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Document Player_Action_8084F390
(#2264)
* Document Player_Action_8084F390 * Rename linkYawToStepTowards into shapeYawTarget * Fix BSS * Address reviews * Fix format * Address Review
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b275588728
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2 changed files with 34 additions and 35 deletions
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@ -877,6 +877,7 @@ typedef struct Player {
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/* 0x084F */ union {
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/* 0x084F */ union {
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s8 actionVar1;
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s8 actionVar1;
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s8 facingUpSlope; // Player_Action_SlideOnSlope: facing uphill when sliding on a slope
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s8 bottleCatchType; // Player_Action_SwingBottle: entry type for `sBottleCatchInfo`, corresponds to actor caught in a bottle
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s8 bottleCatchType; // Player_Action_SwingBottle: entry type for `sBottleCatchInfo`, corresponds to actor caught in a bottle
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} av1; // "Action Variable 1": context dependent variable that has different meanings depending on what action is currently running
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} av1; // "Action Variable 1": context dependent variable that has different meanings depending on what action is currently running
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@ -320,7 +320,7 @@ void Player_Action_SwingBottle(Player* this, PlayState* play);
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void Player_Action_8084EED8(Player* this, PlayState* play);
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void Player_Action_8084EED8(Player* this, PlayState* play);
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void Player_Action_8084EFC0(Player* this, PlayState* play);
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void Player_Action_8084EFC0(Player* this, PlayState* play);
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void Player_Action_ExchangeItem(Player* this, PlayState* play);
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void Player_Action_ExchangeItem(Player* this, PlayState* play);
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void Player_Action_8084F390(Player* this, PlayState* play);
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void Player_Action_SlideOnSlope(Player* this, PlayState* play);
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void Player_Action_8084F608(Player* this, PlayState* play);
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void Player_Action_8084F608(Player* this, PlayState* play);
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void Player_Action_8084F698(Player* this, PlayState* play);
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void Player_Action_8084F698(Player* this, PlayState* play);
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void Player_Action_8084F710(Player* this, PlayState* play);
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void Player_Action_8084F710(Player* this, PlayState* play);
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@ -7223,7 +7223,7 @@ void Player_GetSlopeDirection(CollisionPoly* floorPoly, Vec3f* slopeNormal, s16*
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}
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}
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s32 Player_HandleSlopes(PlayState* play, Player* this, CollisionPoly* floorPoly) {
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s32 Player_HandleSlopes(PlayState* play, Player* this, CollisionPoly* floorPoly) {
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static LinkAnimationHeader* sSlopeSlipAnims[] = {
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static LinkAnimationHeader* sSlopeSlideAnims[] = {
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&gPlayerAnim_link_normal_down_slope_slip,
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&gPlayerAnim_link_normal_down_slope_slip,
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&gPlayerAnim_link_normal_up_slope_slip,
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&gPlayerAnim_link_normal_up_slope_slip,
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};
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};
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@ -7235,7 +7235,7 @@ s32 Player_HandleSlopes(PlayState* play, Player* this, CollisionPoly* floorPoly)
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f32 slopeSlowdownSpeedStep;
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f32 slopeSlowdownSpeedStep;
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s16 velYawToDownwardSlope;
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s16 velYawToDownwardSlope;
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if (!Player_InBlockingCsMode(play, this) && (Player_Action_8084F390 != this->actionFunc) &&
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if (!Player_InBlockingCsMode(play, this) && (Player_Action_SlideOnSlope != this->actionFunc) &&
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(SurfaceType_GetFloorEffect(&play->colCtx, floorPoly, this->actor.floorBgId) == FLOOR_EFFECT_1)) {
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(SurfaceType_GetFloorEffect(&play->colCtx, floorPoly, this->actor.floorBgId) == FLOOR_EFFECT_1)) {
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// Get direction of movement relative to the downward direction of the slope
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// Get direction of movement relative to the downward direction of the slope
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playerVelYaw = Math_Atan2S(this->actor.velocity.z, this->actor.velocity.x);
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playerVelYaw = Math_Atan2S(this->actor.velocity.z, this->actor.velocity.x);
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@ -7255,14 +7255,14 @@ s32 Player_HandleSlopes(PlayState* play, Player* this, CollisionPoly* floorPoly)
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this->pushedYaw = downwardSlopeYaw;
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this->pushedYaw = downwardSlopeYaw;
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Math_StepToF(&this->pushedSpeed, slopeSlowdownSpeed, slopeSlowdownSpeedStep);
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Math_StepToF(&this->pushedSpeed, slopeSlowdownSpeed, slopeSlowdownSpeedStep);
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} else {
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} else {
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// moving downward on the slope, causing player to slip
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// moving downward on the slope, causing player to slip and then slide down
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Player_SetupAction(play, this, Player_Action_8084F390, 0);
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Player_SetupAction(play, this, Player_Action_SlideOnSlope, 0);
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func_80832564(play, this);
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func_80832564(play, this);
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if (sFloorShapePitch >= 0) {
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if (sFloorShapePitch >= 0) {
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this->av1.actionVar1 = 1;
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this->av1.facingUpSlope = true;
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}
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}
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Player_AnimChangeLoopMorph(play, this, sSlopeSlipAnims[this->av1.actionVar1]);
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Player_AnimChangeLoopMorph(play, this, sSlopeSlideAnims[this->av1.actionVar1]);
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this->speedXZ = sqrtf(SQ(this->actor.velocity.x) + SQ(this->actor.velocity.z));
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this->speedXZ = sqrtf(SQ(this->actor.velocity.x) + SQ(this->actor.velocity.z));
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this->yaw = playerVelYaw;
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this->yaw = playerVelYaw;
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return true;
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return true;
