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parent
2eb0845770
commit
dd4626ce5e
174 changed files with 260 additions and 260 deletions
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@ -360,10 +360,10 @@ void Actor_SetScale(Actor* actor, f32 scale);
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void Actor_SetObjectDependency(PlayState* play, Actor* actor);
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void Actor_UpdatePos(Actor* actor);
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void Actor_UpdateVelocityWithGravity(Actor* actor);
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void Actor_MoveWithGravity(Actor* actor);
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void Actor_UpdateVelocityWithoutGravity(Actor* actor);
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void Actor_MoveWithoutGravity(Actor* actor);
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void func_8002D9A4(Actor* actor, f32 speed);
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void Actor_MoveXZGravity(Actor* actor);
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void Actor_UpdateVelocityXYZ(Actor* actor);
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void Actor_MoveXYZ(Actor* actor);
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void Actor_SetSpeedXYZ(Actor* actor, f32 speed);
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s16 Actor_WorldYawTowardActor(Actor* actorA, Actor* actorB);
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s16 Actor_WorldYawTowardPoint(Actor* actor, Vec3f* refPoint);
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f32 Actor_WorldDistXYZToActor(Actor* actorA, Actor* actorB);
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@ -855,7 +855,7 @@ void Actor_UpdatePos(Actor* actor) {
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/**
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* Update actor's velocity accounting for gravity (without exceeding terminal velocity)
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*/
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void Actor_UpdateVelocityWithGravity(Actor* actor) {
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void Actor_UpdateVelocityXZGravity(Actor* actor) {
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actor->velocity.x = Math_SinS(actor->world.rot.y) * actor->speedXZ;
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actor->velocity.z = Math_CosS(actor->world.rot.y) * actor->speedXZ;
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@ -870,32 +870,32 @@ void Actor_UpdateVelocityWithGravity(Actor* actor) {
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* Move actor while accounting for its current velocity and gravity.
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* The actor will move in the direction of its world yaw.
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*/
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void Actor_MoveWithGravity(Actor* actor) {
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Actor_UpdateVelocityWithGravity(actor);
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void Actor_MoveXZGravity(Actor* actor) {
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Actor_UpdateVelocityXZGravity(actor);
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Actor_UpdatePos(actor);
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}
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/**
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* Update actor's velocity without gravity.
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*/
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void Actor_UpdateVelocityWithoutGravity(Actor* actor) {
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f32 sp24 = Math_CosS(actor->world.rot.x) * actor->speedXZ;
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void Actor_UpdateVelocityXYZ(Actor* actor) {
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f32 speedXZ = Math_CosS(actor->world.rot.x) * actor->speedXZ;
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actor->velocity.x = Math_SinS(actor->world.rot.y) * sp24;
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actor->velocity.x = Math_SinS(actor->world.rot.y) * speedXZ;
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actor->velocity.y = Math_SinS(actor->world.rot.x) * actor->speedXZ;
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actor->velocity.z = Math_CosS(actor->world.rot.y) * sp24;
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actor->velocity.z = Math_CosS(actor->world.rot.y) * speedXZ;
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}
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/**
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* Move actor while accounting for its current velocity.
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* Move actor while accounting for its current velocity without gravity.
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* The actor will move in the direction of its world yaw and pitch.
