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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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@ -115,7 +115,7 @@ void EnNy_Init(Actor* thisx, PlayState* play) {
this->unk_1CA = 0;
this->unk_1D0 = 0;
Actor_SetScale(&this->actor, 0.01f);
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
this->actor.shape.rot.y = 0;
this->actor.gravity = -0.4f;
this->hitPlayer = 0;
@ -237,7 +237,7 @@ void EnNy_Move(EnNy* this, PlayState* play) {
Math_ApproachF(&this->unk_1F4, 2000.0f, 1.0f, 100.0f);
this->actor.world.rot.y = this->actor.shape.rot.y;
yawDiff = Math_FAtan2F(this->actor.yDistToPlayer, this->actor.xzDistToPlayer);
this->actor.speedXZ = fabsf(cosf(yawDiff) * this->unk_1E8);
this->actor.speed = fabsf(cosf(yawDiff) * this->unk_1E8);
if (this->unk_1F0 < this->actor.yDistToWater) {
this->unk_1EC = sinf(yawDiff) * this->unk_1E8;
}
@ -256,7 +256,7 @@ void EnNy_TurnToStone(EnNy* this, PlayState* play) {
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_M_GND);
}
this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND_TOUCH;
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
this->actor.world.rot.y = this->actor.shape.rot.y;
func_80ABCE38(this);
}
@ -295,7 +295,7 @@ s32 EnNy_CollisionCheck(EnNy* this, PlayState* play) {
this->collider.base.atFlags &= ~AT_BOUNCED;
this->hitPlayer = 1;
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
this->actor.speedXZ = -4.0f;
this->actor.speed = -4.0f;
return 0;
}
if (this->collider.base.atFlags & AT_HIT) {