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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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@ -292,7 +292,7 @@ void EnIk_SetupStandUp(EnIk* this) {
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Animation_Change(&this->skelAnime, &gIronKnuckleStandUpAnim, 0.0f, startFrame, endFrame, ANIMMODE_ONCE, 0.0f);
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this->unk_2F8 = 3;
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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EnIk_SetupAction(this, EnIk_StandUp);
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}
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@ -323,7 +323,7 @@ void EnIk_SetupIdle(EnIk* this) {
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this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2;
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this->unk_2F8 = 4;
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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Animation_Change(&this->skelAnime, &object_ik_Anim_00DD50, 0.0f, 0.0f, endFrame, ANIMMODE_LOOP, 4.0f);
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EnIk_SetupAction(this, EnIk_Idle);
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}
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@ -355,12 +355,12 @@ void EnIk_SetupWalkOrRun(EnIk* this) {
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if (this->armorStatusFlag == 0) {
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Animation_Change(&this->skelAnime, &gIronKnuckleWalkAnim, 1.0f, 0.0f,
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Animation_GetLastFrame(&gIronKnuckleWalkAnim), ANIMMODE_LOOP, -4.0f);
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this->actor.speedXZ = 0.9f;
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this->actor.speed = 0.9f;
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} else {
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Animation_Change(&this->skelAnime, &gIronKnuckleRunAnim, 1.0f, 0.0f,
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Animation_GetLastFrame(&gIronKnuckleRunAnim), ANIMMODE_LOOP, -4.0f);
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Actor_PlaySfx(&this->actor, NA_SE_EN_IRONNACK_DASH);
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this->actor.speedXZ = 2.5f;
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this->actor.speed = 2.5f;
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}
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this->actor.world.rot.y = this->actor.shape.rot.y;
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@ -439,7 +439,7 @@ void EnIk_SetupVerticalAttack(EnIk* this) {
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this->unk_2FF = 1;
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this->unk_2F8 = 6;
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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Animation_Change(&this->skelAnime, &gIronKnuckleVerticalAttackAnim, 1.5f, 0.0f, endFrame, ANIMMODE_ONCE, -4.0f);
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EnIk_SetupAction(this, EnIk_VerticalAttack);
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}
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@ -509,7 +509,7 @@ void EnIk_SetupDoubleHorizontalAttack(EnIk* this) {
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this->unk_2FF = 2;
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this->unk_300 = 0;
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this->unk_2F8 = 6;
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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Animation_Change(&this->skelAnime, &gIronKnuckleHorizontalAttackAnim, 0.0f, 0.0f, endFrame, ANIMMODE_ONCE_INTERP,
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-6.0f);
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this->isBreakingProp = false;
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@ -571,7 +571,7 @@ void EnIk_SetupSingleHorizontalAttack(EnIk* this) {
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this->unk_2F8 = 1;
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this->unk_2FF = 3;
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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Animation_Change(&this->skelAnime, &gIronKnuckleHorizontalAttackAnim, 0.5f, 13.0f, endFrame, ANIMMODE_ONCE_INTERP,
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-4.0f);
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EnIk_SetupAction(this, EnIk_SingleHorizontalAttack);
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@ -601,7 +601,7 @@ void EnIk_SetupStopAndBlock(EnIk* this) {
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this->unk_2FE = 0;
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this->unk_2F8 = 9;
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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Animation_Change(&this->skelAnime, &gIronKnuckleBlockAnim, 1.0f, 0.0f, endFrame, ANIMMODE_ONCE_INTERP, -4.0f);
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EnIk_SetupAction(this, EnIk_StopAndBlock);
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}
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@ -634,11 +634,11 @@ void EnIk_SetupReactToAttack(EnIk* this) {
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if (ABS(yawDiff) <= 0x4000) {
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Animation_Change(&this->skelAnime, &gIronKnuckleFrontHitAnim, 1.0f, 0.0f,
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Animation_GetLastFrame(&gIronKnuckleFrontHitAnim), ANIMMODE_ONCE, -4.0f);
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this->actor.speedXZ = -6.0f;
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this->actor.speed = -6.0f;
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} else {
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Animation_Change(&this->skelAnime, &gIronKnuckleBackHitAnim, 1.0f, 0.0f,
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Animation_GetLastFrame(&gIronKnuckleBackHitAnim), ANIMMODE_ONCE, -4.0f);
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this->actor.speedXZ = 6.0f;
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this->actor.speed = 6.0f;
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}
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this->unk_2FE = 0;
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@ -646,7 +646,7 @@ void EnIk_SetupReactToAttack(EnIk* this) {
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}
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void EnIk_ReactToAttack(EnIk* this, PlayState* play) {
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Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
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Math_SmoothStepToF(&this->actor.speed, 0.0f, 1.0f, 1.0f, 0.0f);
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if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, this->actor.params + 4)) {
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this->bodyBreak.val = BODYBREAK_STATUS_FINISHED;
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@ -667,7 +667,7 @@ void EnIk_SetupDie(EnIk* this) {
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this->unk_2FE = 0;
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this->unk_2F8 = 2;
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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Animation_Change(&this->skelAnime, &gIronKnuckleDeathAnim, 1.0f, 0.0f, endFrame, ANIMMODE_ONCE, -4.0f);
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this->animationTimer = 24;
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Actor_PlaySfx(&this->actor, NA_SE_EN_IRONNACK_DEAD);
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