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*/
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void Actor_MoveWithoutGravity(Actor* actor) {
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Actor_UpdateVelocityWithoutGravity(actor);
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void Actor_MoveXYZ(Actor* actor) {
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Actor_UpdateVelocityXYZ(actor);
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Actor_UpdatePos(actor);
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}
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void func_8002D9A4(Actor* actor, f32 speed) {
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void Actor_SetSpeedXYZ(Actor* actor, f32 speed) {
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actor->speedXZ = Math_CosS(actor->world.rot.x) * speed;
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actor->velocity.y = -Math_SinS(actor->world.rot.x) * speed;
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}
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@ -4109,7 +4109,7 @@ s32 func_80035124(Actor* actor, PlayState* play) {
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if (Actor_HasParent(actor, play)) {
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actor->params = 1;
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} else if (!(actor->bgCheckFlags & BGCHECKFLAG_GROUND)) {
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Actor_MoveWithGravity(actor);
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Actor_MoveXZGravity(actor);
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Math_SmoothStepToF(&actor->speedXZ, 0.0f, 1.0f, 0.1f, 0.0f);
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} else if ((actor->bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) && (actor->velocity.y < -4.0f)) {
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ret = 1;
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@ -312,7 +312,7 @@ void EnAObj_Update(Actor* thisx, PlayState* play) {
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EnAObj* this = (EnAObj*)thisx;
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this->actionFunc(this, play);
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Actor_MoveWithGravity(&this->dyna.actor);
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Actor_MoveXZGravity(&this->dyna.actor);
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if (this->dyna.actor.gravity != 0.0f) {
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if (this->dyna.actor.params != A_OBJ_BOULDER_FRAGMENT) {
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@ -576,7 +576,7 @@ void EnItem00_Update(Actor* thisx, PlayState* play) {
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} else {
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sp3A = 1;
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Actor_MoveWithGravity(&this->actor);
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Actor_MoveXZGravity(&this->actor);
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}
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if (sp3A || D_80157D94[0]) {
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@ -87,7 +87,7 @@ void ArmsHook_Wait(ArmsHook* this, PlayState* play) {
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s32 length = (player->heldItemAction == PLAYER_IA_HOOKSHOT) ? 13 : 26;
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ArmsHook_SetupAction(this, ArmsHook_Shoot);
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func_8002D9A4(&this->actor, 20.0f);
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Actor_SetSpeedXYZ(&this->actor, 20.0f);
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this->actor.parent = &GET_PLAYER(play)->actor;
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this->timer = length;
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}
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@ -250,7 +250,7 @@ void ArmsHook_Shoot(ArmsHook* this, PlayState* play) {
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}
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}
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} else {
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Actor_MoveWithGravity(&this->actor);
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Actor_MoveXZGravity(&this->actor);
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Math_Vec3f_Diff(&this->actor.world.pos, &this->actor.prevPos, &prevFrameDiff);
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Math_Vec3f_Sum(&this->unk_1E8, &prevFrameDiff, &this->unk_1E8);
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this->actor.shape.rot.x = Math_Atan2S(this->actor.speedXZ, -this->actor.velocity.y);
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@ -855,7 +855,7 @@ void BgDyYoseizo_Update(Actor* thisx, PlayState* play2) {
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}
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}
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Actor_MoveWithGravity(&this->actor);
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Actor_MoveXZGravity(&this->actor);
