1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-08-21 06:21:16 +00:00

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
This commit is contained in:
engineer124 2022-10-15 02:16:37 -04:00 committed by GitHub
parent d1d946a197
commit 9675051377
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
64 changed files with 737 additions and 620 deletions

View file

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