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Rename yDistToWater -> depthInWater (#1950)
* Rename yDistToWater -> yDistUnderWater * yDistUnderWater -> depthInWater
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parent
d4d7512cb6
commit
b86e1774cf
26 changed files with 112 additions and 112 deletions
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@ -152,7 +152,7 @@ void EnNy_Destroy(Actor* thisx, PlayState* play) {
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void func_80ABCD40(EnNy* this) {
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f32 temp;
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temp = (this->actor.yDistToWater > 0.0f) ? 0.7f : 1.0f;
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temp = (this->actor.depthInWater > 0.0f) ? 0.7f : 1.0f;
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this->unk_1E8 = 2.8f * temp;
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}
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@ -224,7 +224,7 @@ void EnNy_Move(EnNy* this, PlayState* play) {
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f32 yawDiff;
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s32 stoneTimer;
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if (!(this->unk_1F0 < this->actor.yDistToWater)) {
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if (!(this->unk_1F0 < this->actor.depthInWater)) {
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func_8002F974(&this->actor, NA_SE_EN_NYU_MOVE - SFX_FLAG);
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}
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func_80ABCD40(this);
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@ -238,7 +238,7 @@ void EnNy_Move(EnNy* this, PlayState* play) {
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this->actor.world.rot.y = this->actor.shape.rot.y;
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yawDiff = Math_FAtan2F(this->actor.yDistToPlayer, this->actor.xzDistToPlayer);
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this->actor.speed = fabsf(cosf(yawDiff) * this->unk_1E8);
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if (this->unk_1F0 < this->actor.yDistToWater) {
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if (this->unk_1F0 < this->actor.depthInWater) {
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this->unk_1EC = sinf(yawDiff) * this->unk_1E8;
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}
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}
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@ -252,7 +252,7 @@ void EnNy_TurnToStone(EnNy* this, PlayState* play) {
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if (phi_f0 <= 0.25f) {
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phi_f0 = 0.25f;
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
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if (!(this->unk_1F0 < this->actor.yDistToWater)) {
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if (!(this->unk_1F0 < this->actor.depthInWater)) {
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Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_M_GND);
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}
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this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND_TOUCH;
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@ -346,9 +346,9 @@ s32 EnNy_CollisionCheck(EnNy* this, PlayState* play) {
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void func_80ABD3B8(EnNy* this, f32 arg1, f32 arg2) {
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if (this->unk_1E8 == 0.0f) {
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this->actor.gravity = -0.4f;
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} else if (!(arg1 < this->actor.yDistToWater)) {
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} else if (!(arg1 < this->actor.depthInWater)) {
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this->actor.gravity = -0.4f;
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} else if (arg2 < this->actor.yDistToWater) {
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} else if (arg2 < this->actor.depthInWater) {
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this->actor.gravity = 0.0;
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if (this->unk_1EC < this->actor.velocity.y) {
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this->actor.velocity.y -= 0.4f;
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@ -418,7 +418,7 @@ void EnNy_SetupDie(EnNy* this, PlayState* play) {
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Vec3f effectAccel = { 0.0f, 0.1f, 0.0f };
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if (this->timer >= 2) {
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if (this->actor.yDistToWater > 0.0f) {
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if (this->actor.depthInWater > 0.0f) {
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for (i = 0; i < 10; i++) {
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effectPos.x = Rand_CenteredFloat(30.0f) + this->actor.world.pos.x;
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effectPos.y = Rand_CenteredFloat(30.0f) + this->actor.world.pos.y;
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@ -453,7 +453,7 @@ void EnNy_SetupDie(EnNy* this, PlayState* play) {
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void EnNy_Die(EnNy* this, PlayState* play) {
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s32 i;
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if (this->actor.yDistToWater > 0.0f) {
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if (this->actor.depthInWater > 0.0f) {
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for (i = 0; i < 8; i += 1) {
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this->unk_1F8[i].x += this->unk_1F8[i + 8].x;
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this->unk_1F8[i].y += this->unk_1F8[i + 8].y;
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