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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>
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parent
22758f06d7
commit
c71b8183ae
27 changed files with 366 additions and 1214 deletions
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@ -80,8 +80,7 @@ void EnBw_Init(Actor* thisx, GlobalContext* globalCtx) {
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Actor_SetScale(&this->actor, 0.012999999f);
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this->actor.naviEnemyId = 0x23;
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this->actor.gravity = -2.0f;
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SkelAnime_Init(globalCtx, &this->skelAnime, &D_060020F0, &D_06000228, this->jointTable, this->morphTable,
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12);
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SkelAnime_Init(globalCtx, &this->skelAnime, &D_060020F0, &D_06000228, this->jointTable, this->morphTable, 12);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 40.0f);
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this->actor.colChkInfo.damageTable = &sDamageTable;
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this->actor.colChkInfo.health = 6;
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@ -284,14 +283,14 @@ void func_809CEA24(EnBw* this, GlobalContext* globalCtx) {
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func_809CF72C(this);
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} else {
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Math_SmoothStepToS(&this->actor.posRot.rot.y, this->unk_236 + this->unk_238, 1,
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this->actor.speedXZ * 1000.0f, 0);
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this->actor.speedXZ * 1000.0f, 0);
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}
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break;
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case 0:
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Math_SmoothStepToF(&this->unk_248, 0.6f, 1.0f, 0.05f, 0.0f);
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if (sp64 == 0) {
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Math_SmoothStepToS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink, 1,
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this->actor.speedXZ * 1000.0f, 0);
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this->actor.speedXZ * 1000.0f, 0);
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if ((this->actor.xzDistFromLink < 90.0f) && (this->actor.yDistFromLink < 50.0f) &&
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func_8002E084(&this->actor, 0x1554) &&
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func_800339B8(&this->actor, globalCtx, 71.24802f, this->actor.yawTowardsLink)) {
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@ -299,7 +298,7 @@ void func_809CEA24(EnBw* this, GlobalContext* globalCtx) {
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}
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} else {
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Math_SmoothStepToS(&this->actor.posRot.rot.y, this->unk_236 + this->unk_238, 1,
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this->actor.speedXZ * 1000.0f, 0);
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this->actor.speedXZ * 1000.0f, 0);
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}
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if ((this->unk_224 == 0) || (ABS(this->actor.yDistFromLink) > 60.0f) || (player2->stateFlags1 & 0x6000)) {
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this->unk_221 = 3;
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@ -313,10 +312,10 @@ void func_809CEA24(EnBw* this, GlobalContext* globalCtx) {
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this->unk_238 = -this->unk_238;
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}
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Math_SmoothStepToS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink - 0x8000, 1,
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this->actor.speedXZ * 1000.0f, 0);
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this->actor.speedXZ * 1000.0f, 0);
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} else {
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Math_SmoothStepToS(&this->actor.posRot.rot.y, this->unk_236 + this->unk_238, 1,
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this->actor.speedXZ * 1000.0f, 0);
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this->actor.speedXZ * 1000.0f, 0);
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}
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if (this->unk_224 <= 200) {
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sp60 = Math_SinS(this->unk_224 * (0x960 - this->unk_224)) * 55.0f;
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