1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-08-21 22:41:14 +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

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