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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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@ -552,7 +552,7 @@ void BossDodongo_Explode(BossDodongo* this, PlayState* play) {
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this->actionFunc = BossDodongo_LayDown;
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Audio_PlayActorSfx2(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_DAMAGE);
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func_80033E88(&this->actor, play, 4, 10);
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Actor_RequestQuakeAndRumble(&this->actor, play, 4, 10);
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this->health -= 2;
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// make sure not to die from the bomb explosion
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@ -677,7 +677,7 @@ void BossDodongo_Walk(BossDodongo* this, PlayState* play) {
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}
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if (this->subCamId == SUB_CAM_ID_DONE) {
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func_80033E88(&this->actor, play, 4, 10);
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Actor_RequestQuakeAndRumble(&this->actor, play, 4, 10);
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} else {
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this->unk_1B6 = 10;
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Rumble_Override(0.0f, 180, 20, 100);
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@ -758,7 +758,7 @@ void BossDodongo_Roll(BossDodongo* this, PlayState* play) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_ROLL - SFX_FLAG);
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if ((this->unk_19E & 7) == 0) {
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Camera_AddQuake(&play->mainCamera, 2, 1, 8);
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Camera_RequestQuake(&play->mainCamera, 2, 1, 8);
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}
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if (!(this->unk_19E & 1)) {
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@ -787,12 +787,12 @@ void BossDodongo_Roll(BossDodongo* this, PlayState* play) {
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this->unk_228 = 9200.0f;
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this->actor.velocity.y = 20.0f;
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_COLI);
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Camera_AddQuake(&play->mainCamera, 2, 6, 8);
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Camera_RequestQuake(&play->mainCamera, 2, 6, 8);
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sp50.x = this->actor.world.pos.x;
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sp50.y = this->actor.world.pos.y + 60.0f;
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sp50.z = this->actor.world.pos.z;
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func_80033480(play, &sp50, 250.0f, 40, 800, 10, 0);
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func_80033E88(&this->actor, play, 6, 15);
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Actor_RequestQuakeAndRumble(&this->actor, play, 6, 15);
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} else {
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this->actor.velocity.y = 15.0f;
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_COLI2);
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@ -1395,7 +1395,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
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Math_SmoothStepToF(&this->actor.world.pos.z, cornerPos->z + sp184.z, 1.0f, this->unk_1E4, 0.0f);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_ROLL - SFX_FLAG);
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if ((this->unk_19E & 7) == 0) {
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Camera_AddQuake(&play->mainCamera, 2, 1, 8);
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Camera_RequestQuake(&play->mainCamera, 2, 1, 8);
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}
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if (!(this->unk_19E & 1)) {
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Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, 40.0f, 3, 8.0f, 500, 10,
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