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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
This commit is contained in:
engineer124 2022-10-15 02:16:37 -04:00 committed by GitHub
parent d1d946a197
commit 9675051377
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64 changed files with 737 additions and 620 deletions

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@ -2,6 +2,7 @@
#include "overlays/actors/ovl_En_Bom/z_en_bom.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_oF1d_map/object_oF1d_map.h"
#include "quake.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_5)
@ -1628,14 +1629,14 @@ void EnGo2_Destroy(Actor* thisx, PlayState* play) {
void EnGo2_CurledUp(EnGo2* this, PlayState* play) {
u8 index = this->actor.params & 0x1F;
s16 height;
s32 quake;
s32 quakeIndex;
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
if ((this->actor.params & 0x1F) == GORON_DMT_BIGGORON) {
quake = Quake_Add(GET_ACTIVE_CAM(play), 3);
Quake_SetSpeed(quake, -0x3CB0);
Quake_SetQuakeValues(quake, 8, 0, 0, 0);
Quake_SetCountdown(quake, 16);
quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
Quake_SetSpeed(quakeIndex, -0x3CB0);
Quake_SetPerturbations(quakeIndex, 8, 0, 0, 0);
Quake_SetDuration(quakeIndex, 16);
} else {
EnGo2_GetDustData(this, 1);
}