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Rename yDistToWater -> depthInWater (#1950)

* Rename yDistToWater -> yDistUnderWater

* yDistUnderWater -> depthInWater
This commit is contained in:
cadmic 2024-04-28 14:29:06 -07:00 committed by GitHub
parent d4d7512cb6
commit b86e1774cf
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GPG key ID: B5690EEEBB952194
26 changed files with 112 additions and 112 deletions

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@ -60,7 +60,7 @@ void EnZo_SpawnBubble(EnZo* this, Vec3f* pos) {
continue;
}
waterSurface = this->actor.world.pos.y + this->actor.yDistToWater;
waterSurface = this->actor.world.pos.y + this->actor.depthInWater;
if (!(waterSurface <= pos->y)) {
effect->type = ENZO_EFFECT_BUBBLE;
@ -127,7 +127,7 @@ void EnZo_UpdateEffectsBubbles(EnZo* this) {
effect->pos.y += effect->vel.y;
// Bubbles turn into ripples when they reach the surface
waterSurface = this->actor.world.pos.y + this->actor.yDistToWater;
waterSurface = this->actor.world.pos.y + this->actor.depthInWater;
if (waterSurface <= effect->pos.y) {
effect->type = ENZO_EFFECT_NONE;
effect->pos.y = waterSurface;
@ -158,7 +158,7 @@ void EnZo_UpdateEffectsSplashes(EnZo* this) {
}
// Splash particles turn into ripples when they hit the surface
waterSurface = this->actor.world.pos.y + this->actor.yDistToWater;
waterSurface = this->actor.world.pos.y + this->actor.depthInWater;
if (effect->pos.y < waterSurface) {
effect->type = ENZO_EFFECT_NONE;
effect->pos.y = waterSurface;
@ -272,7 +272,7 @@ void EnZo_TreadWaterRipples(EnZo* this, f32 scale, f32 targetScale, u8 alpha) {
Vec3f pos = { 0.0f, 0.0f, 0.0f };
pos.x = this->actor.world.pos.x;
pos.y = this->actor.world.pos.y + this->actor.yDistToWater;
pos.y = this->actor.world.pos.y + this->actor.depthInWater;
pos.z = this->actor.world.pos.z;
EnZo_SpawnRipple(this, &pos, scale, targetScale, alpha);
}
@ -351,7 +351,7 @@ void EnZo_SpawnSplashes(EnZo* this) {
pos = this->actor.world.pos;
pos.x += vel.x * 6.0f;
pos.z += vel.z * 6.0f;
pos.y += this->actor.yDistToWater;
pos.y += this->actor.depthInWater;
EnZo_SpawnSplash(this, &pos, &vel, 0.08f);
}
}
@ -527,7 +527,7 @@ s32 EnZo_PlayerInProximity(EnZo* this, PlayState* play) {
f32 hDist;
surfacePos.x = this->actor.world.pos.x;
surfacePos.y = this->actor.world.pos.y + this->actor.yDistToWater;
surfacePos.y = this->actor.world.pos.y + this->actor.depthInWater;
surfacePos.z = this->actor.world.pos.z;
hDist = Math_Vec3f_DistXZ(&surfacePos, &player->actor.world.pos);
@ -596,7 +596,7 @@ void EnZo_Init(Actor* thisx, PlayState* play) {
Actor_UpdateBgCheckInfo(play, &this->actor, this->collider.dim.height * 0.5f, this->collider.dim.radius, 0.0f,
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
if (this->actor.yDistToWater < 54.0f || (this->actor.params & 0x3F) == 8) {
if (this->actor.depthInWater < 54.0f || (this->actor.params & 0x3F) == 8) {
this->actor.shape.shadowDraw = ActorShadow_DrawCircle;
this->actor.shape.shadowScale = 24.0f;
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENZO_ANIM_1);
@ -642,7 +642,7 @@ void EnZo_Submerged(EnZo* this, PlayState* play) {
}
void EnZo_Surface(EnZo* this, PlayState* play) {
if (this->actor.yDistToWater < 54.0f) {
if (this->actor.depthInWater < 54.0f) {
Actor_PlaySfx(&this->actor, NA_SE_EV_OUT_OF_WATER);
EnZo_SpawnSplashes(this);
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENZO_ANIM_3);
@ -650,7 +650,7 @@ void EnZo_Surface(EnZo* this, PlayState* play) {
this->actionFunc = EnZo_TreadWater;
this->actor.velocity.y = 0.0f;
this->alpha = 255.0f;
} else if (this->actor.yDistToWater < 80.0f) {
} else if (this->actor.depthInWater < 80.0f) {
Math_ApproachF(&this->actor.velocity.y, 2.0f, 0.4f, 0.6f);
Math_ApproachF(&this->alpha, 255.0f, 0.3f, 10.0f);
}
@ -665,7 +665,7 @@ void EnZo_TreadWater(EnZo* this, PlayState* play) {
}
EnZo_SetAnimation(this);
Math_ApproachF(&this->actor.velocity.y, this->actor.yDistToWater < 54.0f ? -0.6f : 0.6f, 0.3f, 0.2f);
Math_ApproachF(&this->actor.velocity.y, this->actor.depthInWater < 54.0f ? -0.6f : 0.6f, 0.3f, 0.2f);
if (this->rippleTimer != 0) {
this->rippleTimer--;
if ((this->rippleTimer == 3) || (this->rippleTimer == 6)) {
@ -705,7 +705,7 @@ void EnZo_Dive(EnZo* this, PlayState* play) {
return;
}
if (this->actor.yDistToWater > 80.0f || this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
if (this->actor.depthInWater > 80.0f || this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
Math_ApproachF(&this->actor.velocity.y, -1.0f, 0.4f, 0.6f);
Math_ApproachF(&this->alpha, 0.0f, 0.3f, 10.0f);
}