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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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@ -384,11 +384,11 @@ void EnHonotrap_FlameMove(EnHonotrap* this, PlayState* play) {
tempVel = this->actor.velocity;
Math3D_Vec3fReflect(&tempVel, &shieldNorm, &this->actor.velocity);
this->actor.speedXZ = this->speedMod * 0.5f;
this->actor.speed = this->speedMod * 0.5f;
this->actor.world.rot.y = Math_Atan2S(this->actor.velocity.z, this->actor.velocity.x);
EnHonotrap_SetupFlameVanish(this);
} else if (this->collider.tris.base.atFlags & AT_HIT) {
this->actor.velocity.y = this->actor.speedXZ = 0.0f;
this->actor.velocity.y = this->actor.speed = 0.0f;
EnHonotrap_SetupFlameVanish(this);
} else if (this->timer <= 0) {
EnHonotrap_SetupFlameVanish(this);
@ -403,7 +403,7 @@ void EnHonotrap_FlameMove(EnHonotrap* this, PlayState* play) {
void EnHonotrap_SetupFlameChase(EnHonotrap* this) {
this->actionFunc = EnHonotrap_FlameChase;
this->actor.velocity.x = this->actor.velocity.y = this->actor.velocity.z = this->actor.speedXZ = 0.0f;
this->actor.velocity.x = this->actor.velocity.y = this->actor.velocity.z = this->actor.speed = 0.0f;
this->actor.world.rot.x = this->actor.world.rot.y = this->actor.world.rot.z = 0;
this->timer = 100;
@ -413,7 +413,7 @@ void EnHonotrap_FlameChase(EnHonotrap* this, PlayState* play) {
s32 pad;
Math_ScaledStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 0x300);
Math_StepToF(&this->actor.speedXZ, 3.0f, 0.1f);
Math_StepToF(&this->actor.speed, 3.0f, 0.1f);
this->actor.gravity = (-this->actor.yDistToPlayer < 10.0f) ? 0.08f : -0.08f;
func_8002D868(&this->actor);
if (this->actor.velocity.y > 1.0f) {
@ -432,7 +432,7 @@ void EnHonotrap_FlameChase(EnHonotrap* this, PlayState* play) {
this->actor.world.rot.y = ((shieldRot.y * 2) - this->actor.world.rot.y) + 0x8000;
EnHonotrap_SetupFlameVanish(this);
} else if (this->collider.cyl.base.atFlags & AT_HIT) {
this->actor.speedXZ *= 0.1f;
this->actor.speed *= 0.1f;
this->actor.velocity.y *= 0.1f;
EnHonotrap_SetupFlameVanish(this);
} else if ((this->actor.bgCheckFlags & BGCHECKFLAG_WALL) || (this->timer <= 0)) {