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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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@ -433,7 +433,7 @@ void EnMb_FindWaypointTowardsPlayer(EnMb* this, PlayState* play) {
void EnMb_SetupSpearGuardLookAround(EnMb* this) {
Animation_MorphToLoop(&this->skelAnime, &gEnMbSpearLookLeftAndRightAnim, -4.0f);
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
this->timer1 = Rand_S16Offset(30, 50);
this->state = ENMB_STATE_IDLE;
EnMb_SetupAction(this, EnMb_SpearGuardLookAround);
@ -441,7 +441,7 @@ void EnMb_SetupSpearGuardLookAround(EnMb* this) {
void EnMb_SetupClubWaitPlayerNear(EnMb* this) {
Animation_PlayLoop(&this->skelAnime, &gEnMbClubStandStillClubDownAnim);
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
this->timer1 = Rand_S16Offset(30, 50);
this->state = ENMB_STATE_IDLE;
EnMb_SetupAction(this, EnMb_ClubWaitPlayerNear);
@ -449,7 +449,7 @@ void EnMb_SetupClubWaitPlayerNear(EnMb* this) {
void EnMb_SetupSpearPatrolTurnTowardsWaypoint(EnMb* this, PlayState* play) {
Animation_MorphToLoop(&this->skelAnime, &gEnMbSpearLookLeftAndRightAnim, -4.0f);
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
this->timer1 = Rand_S16Offset(40, 80);
this->state = ENMB_STATE_IDLE;
EnMb_NextWaypoint(this, play);
@ -459,7 +459,7 @@ void EnMb_SetupSpearPatrolTurnTowardsWaypoint(EnMb* this, PlayState* play) {
void EnMb_SetupSpearGuardWalk(EnMb* this) {
Animation_Change(&this->skelAnime, &gEnMbSpearWalkAnim, 0.0f, 0.0f, Animation_GetLastFrame(&gEnMbSpearWalkAnim),
ANIMMODE_LOOP, -4.0f);
this->actor.speedXZ = 0.59999996f;
this->actor.speed = 0.59999996f;
this->timer1 = Rand_S16Offset(50, 70);
this->unk_332 = 1;
this->state = ENMB_STATE_WALK;
@ -469,7 +469,7 @@ void EnMb_SetupSpearGuardWalk(EnMb* this) {
void EnMb_SetupSpearPatrolWalkTowardsWaypoint(EnMb* this) {
f32 frameCount = Animation_GetLastFrame(&gEnMbSpearWalkAnim);
this->actor.speedXZ = 0.59999996f;
this->actor.speed = 0.59999996f;
this->timer1 = Rand_S16Offset(50, 70);
this->unk_332 = 1;
this->state = ENMB_STATE_WALK;
@ -482,7 +482,7 @@ void EnMb_SetupSpearPrepareAndCharge(EnMb* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gEnMbSpearPrepareChargeAnim, -4.0f);
this->state = ENMB_STATE_ATTACK;
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
this->timer3 = (s16)frameCount + 6;
Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_SPEAR_AT);
if (this->actor.params == ENMB_TYPE_SPEAR_GUARD) {
@ -498,7 +498,7 @@ void EnMb_SetupSpearPatrolImmediateCharge(EnMb* this) {
this->attack = ENMB_ATTACK_SPEAR;
this->state = ENMB_STATE_ATTACK;
this->timer3 = 3;
this->actor.speedXZ = 10.0f;
this->actor.speed = 10.0f;
EnMb_SetupAction(this, EnMb_SpearPatrolImmediateCharge);
}
@ -537,7 +537,7 @@ void EnMb_SetupSpearPatrolEndCharge(EnMb* this) {
this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND;
this->timer1 = 0;
this->timer3 = 50;
this->actor.speedXZ = -8.0f;
this->actor.speed = -8.0f;
this->actor.velocity.y = 6.0f;
Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_SLIDE);
EnMb_SetupAction(this, EnMb_SpearPatrolEndCharge);
@ -578,14 +578,14 @@ void EnMb_SetupClubDead(EnMb* this) {
this->hitbox.dim.height = 80;
this->hitbox.dim.radius = 95;
this->timer1 = 30;
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_DEAD);
EnMb_SetupAction(this, EnMb_ClubDead);
}
void EnMb_SetupStunned(EnMb* this) {
this->state = ENMB_STATE_STUNNED;
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 120, COLORFILTER_BUFFLAG_OPA, 80);