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this->heightOffset = this->scale * 7500.0f;
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Actor_SetFocus(&this->actor, this->heightOffset);
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this->actor.focus.pos.y = this->heightOffset;
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@ -190,7 +190,7 @@ void BgHakaShip_Update(Actor* thisx, PlayState* play) {
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this->actionFunc(this, play);
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if (this->dyna.actor.params == 0) {
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Actor_MoveWithGravity(&this->dyna.actor);
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Actor_MoveXZGravity(&this->dyna.actor);
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}
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}
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@ -395,7 +395,7 @@ void BgHakaZou_Update(Actor* thisx, PlayState* play) {
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this->actionFunc(this, play);
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if (this->dyna.actor.params == 3) {
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Actor_MoveWithGravity(&this->dyna.actor);
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Actor_MoveXZGravity(&this->dyna.actor);
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}
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}
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@ -382,7 +382,7 @@ void BgHeavyBlock_Fly(BgHeavyBlock* this, PlayState* play) {
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Vec3f checkPos;
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f32 yIntersect;
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Actor_MoveWithGravity(&this->dyna.actor);
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Actor_MoveXZGravity(&this->dyna.actor);
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checkPos.x = this->dyna.actor.home.pos.x;
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checkPos.y = this->dyna.actor.home.pos.y + 1000.0f;
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checkPos.z = this->dyna.actor.home.pos.z;
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@ -455,7 +455,7 @@ void BgHeavyBlock_Land(BgHeavyBlock* this, PlayState* play) {
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Math_StepToF(&this->dyna.actor.velocity.y, 0.0f, 3.0f);
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this->dyna.actor.gravity = 0.0f;
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this->dyna.actor.world.pos = this->dyna.actor.home.pos;
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Actor_MoveWithGravity(&this->dyna.actor);
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Actor_MoveXZGravity(&this->dyna.actor);
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this->dyna.actor.home.pos = this->dyna.actor.world.pos;
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switch (this->dyna.actor.params & 0xFF) {
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case HEAVYBLOCK_UNBREAKABLE_OUTSIDE_CASTLE:
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@ -181,7 +181,7 @@ void BgHidanDalm_Update(Actor* thisx, PlayState* play) {
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BgHidanDalm* this = (BgHidanDalm*)thisx;
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this->actionFunc(this, play);
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Actor_MoveWithGravity(&this->dyna.actor);
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Actor_MoveXZGravity(&this->dyna.actor);
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Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 10.0f, 15.0f, 32.0f,
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UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
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}
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@ -294,7 +294,7 @@ void func_80888860(BgHidanHamstep* this, PlayState* play) {
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s32 pad2;
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s32 quakeIndex;
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Actor_MoveWithGravity(&this->dyna.actor);
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Actor_MoveXZGravity(&this->dyna.actor);
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if (((this->dyna.actor.world.pos.y - this->dyna.actor.home.pos.y) < (-20.0f - this->dyna.actor.minVelocityY)) &&
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(this->dyna.actor.velocity.y <= 0.0f)) {
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@ -344,7 +344,7 @@ void func_80888A58(BgHidanHamstep* this, PlayState* play) {
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s32 pad2;
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s32 quakeIndex;
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Actor_MoveWithGravity(&this->dyna.actor);
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Actor_MoveXZGravity(&this->dyna.actor);
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func_80888694(this, (BgHidanHamstep*)this->dyna.actor.parent);
