* this, PlayState* play) {
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}
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EnFish_SetYOffset(this);
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Math_SmoothStepToF(&this->actor.speedXZ, speed[0], speed[1], speed[2], 0.0f);
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Math_SmoothStepToF(&this->actor.speed, speed[0], speed[1], speed[2], 0.0f);
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extraPlaySpeed = 0.0f;
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@ -569,7 +569,7 @@ void EnFish_Unique_SwimIdle(EnFish* this, PlayState* play) {
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}
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this->actor.shape.rot.y = this->actor.world.rot.y;
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playSpeed = (this->actor.speedXZ * 1.2f) + 0.2f + extraPlaySpeed;
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playSpeed = (this->actor.speed * 1.2f) + 0.2f + extraPlaySpeed;
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this->skelAnime.playSpeed = CLAMP(playSpeed, 1.5f, 0.5);
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SkelAnime_Update(&this->skelAnime);
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