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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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d1d946a197
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64 changed files with 737 additions and 620 deletions
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@ -629,7 +629,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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this->holePosition.x = this->targetPosition.x;
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this->holePosition.z = this->targetPosition.z;
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func_80033E1C(play, 1, 0x50, 0x5000);
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Actor_RequestQuakeWithSpeed(play, 1, 80, 0x5000);
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if (this->introState != BFD_CS_NONE) {
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this->timers[0] = 50;
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} else {
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@ -673,7 +673,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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this->timers[1] = 10;
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Audio_PlaySfxGeneral(NA_SE_EV_EXPLOSION, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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func_80033E1C(play, 3, 0xA, 0x7530);
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Actor_RequestQuakeWithSpeed(play, 3, 10, 0x7530);
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this->work[BFD_ROCK_TIMER] = 300;
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}
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} else {
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@ -979,14 +979,14 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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if (this->work[BFD_ACTION_STATE] < BOSSFD_SKULL_FALL) {
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if ((this->actor.prevPos.y < 90.0f) && (90.0f <= this->actor.world.pos.y)) {
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this->timers[4] = 80;
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func_80033E1C(play, 1, 80, 0x5000);
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Actor_RequestQuakeWithSpeed(play, 1, 80, 0x5000);
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this->work[BFD_ROAR_TIMER] = 40;
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this->work[BFD_MANE_EMBERS_TIMER] = 30;
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this->work[BFD_SPLASH_TIMER] = 10;
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}
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if ((this->actor.prevPos.y > 90.0f) && (90.0f >= this->actor.world.pos.y)) {
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this->timers[4] = 80;
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func_80033E1C(play, 1, 80, 0x5000);
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Actor_RequestQuakeWithSpeed(play, 1, 80, 0x5000);
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this->work[BFD_MANE_EMBERS_TIMER] = 30;
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this->work[BFD_SPLASH_TIMER] = 10;
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}
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