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if (((this->dyna.actor.params & 0xFF) <= 0) || ((this->dyna.actor.params & 0xFF) >= 6)) {
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@ -124,7 +124,7 @@ void func_80889C18(BgHidanKousi* this, PlayState* play) {
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this->dyna.actor.speedXZ = 2.0f;
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BgHidanKousi_SetupAction(this, func_80889C90);
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}
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Actor_MoveWithGravity(&this->dyna.actor);
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Actor_MoveXZGravity(&this->dyna.actor);
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func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
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}
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@ -332,7 +332,7 @@ void BgHidanRock_Update(Actor* thisx, PlayState* play) {
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this->actionFunc(this, play);
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if (this->actionFunc == func_8088B79C) {
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Actor_MoveWithGravity(&this->dyna.actor);
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Actor_MoveXZGravity(&this->dyna.actor);
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Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
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}
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@ -173,7 +173,7 @@ void BgIceTurara_Fall(BgIceTurara* this, PlayState* play) {
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return;
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}
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} else {
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Actor_MoveWithGravity(&this->dyna.actor);
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Actor_MoveXZGravity(&this->dyna.actor);
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this->dyna.actor.world.pos.y += 40.0f;
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Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
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this->dyna.actor.world.pos.y -= 40.0f;
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@ -148,7 +148,7 @@ void BgJyaHaheniron_SetupChairCrumble(BgJyaHaheniron* this) {
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void BgJyaHaheniron_ChairCrumble(BgJyaHaheniron* this, PlayState* play) {
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Vec3f vec;
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Actor_MoveWithGravity(&this->actor);
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Actor_MoveXZGravity(&this->actor);
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Actor_UpdateBgCheckInfo(play, &this->actor, 5.0f, 8.0f, 0.0f,
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UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_7);
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if ((this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_WALL)) ||
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@ -174,7 +174,7 @@ void BgJyaHaheniron_SetupPillarCrumble(BgJyaHaheniron* this) {
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void BgJyaHaheniron_PillarCrumble(BgJyaHaheniron* this, PlayState* play) {
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if (this->timer >= 8) {
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Actor_MoveWithGravity(&this->actor);
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Actor_MoveXZGravity(&this->actor);
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} else if (this->timer >= 17) {
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BgJyaHaheniron_SpawnFragments(play, &this->actor.world.pos, D_808987A0);
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Actor_Kill(&this->actor);
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@ -329,7 +329,7 @@ void func_8089E650(BgMizuMovebg* this, PlayState* play) {
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this->dyna.actor.speedXZ = dist;
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}
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func_80035844(&this->dyna.actor.world.pos, &waypoint, &this->dyna.actor.world.rot, 1);
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Actor_MoveWithoutGravity(&this->dyna.actor);
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Actor_MoveXYZ(&this->dyna.actor);
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dx = waypoint.x - this->dyna.actor.world.pos.x;
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dy = waypoint.y - this->dyna.actor.world.pos.y;
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dz = waypoint.z - this->dyna.actor.world.pos.z;
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@ -158,7 +158,7 @@ void BgMoriBigst_SetupFall(BgMoriBigst* this, PlayState* play) {
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}
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void BgMoriBigst_Fall(BgMoriBigst* this, PlayState* play) {
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Actor_MoveWithGravity(&this->dyna.actor);
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Actor_MoveXZGravity(&this->dyna.actor);