if (this->damageEffect == ENMB_DMGEFF_STUN_ICE) {
this->iceEffectTimer = 40;
@ -676,8 +676,8 @@ void EnMb_SpearPatrolTurnTowardsWaypoint(EnMb* this, PlayState* play) {
void EnMb_SpearEndChargeQuick(EnMb* this, PlayState* play) {
s32 pad;
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.5f, 1.0f, 0.0f);
if (this->actor.speedXZ > 1.0f) {
Math_SmoothStepToF(&this->actor.speed, 0.0f, 0.5f, 1.0f, 0.0f);
if (this->actor.speed > 1.0f) {
Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, 5.0f, 3, 4.0f, 100, 15, false);
}
if (SkelAnime_Update(&this->skelAnime)) {
@ -688,7 +688,7 @@ void EnMb_SpearEndChargeQuick(EnMb* this, PlayState* play) {
Animation_Change(&this->skelAnime, &gEnMbSpearPrepareChargeAnim, -1.0f,
Animation_GetLastFrame(&gEnMbSpearPrepareChargeAnim), 0.0f, ANIMMODE_ONCE, 0.0f);
this->timer1 = 1;
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_SPEAR_NORM);
}
} else {
@ -726,9 +726,9 @@ void EnMb_SpearPatrolEndCharge(EnMb* this, PlayState* play) {
}
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 1.5f, 0.0f);
Math_SmoothStepToF(&this->actor.speed, 0.0f, 1.0f, 1.5f, 0.0f);
if (this->actor.speedXZ > 1.0f) {
if (this->actor.speed > 1.0f) {
Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, 5.0f, 3, 4.0f, 100, 15, false);
}
@ -745,14 +745,14 @@ void EnMb_SpearPatrolEndCharge(EnMb* this, PlayState* play) {
/* Play the charge animation in reverse: let go of the spear and stand normally */
Animation_Change(&this->skelAnime, &gEnMbSpearPrepareChargeAnim, -1.0f, lastFrame, 0.0f,
ANIMMODE_ONCE, 0.0f);
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_SPEAR_NORM);
}
} else {
if (this->actor.xzDistToPlayer <= 160.0f) {
this->actor.speedXZ = -5.0f;
this->actor.speed = -5.0f;
} else {
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
}
}
}
@ -799,7 +799,7 @@ void EnMb_SpearGuardPrepareAndCharge(EnMb* this, PlayState* play) {
this->timer3--;
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 0xBB8, 0);
} else {
this->actor.speedXZ = 10.0f;
this->actor.speed = 10.0f;
this->attack = ENMB_ATTACK_SPEAR;
Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, 5.0f, 3, 4.0f, 100, 15, false);
if (prevFrame != (s32)this->skelAnime.curFrame &&
@ -897,7 +897,7 @@ void EnMb_SpearPatrolPrepareAndCharge(EnMb* this, PlayState* play) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.world.rot.y, 1, 0x1F40, 0);
endCharge = false;
} else {
this->actor.speedXZ = 10.0f;
this->actor.speed = 10.0f;
this->attack = ENMB_ATTACK_SPEAR;
Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, 5.0f, 3, 4.0f, 100, 15, false);
if (prevFrame != (s32)this->skelAnime.curFrame &&
@ -937,7 +937,7 @@ void EnMb_SpearPatrolPrepareAndCharge(EnMb* this, PlayState* play) {
player->actor.world.pos.z = this->actor.world.pos.z + Math_SinS(this->actor.shape.rot.y) * 10.0f +
Math_CosS(this->actor.shape.rot.y) * 89.0f;
player->unk_850 = 0;
player->actor.speedXZ = 0.0f;
player->actor.speed = 0.0f;
player->actor.velocity.y = 0.0f;
}
@ -952,7 +952,7 @@ void EnMb_SpearPatrolPrepareAndCharge(EnMb* this, PlayState* play) {
}
}
this->attack = ENMB_ATTACK_NONE;
this->actor.speedXZ = -10.0f;
this->actor.speed = -10.0f;
EnMb_SetupSpearPatrolEndCharge(this);
}
}
@ -1006,7 +1006,7 @@ void EnMb_SpearPatrolImmediateCharge(EnMb* this, PlayState* play) {
player->actor.world.pos.z = this->actor.world.pos.z + Math_SinS(this->actor.shape.rot.y) * 10.0f +
Math_CosS(this->actor.shape.rot.y) * 89.0f;
player->unk_850 = 0;
player->actor.speedXZ = 0.0f;
player->actor.speed = 0.0f;
