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Quake Documentation Pass (#1402)
* begin quake docs * continue cleanup * quake offset * many more docs * cleanup * more cleanup * cleanup headers * move quake value to internal * update, still need to test shake zoom/yaw * more docs * better docs * add file descriptions * fix comment * explain random index * cleanup comments * better type 6 docs * expand orientation comment * fix old names, add comment * remove comment, twas a mistake * easy PR feedback * duration in dec * rm offset, clear up roll * oops * merge shakeInfo and QuakeCamData * match order that always appears in code * more PR suggestions * adjust comment * zeroVec * rm extra space * roman PR suggestions
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64 changed files with 737 additions and 620 deletions
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@ -1,4 +1,5 @@
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#include "global.h"
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#include "quake.h"
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#include "assets/scenes/overworld/spot00/spot00_scene.h"
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#include "assets/scenes/overworld/spot00/spot00_room_0.h"
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@ -585,20 +586,20 @@ void Scene_DrawConfigGanonCastleExterior(PlayState* play) {
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// Screen Shake for Ganon's Tower Collapse
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void func_8009BEEC(PlayState* play) {
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s32 var;
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s32 quakeIndex;
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if (play->gameplayFrames % 128 == 13) {
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var = Quake_Add(GET_ACTIVE_CAM(play), 2);
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Quake_SetSpeed(var, 10000);
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Quake_SetQuakeValues(var, 4, 0, 0, 0);
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Quake_SetCountdown(var, 127);
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quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_2);
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Quake_SetSpeed(quakeIndex, 10000);
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Quake_SetPerturbations(quakeIndex, 4, 0, 0, 0);
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Quake_SetDuration(quakeIndex, 127);
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}
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if ((play->gameplayFrames % 64 == 0) && (Rand_ZeroOne() > 0.6f)) {
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var = Quake_Add(GET_ACTIVE_CAM(play), 3);
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Quake_SetSpeed(var, 32000.0f + (Rand_ZeroOne() * 3000.0f));
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Quake_SetQuakeValues(var, 10.0f - (Rand_ZeroOne() * 9.0f), 0, 0, 0);
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Quake_SetCountdown(var, 48.0f - (Rand_ZeroOne() * 15.0f));
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quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
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Quake_SetSpeed(quakeIndex, 32000.0f + (Rand_ZeroOne() * 3000.0f));
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Quake_SetPerturbations(quakeIndex, 10.0f - (Rand_ZeroOne() * 9.0f), 0, 0, 0);
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Quake_SetDuration(quakeIndex, 48.0f - (Rand_ZeroOne() * 15.0f));
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}
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}
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