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if (this->dyna.actor.world.pos.y <= this->dyna.actor.home.pos.y) {
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this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y;
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BgMoriBigst_SetupLanding(this, play);
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@ -243,7 +243,7 @@ void BgMoriHashigo_LadderFall(BgMoriHashigo* this, PlayState* play) {
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static f32 bounceSpeed[3] = { 4.0f, 2.7f, 1.7f };
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Actor* thisx = &this->dyna.actor;
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Actor_MoveWithGravity(thisx);
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Actor_MoveXZGravity(thisx);
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if ((thisx->bgCheckFlags & BGCHECKFLAG_GROUND) && (thisx->velocity.y < 0.0f)) {
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if (this->bounceCounter >= ARRAY_COUNT(bounceSpeed)) {
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BgMoriHashigo_SetupLadderRest(this);
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@ -149,7 +149,7 @@ void BgMoriRakkatenjo_Fall(BgMoriRakkatenjo* this, PlayState* play) {
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Actor* thisx = &this->dyna.actor;
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s32 quakeIndex;
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Actor_MoveWithGravity(thisx);
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Actor_MoveXZGravity(thisx);
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if ((thisx->velocity.y < 0.0f) && (thisx->world.pos.y <= 403.0f)) {
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if (this->bounceCount >= ARRAY_COUNT(bounceVel)) {
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BgMoriRakkatenjo_SetupRest(this);
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@ -64,7 +64,7 @@ void BgPushbox_UpdateImpl(BgPushbox* this, PlayState* play) {
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: ((this->dyna.actor.speedXZ > 1.0f) ? 1.0f : this->dyna.actor.speedXZ);
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Math_StepToF(&this->dyna.actor.speedXZ, 0.0f, 0.2f);
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this->dyna.actor.world.rot.y = this->dyna.unk_158;
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Actor_MoveWithGravity(&this->dyna.actor);
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Actor_MoveXZGravity(&this->dyna.actor);
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Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 20.0f, 40.0f, 40.0f,
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UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
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UPDBGCHECKINFO_FLAG_4);
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@ -319,7 +319,7 @@ void func_808B43D0(BgSpot15Rrbox* this, PlayState* play) {
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player->stateFlags2 &= ~PLAYER_STATE2_4;
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}
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Actor_MoveWithGravity(actor);
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Actor_MoveXZGravity(actor);
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if (actor->world.pos.y <= BGCHECK_Y_MIN + 10.0f) {
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// "Lon Lon wooden crate fell too much"
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@ -500,7 +500,7 @@ void func_808B5B58(BgSpot16Bombstone* this) {
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void func_808B5B6C(BgSpot16Bombstone* this, PlayState* play) {
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Actor* actor = &this->actor;
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Actor_MoveWithGravity(actor);
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Actor_MoveXZGravity(actor);
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actor->shape.rot.x += this->unk_210;
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actor->shape.rot.z += this->unk_212;
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@ -247,7 +247,7 @@ void func_808B8F08(BgSpot18Obj* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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Math_StepToF(&this->dyna.actor.speedXZ, 1.2f, 0.1f);
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Actor_MoveWithGravity(&this->dyna.actor);
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Actor_MoveXZGravity(&this->dyna.actor);
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func_808B8DDC(this, play);
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if (Math3D_Dist2DSq(this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.z, this->dyna.actor.home.pos.x,
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@ -868,7 +868,7 @@ void BossDodongo_Update(Actor* thisx, PlayState* play2) {
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thisx->shape.rot.y = thisx->world.rot.y;
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Math_SmoothStepToF(&thisx->shape.yOffset, this->unk_228, 1.0f, 100.0f, 0.0f);
