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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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@ -440,7 +440,7 @@ void EnSkj_Init(Actor* thisx, PlayState* play2) {
this->backflipFlag = 0;
this->needlesToShoot = 3;
this->hitsUntilDodge = 3;
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
this->actor.velocity.y = 0.0f;
this->actor.gravity = -1.0f;
EnSkj_CalculateCenter(this);
@ -508,7 +508,7 @@ s32 EnSkj_ShootNeedle(EnSkj* this, PlayState* play) {
this->actor.shape.rot.x, this->actor.shape.rot.y, this->actor.shape.rot.z, 0);
if (needle != NULL) {
needle->killTimer = 100;
needle->actor.speedXZ = 24.0f;
needle->actor.speed = 24.0f;
return 1;
}
return 0;
@ -646,7 +646,7 @@ s32 func_80AFEDF8(EnSkj* this, PlayState* play) {
void EnSkj_Backflip(EnSkj* this) {
this->actor.velocity.y = 8.0f;
this->actor.speedXZ = -8.0f;
this->actor.speed = -8.0f;
EnSkj_ChangeAnim(this, SKJ_ANIM_BACKFLIP);
EnSkj_SetupAction(this, SKJ_ACTION_FADE);
@ -764,7 +764,7 @@ void EnSkj_PickNextFightAction(EnSkj* this, PlayState* play) {
void func_80AFF2A0(EnSkj* this) {
EnSkj_CalculateCenter(this);
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
EnSkj_ChangeAnim(this, SKJ_ANIM_LAND);
EnSkj_SetupAction(this, SKJ_ACTION_WAIT_FOR_LAND_ANIM);
}
@ -1082,7 +1082,7 @@ void EnSkj_StartMaskTrade(EnSkj* this, PlayState* play) {
void EnSkj_JumpFromStump(EnSkj* this) {
this->actor.velocity.y = 8.0f;
this->actor.speedXZ = 2.0f;
this->actor.speed = 2.0f;
EnSkj_ChangeAnim(this, SKJ_ANIM_BACKFLIP);
Animation_Reverse(&this->skelAnime);
this->skelAnime.curFrame = this->skelAnime.startFrame;
@ -1093,7 +1093,7 @@ void EnSkj_WaitForLanding(EnSkj* this, PlayState* play) {
if (this->actor.velocity.y <= 0.0f) {
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND_TOUCH;
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
EnSkj_SetupWaitForLandAnimFinish(this);
}
}
@ -1114,7 +1114,7 @@ void EnSkj_WaitForLandAnimFinish(EnSkj* this, PlayState* play) {
void EnSkj_SetupWalkToPlayer(EnSkj* this) {
this->unk_2F0 = 0.0f;
this->actor.speedXZ = 2.0f;
this->actor.speed = 2.0f;
EnSkj_ChangeAnim(this, SKJ_ANIM_WALK_TO_PLAYER);
EnSkj_SetupAction(this, SKJ_ACTION_SARIA_SONG_WALK_TO_PLAYER);
}
@ -1124,7 +1124,7 @@ void EnSkj_WalkToPlayer(EnSkj* this, PlayState* play) {
Math_ApproachF(&this->unk_2F0, 2000.0f, 1.0f, 100.0f);
this->actor.world.rot.y = this->actor.shape.rot.y;
if (this->actor.xzDistToPlayer < 120.0f) {
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
EnSkj_SetupAskForMask(this, play);
}
}
@ -1268,7 +1268,7 @@ void EnSkj_PlayOcarinaGame(EnSkj* this, PlayState* play) {
void EnSkj_SetupLeaveOcarinaGame(EnSkj* this) {
this->actor.velocity.y = 8.0f;
this->actor.speedXZ = -8.0f;
this->actor.speed = -8.0f;
EnSkj_ChangeAnim(this, SKJ_ANIM_BACKFLIP);
EnSkj_SetupAction(this, SKJ_ACTION_OCARINA_GAME_LEAVE);
}