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@ -14188,22 +14188,20 @@ void Player_Action_8084F308(Player* this, PlayState* play) {
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}
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}
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}
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}
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void Player_Action_8084F390(Player* this, PlayState* play) {
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void Player_Action_SlideOnSlope(Player* this, PlayState* play) {
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CollisionPoly* floorPoly;
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f32 sp50;
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f32 sp4C;
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f32 sp48;
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s16 downwardSlopeYaw;
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s16 sp44;
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Vec3f slopeNormal;
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this->stateFlags2 |= PLAYER_STATE2_5 | PLAYER_STATE2_6;
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this->stateFlags2 |= PLAYER_STATE2_5 | PLAYER_STATE2_6;
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LinkAnimation_Update(play, &this->skelAnime);
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LinkAnimation_Update(play, &this->skelAnime);
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func_8084269C(play, this);
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func_8084269C(play, this);
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func_800F4138(&this->actor.projectedPos, NA_SE_PL_SLIP_LEVEL - SFX_FLAG, this->actor.speed);
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func_800F4138(&this->actor.projectedPos, NA_SE_PL_SLIP_LEVEL - SFX_FLAG, this->actor.speed);
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if (Player_ActionHandler_13(this, play) == 0) {
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if (Player_ActionHandler_13(this, play) == 0) {
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floorPoly = this->actor.floorPoly;
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CollisionPoly* floorPoly = this->actor.floorPoly;
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f32 xzSpeedTarget;
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f32 xzSpeedIncrStep;
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f32 xzSpeedDecrStep;
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s16 downwardSlopeYaw;
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s16 shapeYawTarget;
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Vec3f slopeNormal;
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if (floorPoly == NULL) {
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if (floorPoly == NULL) {
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func_80837B9C(this, play);
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func_80837B9C(this, play);
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@ -14212,42 +14210,42 @@ void Player_Action_8084F390(Player* this, PlayState* play) {
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Player_GetSlopeDirection(floorPoly, &slopeNormal, &downwardSlopeYaw);
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Player_GetSlopeDirection(floorPoly, &slopeNormal, &downwardSlopeYaw);
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sp44 = downwardSlopeYaw;
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shapeYawTarget = downwardSlopeYaw;
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if (this->av1.actionVar1 != 0) {
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if (this->av1.facingUpSlope) {
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sp44 = downwardSlopeYaw + 0x8000;
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shapeYawTarget = downwardSlopeYaw + 0x8000;
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}
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}
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if (this->speedXZ < 0) {
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if (this->speedXZ < 0) {
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downwardSlopeYaw += 0x8000;
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downwardSlopeYaw += 0x8000;
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}
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}
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sp50 = (1.0f - slopeNormal.y) * 40.0f;
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xzSpeedTarget = (1.0f - slopeNormal.y) * 40.0f;
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sp50 = CLAMP(sp50, 0, 10.0f);
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xzSpeedTarget = CLAMP(xzSpeedTarget, 0, 10.0f);
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sp4C = (sp50 * sp50) * 0.015f;
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xzSpeedIncrStep = SQ(xzSpeedTarget) * 0.015f;
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sp48 = slopeNormal.y * 0.01f;
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xzSpeedDecrStep = slopeNormal.y * 0.01f;
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if (SurfaceType_GetFloorEffect(&play->colCtx, floorPoly, this->actor.floorBgId) != FLOOR_EFFECT_1) {
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if (SurfaceType_GetFloorEffect(&play->colCtx, floorPoly, this->actor.floorBgId) != FLOOR_EFFECT_1) {
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sp50 = 0;
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xzSpeedTarget = 0;
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sp48 = slopeNormal.y * 10.0f;
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xzSpeedDecrStep = slopeNormal.y * 10.0f;
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}
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}
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if (sp4C < 1.0f) {
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if (xzSpeedIncrStep < 1.0f) {
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sp4C = 1.0f;
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xzSpeedIncrStep = 1.0f;
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}
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}
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if (Math_AsymStepToF(&this->speedXZ, sp50, sp4C, sp48) && (sp50 == 0)) {
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if (Math_AsymStepToF(&this->speedXZ, xzSpeedTarget, xzSpeedIncrStep, xzSpeedDecrStep) && (xzSpeedTarget == 0)) {
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LinkAnimationHeader* anim;
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LinkAnimationHeader* slideAnimation;
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if (this->av1.actionVar1 == 0) {
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if (!this->av1.facingUpSlope) {
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anim = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_down_slope_slip_end, this->modelAnimType);
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slideAnimation = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_down_slope_slip_end, this->modelAnimType);
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} else {
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} else {
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anim = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_up_slope_slip_end, this->modelAnimType);
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slideAnimation = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_up_slope_slip_end, this->modelAnimType);
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}
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}
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func_8083A098(this, anim, play);
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func_8083A098(this, slideAnimation, play);
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}
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}
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Math_SmoothStepToS(&this->yaw, downwardSlopeYaw, 10, 4000, 800);
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Math_SmoothStepToS(&this->yaw, downwardSlopeYaw, 10, 4000, 800);
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Math_ScaledStepToS(&this->actor.shape.rot.y, sp44, 2000);
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Math_ScaledStepToS(&this->actor.shape.rot.y, shapeYawTarget, 2000);
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}
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}
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}
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}
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