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Actor_MoveWithGravity(thisx);
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Actor_MoveXZGravity(thisx);
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BossDodongo_UpdateDamage(this, play);
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Actor_UpdateBgCheckInfo(play, thisx, 10.0f, 10.0f, 20.0f, UPDBGCHECKINFO_FLAG_2);
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Math_SmoothStepToF(&this->unk_208, 0, 1, 0.001f, 0.0);
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@ -939,7 +939,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
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Math_ApproachF(&this->fwork[BFD_TURN_RATE], this->fwork[BFD_TURN_RATE_MAX], 1.0f, 20000.0f);
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Math_ApproachF(&this->actor.speedXZ, this->fwork[BFD_FLY_SPEED], 1.0f, 0.1f);
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if (this->work[BFD_ACTION_STATE] < BOSSFD_SKULL_FALL) {
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Actor_UpdateVelocityWithoutGravity(&this->actor);
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Actor_UpdateVelocityXYZ(&this->actor);
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}
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Actor_UpdatePos(&this->actor);
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@ -3921,7 +3921,7 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
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yDistFromLink = (player->actor.world.pos.y + 40.0f) - this->actor.world.pos.y;
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zDistFromLink = player->actor.world.pos.z - this->actor.world.pos.z;
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Actor_UpdateVelocityWithoutGravity(&this->actor);
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Actor_UpdateVelocityXYZ(&this->actor);
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Actor_UpdatePos(&this->actor);
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switch (this->unk_1C2) {
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@ -4195,7 +4195,7 @@ void func_808E1EB4(Actor* thisx, PlayState* play2) {
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|||
}
|
||||
}
|
||||
|
||||
Actor_UpdateVelocityWithoutGravity(&this->actor);
|
||||
Actor_UpdateVelocityXYZ(&this->actor);
|
||||
Actor_UpdatePos(&this->actor);
|
||||
|
||||
this->unk_1A6++;
|
||||
|
@ -4322,7 +4322,7 @@ void func_808E2544(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
Actor_UpdateVelocityWithoutGravity(&this->actor);
|
||||
Actor_UpdateVelocityXYZ(&this->actor);
|
||||
Actor_UpdatePos(&this->actor);
|
||||
|
||||
this->unk_1A6++;
|
||||
|
@ -4412,7 +4412,7 @@ void func_808E2544(Actor* thisx, PlayState* play) {
|
|||
(this->actor.xzDistToPlayer < 80.0f)) {
|
||||
this->unk_1C2 = 0xC;
|
||||
this->actor.speedXZ = -30.0f;
|
||||
Actor_UpdateVelocityWithoutGravity(&this->actor);
|
||||
Actor_UpdateVelocityXYZ(&this->actor);
|
||||
Actor_UpdatePos(&this->actor);
|
||||
this->unk_1F0 = dorf->unk_1FC;
|
||||
numEffects = 10;
|
||||
|
@ -4429,7 +4429,7 @@ void func_808E2544(Actor* thisx, PlayState* play) {
|
|||
this->unk_1C2 = 0xC;
|
||||
this->actor.speedXZ = -30.0f;
|
||||
|
||||
Actor_UpdateVelocityWithoutGravity(&this->actor);
|
||||
Actor_UpdateVelocityXYZ(&this->actor);
|
||||
Actor_UpdatePos(&this->actor);
|
||||
|
||||
this->unk_1F0.x = Rand_CenteredFloat(700.0f) + dorf->unk_1FC.x;
|
||||
|
|
|
@ -1997,7 +1997,7 @@ void BossGanon2_Update(Actor* thisx, PlayState* play) {
|
|||
if (this->unk_392 != 0) {
|
||||
this->unk_392--;
|
||||
}
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
this->actor.shape.rot = this->actor.world.rot;
|
||||
if (this->unk_335 != 0) {
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 60.0f, 60.0f, 100.0f,
|
||||
|
|
|
@ -761,7 +761,7 @@ void BossGanondrof_Stunned(BossGanondrof* this, PlayState* play) {
|
|||
this->actor.gravity = 0.0f;
|
||||
}
|
||||
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
}
|
||||
|
||||
void BossGanondrof_SetupBlock(BossGanondrof* this, PlayState* play) {
|
||||
|
@ -847,7 +847,7 @@ void BossGanondrof_Charge(BossGanondrof* this, PlayState* play) {
|
|||
thisx->world.rot.x = RAD_TO_BINANG(Math_FAtan2F(vecToLink.y, sqrtf(SQ(vecToLink.x) + SQ(vecToLink.z))));
|
||||
}
|
||||
|
||||
Actor_UpdateVelocityWithoutGravity(thisx);
|
||||
Actor_UpdateVelocityXYZ(thisx);
|
||||
Actor_UpdatePos(thisx);
|
||||
Math_ApproachF(&thisx->speedXZ, 10.0f, 1.0f, 0.5f);
|
||||
if ((sqrtf(SQ(dxCenter) + SQ(dzCenter)) > 280.0f) || (thisx->xyzDistToPlayerSq < SQ(100.0f))) {
|
||||
|
@ -857,7 +857,7 @@ void BossGanondrof_Charge(BossGanondrof* this, PlayState* play) {
|
|||
break;
|
||||
case CHARGE_FINISH:
|
||||
thisx->gravity = 0.2f;
|
||||
Actor_MoveWithGravity(thisx);
|
||||
Actor_MoveXZGravity(thisx);
|
||||
osSyncPrintf("YP %f @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n", thisx->world.pos.y);
|
||||
if (thisx->world.pos.y < 5.0f) {
|
||||
thisx->world.pos.y = 5.0f;
|
||||
|
|
|
@ -1921,7 +1921,7 @@ void BossGoma_Update(Actor* thisx, PlayState* play) {
|
|||
this->actor.shape.rot.y = this->actor.world.rot.y;
|
||||
|
||||
if (!this->doNotMoveThisFrame) {
