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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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@ -45,13 +45,13 @@ void func_80ACDDE8(EnPart* this, PlayState* play) {
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this->actor.gravity = -0.3f - Rand_ZeroOne() * 0.5f;
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this->rotZSpeed = 0.3f;
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this->timer = 25;
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this->actor.speedXZ = (Rand_ZeroOne() - 0.5f) * 2.0f;
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this->actor.speed = (Rand_ZeroOne() - 0.5f) * 2.0f;
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break;
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case 13:
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this->timer = 400;
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FALLTHROUGH;
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case 12:
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this->actor.speedXZ = Rand_CenteredFloat(6.0f);
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this->actor.speed = Rand_CenteredFloat(6.0f);
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this->actor.home.pos = this->actor.world.pos;
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this->timer += 60;
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this->actor.velocity.y = Rand_ZeroOne() * 5.0f + 4.0f;
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@ -76,7 +76,7 @@ void func_80ACDDE8(EnPart* this, PlayState* play) {
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EffectSsEnFire_SpawnVec3f(play, &this->actor, &this->actor.world.pos, 40, 0x8001, 0, -1);
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FALLTHROUGH;
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case 3:
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this->actor.speedXZ = (Rand_ZeroOne() - 0.5f) * 3.0f;
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this->actor.speed = (Rand_ZeroOne() - 0.5f) * 3.0f;
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this->timer = (s16)(Rand_ZeroOne() * 17.0f) + 10;
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this->actor.velocity.y = Rand_ZeroOne() * 3.0f + 8.0f;
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this->actor.gravity = -0.6f - Rand_ZeroOne() * 0.3f;
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@ -91,7 +91,7 @@ void func_80ACDDE8(EnPart* this, PlayState* play) {
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sign = -1.0f;
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}
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this->actor.velocity.y = 0.0f;
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this->actor.speedXZ = 6.0f * sign;
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this->actor.speed = 6.0f * sign;
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this->actor.gravity = -1.2f;
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this->rotZSpeed = 0.15f * sign;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
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@ -114,7 +114,7 @@ void func_80ACE13C(EnPart* this, PlayState* play) {
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if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) || (this->actor.world.pos.y <= this->actor.floorHeight)) {
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this->action = 4;
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this->actor.speedXZ = 0.0f;
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this->actor.speed = 0.0f;
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this->actor.gravity = 0.0f;
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this->actor.velocity.y = 0.0f;
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}
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@ -252,7 +252,7 @@ void EnPart_Update(Actor* thisx, PlayState* play) {
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if ((this->actor.params > 4 && this->actor.params < 9) || this->actor.params < 0) {
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Actor_UpdateBgCheckInfo(play, &this->actor, 5.0f, 15.0f, 0.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
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if (this->actor.params >= 0) {
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Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f);
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Math_SmoothStepToF(&this->actor.speed, 0.0f, 1.0f, 0.5f, 0.0f);
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if (thisx->bgCheckFlags & BGCHECKFLAG_GROUND) {
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thisx->bgCheckFlags &= ~BGCHECKFLAG_GROUND;
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thisx->velocity.y = 6.0f;
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