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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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@ -234,7 +234,7 @@ void EnRd_SetupIdle(EnRd* this) {
this->action = REDEAD_ACTION_IDLE;
this->timer = (Rand_ZeroOne() * 10.0f) + 5.0f;
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
this->actor.world.rot.y = this->actor.shape.rot.y;
EnRd_SetupAction(this, EnRd_Idle);
}
@ -300,7 +300,7 @@ void EnRd_SetupRiseFromCoffin(EnRd* this) {
this->actor.shape.rot.x = -0x4000;
this->actor.gravity = 0.0f;
this->actor.shape.yOffset = 0.0f;
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
EnRd_SetupAction(this, EnRd_RiseFromCoffin);
}
@ -319,8 +319,8 @@ void EnRd_RiseFromCoffin(EnRd* this, PlayState* play) {
if (Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.home.pos.y + 50.0f, 0.3f, 2.0f, 0.3f) == 0.0f) {
if (this->timer != 0) {
this->timer--;
Math_SmoothStepToF(&this->actor.speedXZ, 6.0f, 0.3f, 1.0f, 0.3f);
} else if (Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.3f, 1.0f, 0.3f) == 0.0f) {
Math_SmoothStepToF(&this->actor.speed, 6.0f, 0.3f, 1.0f, 0.3f);
} else if (Math_SmoothStepToF(&this->actor.speed, 0.0f, 0.3f, 1.0f, 0.3f) == 0.0f) {
Math_SmoothStepToS(&this->actor.shape.rot.x, 0, 1, 0x7D0, 0);
}
}
@ -330,7 +330,7 @@ void EnRd_RiseFromCoffin(EnRd* this, PlayState* play) {
void EnRd_SetupWalkToPlayer(EnRd* this, PlayState* play) {
Animation_Change(&this->skelAnime, &gGibdoRedeadWalkAnim, 1.0f, 4.0f, Animation_GetLastFrame(&gGibdoRedeadWalkAnim),
ANIMMODE_LOOP_INTERP, -4.0f);
this->actor.speedXZ = 0.4f;
this->actor.speed = 0.4f;
this->action = REDEAD_ACTION_WALK_TO_PLAYER_OR_RELEASE_GRAB;
EnRd_SetupAction(this, EnRd_WalkToPlayer);
}
@ -343,7 +343,7 @@ void EnRd_WalkToPlayer(EnRd* this, PlayState* play) {
s32 pad;
s16 yaw = this->actor.yawTowardsPlayer - this->actor.shape.rot.y - this->headYRotation - this->upperBodyYRotation;
this->skelAnime.playSpeed = this->actor.speedXZ;
this->skelAnime.playSpeed = this->actor.speed;
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xFA, 0);
Math_SmoothStepToS(&this->headYRotation, 0, 1, 0x64, 0);
Math_SmoothStepToS(&this->upperBodyYRotation, 0, 1, 0x64, 0);
@ -415,7 +415,7 @@ void EnRd_WalkToHome(EnRd* this, PlayState* play) {
if (Actor_WorldDistXYZToPoint(&this->actor, &this->actor.home.pos) >= 5.0f) {
Math_SmoothStepToS(&this->actor.shape.rot.y, targetY, 1, 0x1C2, 0);
} else {
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
if (Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.home.rot.y, 1, 0x1C2, 0) == 0) {
if (this->actor.params != REDEAD_TYPE_CRYING) {
EnRd_SetupIdle(this);
@ -476,9 +476,9 @@ void EnRd_WalkToParent(EnRd* this, PlayState* play) {
Math_SmoothStepToS(&this->actor.shape.rot.y, targetY, 1, 0xFA, 0);
if (Actor_WorldDistXYZToPoint(&this->actor, &parentPos) >= 45.0f) {
this->actor.speedXZ = 0.4f;
this->actor.speed = 0.4f;
} else {
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
if (this->actor.params != REDEAD_TYPE_CRYING) {
EnRd_SetupIdle(this);
@ -508,7 +508,7 @@ void EnRd_SetupGrab(EnRd* this) {
this->timer = this->grabState = 0;
this->grabDamageTimer = 200;
this->action = REDEAD_ACTION_GRAB;
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
EnRd_SetupAction(this, EnRd_Grab);
}
@ -645,7 +645,7 @@ void EnRd_SetupDamaged(EnRd* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gGibdoRedeadDamageAnim, -6.0f);
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
this->actor.speedXZ = -2.0f;
this->actor.speed = -2.0f;
}
this->actor.flags |= ACTOR_FLAG_0;
@ -657,8 +657,8 @@ void EnRd_SetupDamaged(EnRd* this) {
void EnRd_Damaged(EnRd* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (this->actor.speedXZ < 0.0f) {
this->actor.speedXZ += 0.15f;
if (this->actor.speed < 0.0f) {
this->actor.speed += 0.15f;
}
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
@ -684,7 +684,7 @@ void EnRd_SetupDead(EnRd* this) {
this->action = REDEAD_ACTION_DEAD;
this->timer = 300;
this->actor.flags &= ~ACTOR_FLAG_0;
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_DEAD);
EnRd_SetupAction(this, EnRd_Dead);
}
@ -723,7 +723,7 @@ void EnRd_Dead(EnRd* this, PlayState* play) {
void EnRd_SetupStunned(EnRd* this) {
this->action = REDEAD_ACTION_STUNNED;
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
this->actor.world.rot.y = this->actor.shape.rot.y;
if (gSaveContext.sunsSongState != SUNSSONG_INACTIVE) {
this->stunnedBySunsSong = true;
@ -857,11 +857,11 @@ void EnRd_Update(Actor* thisx, PlayState* play) {
}
this->actionFunc(this, play);
if (this->action != REDEAD_ACTION_GRAB && this->actor.speedXZ != 0.0f) {
if (this->action != REDEAD_ACTION_GRAB && this->actor.speed != 0.0f) {
Actor_MoveForward(&this->actor);
}
if ((this->actor.shape.rot.x == 0) && (this->action != REDEAD_ACTION_GRAB) && (this->actor.speedXZ != 0.0f)) {
if ((this->actor.shape.rot.x == 0) && (this->action != REDEAD_ACTION_GRAB) && (this->actor.speed != 0.0f)) {
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 20.0f, 35.0f,
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
UPDBGCHECKINFO_FLAG_4);