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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
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171 changed files with 1771 additions and 1773 deletions
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@ -257,7 +257,7 @@ void EnGe2_CaptureCharge(EnGe2* this, PlayState* play) {
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this->actor.shape.rot.y = this->actor.world.rot.y;
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if (this->actor.xzDistToPlayer < 50.0f) {
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EnGe2_ChangeAction(this, GE2_ACTION_CAPTURECLOSE);
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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}
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if (this->timer > 0) {
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@ -285,7 +285,7 @@ void EnGe2_CaptureTurn(EnGe2* this, PlayState* play) {
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if (this->actor.world.rot.y == this->actor.yawTowardsPlayer) {
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EnGe2_ChangeAction(this, GE2_ACTION_CAPTURECHARGE);
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this->timer = 50;
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this->actor.speedXZ = 4.0f;
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this->actor.speed = 4.0f;
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}
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}
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@ -311,7 +311,7 @@ void EnGe2_KnockedOut(EnGe2* this, PlayState* play) {
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void EnGe2_TurnPlayerSpotted(EnGe2* this, PlayState* play) {
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s32 playerSpotted;
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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if (this->stateFlags & GE2_STATE_TALKED) {
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this->stateFlags &= ~GE2_STATE_TALKED;
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@ -347,7 +347,7 @@ void EnGe2_TurnPlayerSpotted(EnGe2* this, PlayState* play) {
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void EnGe2_AboutTurn(EnGe2* this, PlayState* play) {
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s32 playerSpotted;
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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playerSpotted = Ge2_DetectPlayerInAction(play, this);
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if (playerSpotted != 0) {
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@ -370,7 +370,7 @@ void EnGe2_Walk(EnGe2* this, PlayState* play) {
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playerSpotted = Ge2_DetectPlayerInAction(play, this);
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if (playerSpotted != 0) {
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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EnGe2_ChangeAction(this, GE2_ACTION_TURNPLAYERSPOTTED);
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this->timer = 100;
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this->playerSpottedParam = playerSpotted;
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@ -379,10 +379,10 @@ void EnGe2_Walk(EnGe2* this, PlayState* play) {
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this->walkTimer = 0;
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this->walkDirection += 0x8000;
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EnGe2_ChangeAction(this, GE2_ACTION_ABOUTTURN);
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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} else {
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this->walkTimer++;
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this->actor.speedXZ = 2.0f;
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this->actor.speed = 2.0f;
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}
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}
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@ -478,7 +478,7 @@ void EnGe2_ForceTalk(EnGe2* this, PlayState* play) {
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void EnGe2_SetupCapturePlayer(EnGe2* this, PlayState* play) {
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this->stateFlags |= GE2_STATE_CAPTURING;
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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EnGe2_ChangeAction(this, GE2_ACTION_CAPTURETURN);
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func_8002DF54(play, &this->actor, PLAYER_CSMODE_95);
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func_80078884(NA_SE_SY_FOUND);
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@ -521,7 +521,7 @@ void EnGe2_UpdateFriendly(Actor* thisx, PlayState* play) {
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if (Actor_ProcessTalkRequest(&this->actor, play)) {
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if ((this->actor.params & 0xFF) == GE2_TYPE_PATROLLING) {
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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EnGe2_ChangeAction(this, GE2_ACTION_WAITLOOKATPLAYER);
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}
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this->actionFunc = EnGe2_SetActionAfterTalk;
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@ -566,7 +566,7 @@ void EnGe2_Update(Actor* thisx, PlayState* play) {
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EnGe2_ChangeAction(this, GE2_ACTION_KNOCKEDOUT);
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this->timer = 100;
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this->stateFlags |= GE2_STATE_KO;
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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Actor_PlaySfx(&this->actor, NA_SE_VO_SK_CRASH);
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} else {
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this->actionFunc(this, play);
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@ -612,7 +612,7 @@ void EnGe2_UpdateStunned(Actor* thisx, PlayState* play2) {
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EnGe2_ChangeAction(this, GE2_ACTION_KNOCKEDOUT);
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this->timer = 100;
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this->stateFlags |= GE2_STATE_KO;
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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Actor_PlaySfx(&this->actor, NA_SE_VO_SK_CRASH);
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}
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
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