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speedXZ -> speed (#1477)

* speedXZ -> speed

* +=

* revert arg in player function

* anon review

* engineer review

* forgot one

* last review

* revert decimal
This commit is contained in:
fig02 2022-12-24 12:18:57 -05:00 committed by GitHub
parent 4a9873775c
commit 92e03cf747
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GPG key ID: 4AEE18F83AFDEB23
171 changed files with 1771 additions and 1773 deletions

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