player->actor.velocity.y = 0.0f;
}
@ -1020,7 +1020,7 @@ void EnMb_SpearPatrolImmediateCharge(EnMb* this, PlayState* play) {
func_8002F71C(play, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f);
}
this->attack = ENMB_ATTACK_NONE;
this->actor.speedXZ = -10.0f;
this->actor.speed = -10.0f;
EnMb_SetupSpearPatrolEndCharge(this);
this->timer3 = 1;
} else {
@ -1081,7 +1081,7 @@ void EnMb_ClubDead(EnMb* this, PlayState* play) {
effPos = this->actor.world.pos;
effPos.x += Math_SinS(this->actor.shape.rot.y) * -70.0f;
effPos.z += Math_CosS(this->actor.shape.rot.y) * -70.0f;
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f);
Math_SmoothStepToF(&this->actor.speed, 0.0f, 1.0f, 0.5f, 0.0f);
effPosBase = effPos;
if (SkelAnime_Update(&this->skelAnime)) {
@ -1123,8 +1123,8 @@ void EnMb_SpearGuardWalk(EnMb* this, PlayState* play) {
f32 playSpeedAbs;
relYawTowardsPlayer = ABS(relYawTowardsPlayer);
Math_SmoothStepToF(&this->actor.speedXZ, 0.59999996f, 0.1f, 1.0f, 0.0f);
this->skelAnime.playSpeed = this->actor.speedXZ;
Math_SmoothStepToF(&this->actor.speed, 0.59999996f, 0.1f, 1.0f, 0.0f);
this->skelAnime.playSpeed = this->actor.speed;
prevFrame = this->skelAnime.curFrame;
SkelAnime_Update(&this->skelAnime);
@ -1185,8 +1185,8 @@ void EnMb_SpearPatrolWalkTowardsWaypoint(EnMb* this, PlayState* play) {
(Rand_ZeroOne() < 0.1f && Math_Vec3f_DistXZ(&this->actor.home.pos, &this->actor.world.pos) <= 4.0f)) {
EnMb_SetupSpearPatrolTurnTowardsWaypoint(this, play);
} else {
Math_SmoothStepToF(&this->actor.speedXZ, 0.59999996f, 0.1f, 1.0f, 0.0f);
this->skelAnime.playSpeed = 2.0f * this->actor.speedXZ;
Math_SmoothStepToF(&this->actor.speed, 0.59999996f, 0.1f, 1.0f, 0.0f);
this->skelAnime.playSpeed = 2.0f * this->actor.speed;
}
this->yawToWaypoint = Math_Vec3f_Yaw(&this->actor.world.pos, &this->waypointPos);
@ -1246,10 +1246,10 @@ void EnMb_SetupSpearDamaged(EnMb* this) {
if (ABS(relYawTowardsPlayer) <= 0x4000) {
Animation_MorphToPlayOnce(&this->skelAnime, &gEnMbSpearDamagedFromFrontAnim, -4.0f);
this->actor.speedXZ = -8.0f;
this->actor.speed = -8.0f;
} else {
Animation_MorphToPlayOnce(&this->skelAnime, &gEnMbSpearDamagedFromBehindAnim, -4.0f);
this->actor.speedXZ = 8.0f;
this->actor.speed = 8.0f;
}
this->timer1 = 30;
@ -1260,7 +1260,7 @@ void EnMb_SetupSpearDamaged(EnMb* this) {
}
void EnMb_SpearDamaged(EnMb* this, PlayState* play) {
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f);
Math_SmoothStepToF(&this->actor.speed, 0.0f, 1.0f, 0.5f, 0.0f);
if (SkelAnime_Update(&this->skelAnime)) {
if (this->actor.params <= ENMB_TYPE_SPEAR_GUARD) {
EnMb_SetupSpearGuardLookAround(this);
@ -1275,11 +1275,11 @@ void EnMb_SetupSpearDead(EnMb* this) {
if (ABS(relYawTowardsPlayer) <= 0x4000) {
Animation_MorphToPlayOnce(&this->skelAnime, &gEnMbSpearFallOnItsBackAnim, -4.0f);
this->actor.speedXZ = -8.0f;
this->actor.speed = -8.0f;
} else {
/* The gEnMbSpearFallFaceDownAnim animation was probably meant to be used here */
Animation_MorphToPlayOnce(&this->skelAnime, &gEnMbSpearFallOnItsBackAnim, -4.0f);
this->actor.speedXZ = 8.0f;
this->actor.speed = 8.0f;
}
this->actor.world.rot.y = this->actor.shape.rot.y;
@ -1293,7 +1293,7 @@ void EnMb_SetupSpearDead(EnMb* this) {
void EnMb_SpearDead(EnMb* this, PlayState* play) {
Player* player = GET_PLAYER(play);
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f);
Math_SmoothStepToF(&this->actor.speed, 0.0f, 1.0f, 0.5f, 0.0f);
if ((player->stateFlags2 & PLAYER_STATE2_7) && player->actor.parent == &this->actor) {
player->stateFlags2 &= ~PLAYER_STATE2_7;