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EnMb documented (Moblins) (#861)

* Document Moblins (EnMb)

* Use actual decomp-style function names

* Add renamed functions to actorfixer.py

* Add general documentation and add EnMbType enum to check moblin subtype

* Add fig's doc comment on Actor_TestFloorInDirection

* Revert documentation on z_eff_ss_dead.c

* remove `gSPFogPosition(?,?)` comments on `gSPFogFactor` uses in z_rcp.c

* run formatter
This commit is contained in:
Dragorn421 2021-08-08 13:28:28 +02:00 committed by GitHub
parent ca2ea1ce2d
commit 9455c885f8
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GPG key ID: 4AEE18F83AFDEB23
38 changed files with 1095 additions and 1004 deletions

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@ -366,8 +366,8 @@ void EnGeldB_Wait(EnGeldB* this, GlobalContext* globalCtx) {
this->actor.focus.pos = this->actor.world.pos;
this->actor.bgCheckFlags &= ~2;
this->actor.velocity.y = 0.0f;
Actor_SpawnFloorDust(globalCtx, &this->actor, &this->leftFootPos, 3.0f, 2, 2.0f, 0, 0, 0);
Actor_SpawnFloorDust(globalCtx, &this->actor, &this->rightFootPos, 3.0f, 2, 2.0f, 0, 0, 0);
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->leftFootPos, 3.0f, 2, 2.0f, 0, 0, 0);
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->rightFootPos, 3.0f, 2, 2.0f, 0, 0, 0);
}
if (SkelAnime_Update(&this->skelAnime)) {
EnGeldB_SetupReady(this);
@ -391,8 +391,8 @@ void EnGeldB_Flee(EnGeldB* this, GlobalContext* globalCtx) {
}
if (this->skelAnime.curFrame == 2.0f) {
this->actor.gravity = 0.0f;
Actor_SpawnFloorDust(globalCtx, &this->actor, &this->leftFootPos, 3.0f, 2, 2.0f, 0, 0, 0);
Actor_SpawnFloorDust(globalCtx, &this->actor, &this->rightFootPos, 3.0f, 2, 2.0f, 0, 0, 0);
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->leftFootPos, 3.0f, 2, 2.0f, 0, 0, 0);
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->rightFootPos, 3.0f, 2, 2.0f, 0, 0, 0);
}
if (SkelAnime_Update(&this->skelAnime)) {
Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.floorHeight + 300.0f, 1.0f, 20.5f, 0.0f);
@ -664,8 +664,8 @@ void EnGeldB_Circle(EnGeldB* this, GlobalContext* globalCtx) {
this->actor.speedXZ = 8.0f;
}
}
if ((this->actor.bgCheckFlags & 8) ||
!func_800339B8(&this->actor, globalCtx, this->actor.speedXZ, this->actor.shape.rot.y + 0x3E80)) {
if ((this->actor.bgCheckFlags & 8) || !Actor_TestFloorInDirection(&this->actor, globalCtx, this->actor.speedXZ,
this->actor.shape.rot.y + 0x3E80)) {
if (this->actor.bgCheckFlags & 8) {
if (this->actor.speedXZ >= 0.0f) {
phi_v1 = this->actor.shape.rot.y + 0x3E80;
@ -764,7 +764,7 @@ void EnGeldB_SpinDodge(EnGeldB* this, GlobalContext* globalCtx) {
this->actor.world.rot.y = this->actor.yawTowardsPlayer + 0x3A98;
if ((this->actor.bgCheckFlags & 8) ||
!func_800339B8(&this->actor, globalCtx, this->actor.speedXZ, this->actor.shape.rot.y + 0x3E80)) {
!Actor_TestFloorInDirection(&this->actor, globalCtx, this->actor.speedXZ, this->actor.shape.rot.y + 0x3E80)) {
if (this->actor.bgCheckFlags & 8) {
if (this->actor.speedXZ >= 0.0f) {
phi_v1 = this->actor.shape.rot.y + 0x3E80;
@ -923,8 +923,8 @@ void EnGeldB_SpinAttack(EnGeldB* this, GlobalContext* globalCtx) {
if ((s32)this->skelAnime.curFrame < 9) {
this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer;
} else if ((s32)this->skelAnime.curFrame == 13) {
Actor_SpawnFloorDust(globalCtx, &this->actor, &this->leftFootPos, 3.0f, 2, 2.0f, 0, 0, 0);
Actor_SpawnFloorDust(globalCtx, &this->actor, &this->rightFootPos, 3.0f, 2, 2.0f, 0, 0, 0);
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->leftFootPos, 3.0f, 2, 2.0f, 0, 0, 0);
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->rightFootPos, 3.0f, 2, 2.0f, 0, 0, 0);
this->swordState = 1;
this->actor.speedXZ = 10.0f;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GERUDOFT_ATTACK);
@ -1213,7 +1213,7 @@ void EnGeldB_Sidestep(EnGeldB* this, GlobalContext* globalCtx) {
}
if ((this->actor.bgCheckFlags & 8) ||
!func_800339B8(&this->actor, globalCtx, this->actor.speedXZ, this->actor.shape.rot.y + 0x3E80)) {
!Actor_TestFloorInDirection(&this->actor, globalCtx, this->actor.speedXZ, this->actor.shape.rot.y + 0x3E80)) {
if (this->actor.bgCheckFlags & 8) {
if (this->actor.speedXZ >= 0.0f) {
phi_v1 = this->actor.shape.rot.y + 0x3E80;