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Cleanup player speed and yaw variable names (#1480)
* initial changes * add comments
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15 changed files with 341 additions and 340 deletions
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@ -59,7 +59,7 @@ void DynaPolyActor_UpdateCarriedActorRotY(CollisionContext* colCtx, s32 bgId, Ac
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s16 rotY = colCtx->dyna.bgActors[bgId].curTransform.rot.y - colCtx->dyna.bgActors[bgId].prevTransform.rot.y;
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if (carriedActor->id == ACTOR_PLAYER) {
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((Player*)carriedActor)->currentYaw += rotY;
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((Player*)carriedActor)->yaw += rotY;
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}
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carriedActor->shape.rot.y += rotY;
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@ -664,7 +664,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
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Play_SetCameraAtEye(play, subCamId, &spC0, &spB4);
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subCam->roll = 0;
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subCam->fov = 75.0f;
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player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = spD0.yaw + 0x7FFF;
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player->actor.shape.rot.y = player->actor.world.rot.y = player->yaw = spD0.yaw + 0x7FFF;
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func_8002DF54(play, NULL, PLAYER_CSMODE_8);
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break;
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@ -708,7 +708,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
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break;
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case 3390:
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player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = -0x3FD9;
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player->actor.shape.rot.y = player->actor.world.rot.y = player->yaw = -0x3FD9;
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csInfo->keyFrames = D_80121DB4;
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csInfo->keyFrameCount = ARRAY_COUNT(D_80121DB4);
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@ -733,7 +733,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
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D_80121F1C[0].eyeTargetInit = play->view.eye;
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D_80121F1C[0].fovTargetInit = play->view.fovy;
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Actor_GetFocus(&spA0, actor);
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player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = spA0.rot.y;
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player->actor.shape.rot.y = player->actor.world.rot.y = player->yaw = spA0.rot.y;
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csInfo->keyFrames = D_80121F1C;
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csInfo->keyFrameCount = ARRAY_COUNT(D_80121F1C);
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@ -857,7 +857,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
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csInfo->keyFrames = D_801225D4;
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csInfo->keyFrameCount = ARRAY_COUNT(D_801225D4);
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player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = 0x3FFC;
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player->actor.shape.rot.y = player->actor.world.rot.y = player->yaw = 0x3FFC;
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Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
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func_8002DF54(play, NULL, PLAYER_CSMODE_8);
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break;
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