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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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@ -412,7 +412,7 @@ void EnWf_SetupWait(EnWf* this) {
Animation_MorphToLoop(&this->skelAnime, &gWolfosWaitingAnim, -4.0f);
this->action = WOLFOS_ACTION_WAIT;
this->actionTimer = (Rand_ZeroOne() * 10.0f) + 2.0f;
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
this->actor.world.rot.y = this->actor.shape.rot.y;
EnWf_SetupAction(this, EnWf_Wait);
}
@ -507,14 +507,14 @@ void EnWf_RunAtPlayer(EnWf* this, PlayState* play) {
}
if (this->actor.xzDistToPlayer <= (50.0f + baseRange)) {
Math_SmoothStepToF(&this->actor.speedXZ, -8.0f, 1.0f, 1.5f, 0.0f);
Math_SmoothStepToF(&this->actor.speed, -8.0f, 1.0f, 1.5f, 0.0f);
} else if ((65.0f + baseRange) < this->actor.xzDistToPlayer) {
Math_SmoothStepToF(&this->actor.speedXZ, 8.0f, 1.0f, 1.5f, 0.0f);
Math_SmoothStepToF(&this->actor.speed, 8.0f, 1.0f, 1.5f, 0.0f);
} else {
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 6.65f, 0.0f);
Math_SmoothStepToF(&this->actor.speed, 0.0f, 1.0f, 6.65f, 0.0f);
}
this->skelAnime.playSpeed = this->actor.speedXZ * 0.175f;
this->skelAnime.playSpeed = this->actor.speed * 0.175f;
playerFacingAngleDiff = player->actor.shape.rot.y - this->actor.shape.rot.y;
playerFacingAngleDiff = ABS(playerFacingAngleDiff);
@ -618,7 +618,7 @@ void EnWf_SetupRunAroundPlayer(EnWf* this) {
this->runAngle = -16000;
}
this->skelAnime.playSpeed = this->actor.speedXZ = 6.0f;
this->skelAnime.playSpeed = this->actor.speed = 6.0f;
this->skelAnime.playSpeed *= 0.175f;
this->actor.world.rot.y = this->actor.shape.rot.y;
this->actionTimer = (Rand_ZeroOne() * 30.0f) + 30.0f;
@ -646,7 +646,7 @@ void EnWf_RunAroundPlayer(EnWf* this, PlayState* play) {
// Actor_TestFloorInDirection is useless here (see comment below)
if ((this->actor.bgCheckFlags & BGCHECKFLAG_WALL) ||
!Actor_TestFloorInDirection(&this->actor, play, this->actor.speedXZ, this->actor.shape.rot.y)) {
!Actor_TestFloorInDirection(&this->actor, play, this->actor.speed, this->actor.shape.rot.y)) {
angle2 = (this->actor.bgCheckFlags & BGCHECKFLAG_WALL)
? (this->actor.wallYaw - this->actor.yawTowardsPlayer) - this->runAngle
: 0;
@ -675,8 +675,8 @@ void EnWf_RunAroundPlayer(EnWf* this, PlayState* play) {
this->actor.world.pos.z += Math_CosS(this->actor.shape.rot.y) * this->runSpeed;
}
if (ABS(this->runSpeed) < ABS(this->actor.speedXZ)) {
this->skelAnime.playSpeed = this->actor.speedXZ * 0.175f;
if (ABS(this->runSpeed) < ABS(this->actor.speed)) {
this->skelAnime.playSpeed = this->actor.speed * 0.175f;
} else {
this->skelAnime.playSpeed = this->runSpeed * 0.175f;
}
@ -722,7 +722,7 @@ void EnWf_SetupSlash(EnWf* this) {
this->unk_2FA = 0; // Set and not used
this->actionTimer = 7;
this->skelAnime.endFrame = 20.0f;
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
EnWf_SetupAction(this, EnWf_Slash);
}
@ -735,7 +735,7 @@ void EnWf_Slash(EnWf* this, PlayState* play) {
shapeAngleDiff = ABS(shapeAngleDiff);
yawAngleDiff = ABS(yawAngleDiff);
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
if (((curFrame >= 9) && (curFrame <= 12)) || ((curFrame >= 17) && (curFrame <= 19))) {
if (this->slashStatus == 0) {
@ -839,7 +839,7 @@ void EnWf_RecoilFromBlockedSlash(EnWf* this, PlayState* play) {
void EnWf_SetupBackflipAway(EnWf* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gWolfosBackflippingAnim, -3.0f);
this->actor.speedXZ = -6.0f;
this->actor.speed = -6.0f;
this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer;
this->actionTimer = 0;
this->unk_300 = true;
@ -866,7 +866,7 @@ void EnWf_BackflipAway(EnWf* this, PlayState* play) {
void EnWf_SetupStunned(EnWf* this) {
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
}
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
@ -877,12 +877,12 @@ void EnWf_SetupStunned(EnWf* this) {
void EnWf_Stunned(EnWf* this, PlayState* play) {
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
}
