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Bg_Haka_Gate (#557)

* Darkmeiro decompilation

Bg_Gnd_Darkmeiro decompiled, matched, and documented.

* give this a shot

* fix conflict

* one more try

* could be useful

* whoops

* ZAP2 stuff

* ZAP why

* ZAP again

* match

* sfx fix

* should be good to go

* comments and such

* Matrix macros escape me

* format

* fix bubble

* remove comments

Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: fig <fig02srl@gmail.com>
This commit is contained in:
petrie911 2020-12-29 18:39:30 -06:00 committed by GitHub
parent 22758f06d7
commit c71b8183ae
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
27 changed files with 366 additions and 1214 deletions

View file

@ -80,8 +80,7 @@ void EnBw_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_SetScale(&this->actor, 0.012999999f);
this->actor.naviEnemyId = 0x23;
this->actor.gravity = -2.0f;
SkelAnime_Init(globalCtx, &this->skelAnime, &D_060020F0, &D_06000228, this->jointTable, this->morphTable,
12);
SkelAnime_Init(globalCtx, &this->skelAnime, &D_060020F0, &D_06000228, this->jointTable, this->morphTable, 12);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 40.0f);
this->actor.colChkInfo.damageTable = &sDamageTable;
this->actor.colChkInfo.health = 6;
@ -284,14 +283,14 @@ void func_809CEA24(EnBw* this, GlobalContext* globalCtx) {
func_809CF72C(this);
} else {
Math_SmoothStepToS(&this->actor.posRot.rot.y, this->unk_236 + this->unk_238, 1,
this->actor.speedXZ * 1000.0f, 0);
this->actor.speedXZ * 1000.0f, 0);
}
break;
case 0:
Math_SmoothStepToF(&this->unk_248, 0.6f, 1.0f, 0.05f, 0.0f);
if (sp64 == 0) {
Math_SmoothStepToS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink, 1,
this->actor.speedXZ * 1000.0f, 0);
this->actor.speedXZ * 1000.0f, 0);
if ((this->actor.xzDistFromLink < 90.0f) && (this->actor.yDistFromLink < 50.0f) &&
func_8002E084(&this->actor, 0x1554) &&
func_800339B8(&this->actor, globalCtx, 71.24802f, this->actor.yawTowardsLink)) {
@ -299,7 +298,7 @@ void func_809CEA24(EnBw* this, GlobalContext* globalCtx) {
}
} else {
Math_SmoothStepToS(&this->actor.posRot.rot.y, this->unk_236 + this->unk_238, 1,
this->actor.speedXZ * 1000.0f, 0);
this->actor.speedXZ * 1000.0f, 0);
}
if ((this->unk_224 == 0) || (ABS(this->actor.yDistFromLink) > 60.0f) || (player2->stateFlags1 & 0x6000)) {
this->unk_221 = 3;
@ -313,10 +312,10 @@ void func_809CEA24(EnBw* this, GlobalContext* globalCtx) {
this->unk_238 = -this->unk_238;
}
Math_SmoothStepToS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink - 0x8000, 1,
this->actor.speedXZ * 1000.0f, 0);
this->actor.speedXZ * 1000.0f, 0);
} else {
Math_SmoothStepToS(&this->actor.posRot.rot.y, this->unk_236 + this->unk_238, 1,
this->actor.speedXZ * 1000.0f, 0);
this->actor.speedXZ * 1000.0f, 0);
}
if (this->unk_224 <= 200) {
sp60 = Math_SinS(this->unk_224 * (0x960 - this->unk_224)) * 55.0f;