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Match retail z_en_ds.c, z_en_horse.c, z_en_fhg_fire.c (#1897)
* Actually match z_en_ds.c * Match z_en_horse.c * Match z_en_fhg_fire.c
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parent
c6e3ef4570
commit
a32221c36e
3 changed files with 24 additions and 22 deletions
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@ -215,6 +215,8 @@ void EnDs_Wait(EnDs* this, PlayState* play) {
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player->actor.textId = 0x500C;
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this->actionFunc = EnDs_OfferBluePotion;
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} else {
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s16 pad;
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if (INV_CONTENT(ITEM_ODD_MUSHROOM) == ITEM_ODD_MUSHROOM) {
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player->actor.textId = 0x5049;
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} else {
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@ -283,7 +283,6 @@ void EnFhgFire_LightningTrail(EnFhgFire* this, PlayState* play) {
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void EnFhgFire_LightningShock(EnFhgFire* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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Vec3f pos;
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if (this->collider.base.atFlags & AT_HIT) {
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this->collider.base.atFlags &= ~AT_HIT;
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@ -291,7 +290,8 @@ void EnFhgFire_LightningShock(EnFhgFire* this, PlayState* play) {
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}
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if (Rand_ZeroOne() < 0.5f) {
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pos = this->actor.world.pos;
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Vec3f pos = this->actor.world.pos;
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pos.y -= 20.0f;
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EffectSsFhgFlash_SpawnShock(play, &this->actor, &pos, 200, FHGFLASH_SHOCK_NO_ACTOR);
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}
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@ -447,7 +447,7 @@ void EnFhgFire_EnergyBall(EnFhgFire* this, PlayState* play) {
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Actor_SetScale(&this->actor, 5.25f);
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}
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this->actor.shape.rot.z += (s16)(Rand_ZeroOne() * 0x4E20) + 0x4000;
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{
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if (1) {
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u8 lightBallColor1 = FHGFLASH_LIGHTBALL_GREEN;
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s16 i1;
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Vec3f spD4;
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@ -527,7 +527,9 @@ void EnFhgFire_EnergyBall(EnFhgFire* this, PlayState* play) {
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&gSfxDefaultReverb);
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Rumble_Request(this->actor.xyzDistToPlayerSq, 180, 20, 100);
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}
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} else if (sqrtf(SQ(dxL) + SQ(dyL) + SQ(dzL)) <= 25.0f) {
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break;
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}
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if (sqrtf(SQ(dxL) + SQ(dyL) + SQ(dzL)) <= 25.0f) {
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killMode = BALL_BURST;
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Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_HIT_THUNDER);
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if ((bossGnd->flyMode >= GND_FLY_VOLLEY) && (this->work[FHGFIRE_RETURN_COUNT] >= 2)) {
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@ -642,7 +644,6 @@ void EnFhgFire_EnergyBall(EnFhgFire* this, PlayState* play) {
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void EnFhgFire_PhantomWarp(EnFhgFire* this, PlayState* play) {
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EnfHG* horse = (EnfHG*)this->actor.parent;
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f32 scrollDirection;
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this->fwork[FHGFIRE_WARP_TEX_1_X] += 25.0f * this->fwork[FHGFIRE_WARP_TEX_SPEED];
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this->fwork[FHGFIRE_WARP_TEX_1_Y] -= 40.0f * this->fwork[FHGFIRE_WARP_TEX_SPEED];
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@ -662,7 +663,8 @@ void EnFhgFire_PhantomWarp(EnFhgFire* this, PlayState* play) {
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}
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if (this->work[FHGFIRE_TIMER] > 50) {
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scrollDirection = 1.0f;
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f32 scrollDirection = 1.0f;
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if (this->actor.params > FHGFIRE_WARP_EMERGE) {
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scrollDirection = -1.0f;
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}
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@ -529,14 +529,13 @@ void EnHorse_RotateToPoint(EnHorse* this, PlayState* play, Vec3f* pos, s16 turnA
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void EnHorse_UpdateIngoRaceInfo(EnHorse* this, PlayState* play, RaceInfo* raceInfo) {
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Vec3f curWaypointPos;
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Vec3f prevWaypointPos;
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f32 playerDist;
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s32 prevWaypoint;
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f32 sp50;
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s16 relPlayerYaw;
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f32 px;
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f32 pz;
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f32 d;
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f32 distSq;
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s32 prevWaypoint;
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EnHorse_RaceWaypointPos(raceInfo->waypoints, this->curRaceWaypoint, &curWaypointPos);
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Math3D_RotateXZPlane(&curWaypointPos, raceInfo->waypoints[this->curRaceWaypoint].angle, &px, &pz, &d);
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@ -559,14 +558,15 @@ void EnHorse_UpdateIngoRaceInfo(EnHorse* this, PlayState* play, RaceInfo* raceIn
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EnHorse_RotateToPoint(this, play, &curWaypointPos, 400);
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if (distSq < SQ(300.0f)) {
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playerDist = this->actor.xzDistToPlayer;
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if (playerDist < 130.0f || this->jntSph.elements[0].base.ocElemFlags & OCELEM_HIT) {