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
if (this->actor.speedXZ < 0.0f) {
this->actor.speedXZ += 0.05f;
if (this->actor.speed < 0.0f) {
this->actor.speed += 0.05f;
}
this->unk_300 = false;
@ -902,7 +902,7 @@ void EnWf_SetupDamaged(EnWf* this) {
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
this->unk_300 = false;
this->actor.speedXZ = -4.0f;
this->actor.speed = -4.0f;
} else {
this->unk_300 = true;
}
@ -918,12 +918,12 @@ void EnWf_Damaged(EnWf* this, PlayState* play) {
s16 angleToWall;
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
}
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
if (this->actor.speedXZ < 0.0f) {
this->actor.speedXZ += 0.05f;
if (this->actor.speed < 0.0f) {
this->actor.speed += 0.05f;
}
this->unk_300 = false;
@ -962,7 +962,7 @@ void EnWf_SetupSomersaultAndAttack(EnWf* this) {
this->actionTimer = 0;
this->unk_300 = false;
this->action = WOLFOS_ACTION_TURN_TOWARDS_PLAYER;
this->actor.speedXZ = 6.5f;
this->actor.speed = 6.5f;
this->actor.velocity.y = 15.0f;
Actor_PlaySfx(&this->actor, NA_SE_EN_STAL_JUMP);
this->actor.world.rot.y = this->actor.shape.rot.y;
@ -982,7 +982,7 @@ void EnWf_SomersaultAndAttack(EnWf* this, PlayState* play) {
(this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_GROUND_TOUCH))) {
this->actor.world.rot.y = this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
this->actor.shape.rot.x = 0;
this->actor.speedXZ = this->actor.velocity.y = 0.0f;
this->actor.speed = this->actor.velocity.y = 0.0f;
this->actor.world.pos.y = this->actor.floorHeight;
if (!Actor_OtherIsTargeted(play, &this->actor)) {
@ -1000,7 +1000,7 @@ void EnWf_SetupBlocking(EnWf* this) {
this->slashStatus = -1;
}
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
this->action = WOLFOS_ACTION_BLOCKING;
this->actionTimer = 10;
@ -1078,7 +1078,7 @@ void EnWf_SetupSidestep(EnWf* this, PlayState* play) {
this->runAngle = -16000;
}
this->skelAnime.playSpeed = this->actor.speedXZ = 6.0f;
this->skelAnime.playSpeed = this->actor.speed = 6.0f;
this->skelAnime.playSpeed *= 0.175f;
this->actor.world.rot.y = this->actor.shape.rot.y;
this->runSpeed = 0.0f;
@ -1100,7 +1100,7 @@ void EnWf_Sidestep(EnWf* this, PlayState* play) {
// Actor_TestFloorInDirection is useless here (see comment below)
if ((this->actor.bgCheckFlags & BGCHECKFLAG_WALL) ||
!Actor_TestFloorInDirection(&this->actor, play, this->actor.speedXZ, this->actor.shape.rot.y)) {
!Actor_TestFloorInDirection(&this->actor, play, this->actor.speed, this->actor.shape.rot.y)) {
s16 angle = (this->actor.bgCheckFlags & BGCHECKFLAG_WALL)
? (this->actor.wallYaw - this->actor.yawTowardsPlayer) - this->runAngle
: 0;
@ -1131,8 +1131,8 @@ void EnWf_Sidestep(EnWf* this, PlayState* play) {
this->actor.world.pos.z += Math_CosS(this->actor.shape.rot.y) * this->runSpeed;
}
if (ABS(this->runSpeed) < ABS(this->actor.speedXZ)) {
this->skelAnime.playSpeed = this->actor.speedXZ * 0.175f;
if (ABS(this->runSpeed) < ABS(this->actor.speed)) {
this->skelAnime.playSpeed = this->actor.speed * 0.175f;
} else {
this->skelAnime.playSpeed = this->runSpeed * 0.175f;
}
@ -1185,7 +1185,7 @@ void EnWf_SetupDie(EnWf* this) {
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
this->unk_300 = false;
this->actor.speedXZ = -6.0f;
this->actor.speed = -6.0f;
} else {
this->unk_300 = true;
}
@ -1199,11 +1199,11 @@ void EnWf_SetupDie(EnWf* this) {
void EnWf_Die(EnWf* this, PlayState* play) {
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
this->actor.speedXZ = 0.0f;
this->actor.speed = 0.0f;
}
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
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);
this->unk_300 = false;
}
@ -1485,7 +1485,7 @@ s32 EnWf_DodgeRanged(PlayState* play, EnWf* this) {
this->actor.world.rot.y = this->actor.shape.rot.y + 0x3FFF;
if ((ABS(angleToFacing) < 0x2000) || (ABS(angleToFacing) > 0x5FFF)) {
EnWf_SetupSidestep(this, play);
this->actor.speedXZ *= 2.0f;
this->actor.speed *= 2.0f;
} else if (ABS(angleToFacing) < 0x5FFF) {
EnWf_SetupBackflipAway(this);
}