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if (this->actor.xzDistToPlayer < 130.0f || this->jntSph.elements[0].base.ocElemFlags & OCELEM_HIT) {
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s32 pad;
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if (Math_SinS(this->actor.yawTowardsPlayer - this->actor.world.rot.y) > 0.0f) {
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this->actor.world.rot.y -= 280;
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} else {
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this->actor.world.rot.y += 280;
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}
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} else if (playerDist < 300.0f) {
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} else if (this->actor.xzDistToPlayer < 300.0f) {
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if (Math_SinS(this->actor.yawTowardsPlayer - this->actor.world.rot.y) > 0.0f) {
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this->actor.world.rot.y += 280;
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} else {
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@ -1320,8 +1320,7 @@ void EnHorse_MountedTrot(EnHorse* this, PlayState* play) {
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}
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void EnHorse_StartGallopingInterruptable(EnHorse* this) {
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this->noInputTimerMax = 0;
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this->noInputTimer = 0;
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this->noInputTimerMax = this->noInputTimer = 0;
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EnHorse_StartGalloping(this);
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}
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@ -1334,8 +1333,7 @@ void EnHorse_StartGalloping(EnHorse* this) {
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}
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void EnHorse_MountedGallopReset(EnHorse* this) {
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this->noInputTimerMax = 0;
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this->noInputTimer = 0;
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this->noInputTimerMax = this->noInputTimer = 0;
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this->action = ENHORSE_ACT_MOUNTED_GALLOP;
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this->animationIdx = ENHORSE_ANIM_GALLOP;
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this->unk_234 = 0;
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@ -1498,8 +1496,7 @@ void EnHorse_Stopping(EnHorse* this, PlayState* play) {
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}
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void EnHorse_StartReversingInterruptable(EnHorse* this) {
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this->noInputTimerMax = 0;
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this->noInputTimer = 0;
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this->noInputTimerMax = this->noInputTimer = 0;
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EnHorse_StartReversing(this);
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}
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@ -1906,7 +1903,6 @@ void EnHorse_SetFollowAnimation(EnHorse* this, PlayState* play) {
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void EnHorse_FollowPlayer(EnHorse* this, PlayState* play) {
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f32 distToPlayer;
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f32 angleDiff;
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R_EPONAS_SONG_PLAYED = false;
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distToPlayer = Actor_WorldDistXZToActor(&this->actor, &GET_PLAYER(play)->actor);
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@ -1914,6 +1910,8 @@ void EnHorse_FollowPlayer(EnHorse* this, PlayState* play) {
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// First rotate if the player is behind
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if ((this->playerDir == PLAYER_DIR_BACK_R || this->playerDir == PLAYER_DIR_BACK_L) &&
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(distToPlayer > 300.0f && !(this->stateFlags & ENHORSE_TURNING_TO_PLAYER))) {
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f32 angleDiff;
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this->animationIdx = ENHORSE_ANIM_REARING;
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this->stateFlags |= ENHORSE_TURNING_TO_PLAYER;
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this->angleToPlayer = Actor_WorldYawTowardActor(&this->actor, &GET_PLAYER(play)->actor);
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@ -2182,6 +2180,8 @@ void EnHorse_CsJumpInit(EnHorse* this, PlayState* play, CsCmdActorCue* cue) {
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void EnHorse_CsJump(EnHorse* this, PlayState* play, CsCmdActorCue* cue) {
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f32 temp_f2;
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Vec3s* jointTable;
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f32 y;
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if (this->cutsceneFlags & 1) {
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EnHorse_CsMoveToPoint(this, play, cue);
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@ -2210,9 +2210,6 @@ void EnHorse_CsJump(EnHorse* this, PlayState* play, CsCmdActorCue* cue) {
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}
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if (SkelAnime_Update(&this->skin.skelAnime) ||
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(temp_f2 > 19.0f && this->actor.world.pos.y < (this->actor.floorHeight - this->actor.velocity.y) + 80.0f)) {
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Vec3s* jointTable;
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f32 y;
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this->cutsceneFlags |= 1;
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Audio_PlaySfxGeneral(NA_SE_EV_HORSE_LAND, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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@ -3411,8 +3408,9 @@ void EnHorse_UpdatePlayerDir(EnHorse* this, PlayState* play) {
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s16 angle;
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f32 s;
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f32 c;
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Player* player = GET_PLAYER(play);
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angle = Actor_WorldYawTowardActor(&this->actor, &GET_PLAYER(play)->actor) - this->actor.world.rot.y;
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angle = Actor_WorldYawTowardActor(&this->actor, &player->actor) - this->actor.world.rot.y;
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s = Math_SinS(angle);
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c = Math_CosS(angle);
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if (s > 0.8660254f) { // sin(60 degrees)
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