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
} else {
|
||||
this->doNotMoveThisFrame = false;
|
||||
}
|
||||
|
|
|
@ -1473,7 +1473,7 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
|
|||
this->subCamAtVel.z * this->subCamVelFactor);
|
||||
Math_ApproachF(&this->subCamVelFactor, 1.0f, 1.0f, this->subCamAccel);
|
||||
} else if (this->csState < MO_INTRO_REVEAL) {
|
||||
Actor_UpdateVelocityWithoutGravity(&this->actor);
|
||||
Actor_UpdateVelocityXYZ(&this->actor);
|
||||
this->subCamEye.x += this->actor.velocity.x;
|
||||
this->subCamEye.y += this->actor.velocity.y;
|
||||
this->subCamEye.z += this->actor.velocity.z;
|
||||
|
@ -2139,7 +2139,7 @@ void BossMo_Core(BossMo* this, PlayState* play) {
|
|||
spD0 = RAD_TO_BINANG(Math_FAtan2F(spD8, sqrtf(SQ(spDC) + SQ(spD4))));
|
||||
Math_ApproachS(&this->actor.world.rot.y, spCC, this->tentMaxAngle, this->tentSpeed);
|
||||
Math_ApproachS(&this->actor.world.rot.x, spD0, this->tentMaxAngle, this->tentSpeed);
|
||||
Actor_UpdateVelocityWithoutGravity(&this->actor);
|
||||
Actor_UpdateVelocityXYZ(&this->actor);
|
||||
} else {
|
||||
this->actor.world.pos.y += this->actor.velocity.y;
|
||||
this->actor.velocity.y -= 1.0f;
|
||||
|
@ -2321,7 +2321,7 @@ void BossMo_UpdateTent(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
}
|
||||
Math_ApproachS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 0xA, 0xC8);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Math_ApproachF(&this->actor.speedXZ, 0.0, 1.0f, 0.02f);
|
||||
|
||||
if (BossMo_NearLand(&this->actor.world.pos, 40)) {
|
||||
|
|
|
@ -626,7 +626,7 @@ void BossTw_TurnToPlayer(BossTw* this, PlayState* play) {
|
|||
Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 5, this->rotateSpeed);
|
||||
Math_ApproachS(&this->actor.shape.rot.x, 0, 5, this->rotateSpeed);
|
||||
Math_ApproachF(&this->rotateSpeed, 4096.0f, 1.0f, 200.0f);
|
||||
Actor_UpdateVelocityWithoutGravity(&this->actor);
|
||||
Actor_UpdateVelocityXYZ(&this->actor);
|
||||
Actor_UpdatePos(&this->actor);
|
||||
if (this->timers[0] == 0) {
|
||||
if ((otherTw->actionFunc != BossTw_ShootBeam) && this->work[CAN_SHOOT]) {
|
||||
|
@ -698,7 +698,7 @@ void BossTw_FlyTo(BossTw* this, PlayState* play) {
|
|||
Math_ApproachS(&this->actor.shape.rot.x, pitchTarget, 0xA, this->rotateSpeed);
|
||||
Math_ApproachF(&this->rotateSpeed, 4096.0f, 1.0f, 100.0f);
|
||||
Math_ApproachF(&this->actor.speedXZ, 10.0f, 1.0f, 1.0f);
|
||||
Actor_UpdateVelocityWithoutGravity(&this->actor);
|
||||
Actor_UpdateVelocityXYZ(&this->actor);
|
||||
Actor_UpdatePos(&this->actor);
|
||||
|
||||
if ((this->timers[0] == 0) || (xzDist < 70.0f)) {
|
||||
|
@ -2363,7 +2363,7 @@ void BossTw_DeathBall(BossTw* this, PlayState* play) {
|
|||
Math_ApproachS(&this->actor.world.rot.x, RAD_TO_BINANG(Math_FAtan2F(yDiff, sqrtf(SQ(xDiff) + SQ(zDiff)))), 5,
|
||||
this->rotateSpeed);
|
||||
Math_ApproachS(&this->actor.world.rot.y, yaw, 5, this->rotateSpeed);
|
||||
Actor_UpdateVelocityWithoutGravity(&this->actor);
|
||||
Actor_UpdateVelocityXYZ(&this->actor);
|
||||
Actor_UpdatePos(&this->actor);
|
||||
}
|
||||
|
||||
|
@ -3936,7 +3936,7 @@ void BossTw_BlastFire(BossTw* this, PlayState* play) {
|
|||
case 10:
|
||||
this->blastActive = true;
|
||||
if (this->timers[0] == 0) {
|
||||
Actor_UpdateVelocityWithoutGravity(&this->actor);
|
||||
Actor_UpdateVelocityXYZ(&this->actor);
|
||||
Actor_UpdatePos(&this->actor);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_SHOOT_FIRE & ~SFX_FLAG);
|
||||
} else {
|
||||
|
@ -4125,7 +4125,7 @@ void BossTw_BlastIce(BossTw* this, PlayState* play) {
|
|||
this->blastActive = true;
|
||||
|
||||
if (this->timers[0] == 0) {
|
||||
Actor_UpdateVelocityWithoutGravity(&this->actor);
|
||||
Actor_UpdateVelocityXYZ(&this->actor);
|
||||
Actor_UpdatePos(&this->actor);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_SHOOT_FREEZE - SFX_FLAG);
|
||||
} else {
|
||||
|
@ -5404,7 +5404,7 @@ void BossTw_TwinrovaFly(BossTw* this, PlayState* play) {
|
|||
Math_ApproachS(&this->actor.shape.rot.y, yaw, 0xA, this->rotateSpeed);
|
||||
Math_ApproachF(&this->rotateSpeed, 2000.0f, 1.0f, 100.0f);
|
||||
Math_ApproachF(&this->actor.speedXZ, 30.0f, 1.0f, 2.0f);
|
||||
Actor_UpdateVelocityWithoutGravity(&this->actor);
|
||||
Actor_UpdateVelocityXYZ(&this->actor);
|
||||
Math_ApproachF(&this->actor.world.pos.x, this->targetPos.x, 0.1f, fabsf(this->actor.velocity.x) * 1.5f);
|
||||
Math_ApproachF(&this->actor.world.pos.y, this->targetPos.y, 0.1f, fabsf(this->actor.velocity.y) * 1.5f);
|
||||
Math_ApproachF(&this->targetPos.y, 380.0f, 1.0f, 2.0f);
|
||||
|
|
|
@ -1283,7 +1283,7 @@ void BossVa_BodyPhase3(BossVa* this, PlayState* play) {
|
|||
this->actor.speedXZ = 0.0f;
|
||||
}
|
||||
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
if (SkelAnime_Update(&this->skelAnime) && (sFightPhase >= PHASE_4)) {
|
||||
BossVa_SetupBodyPhase4(this, play);
|
||||
}
|
||||
|
@ -1482,7 +1482,7 @@ void BossVa_BodyPhase4(BossVa* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
this->actor.focus.pos = this->actor.world.pos;
|
||||
this->actor.focus.pos.y += 60.0f;
|
||||
if (((play->gameplayFrames % 2) == 0) && (this->timer == 0)) {
|
||||
|
|
|
@ -938,7 +938,7 @@ void DemoEffect_UpdateLightRingTriforce(DemoEffect* this, PlayState* play) {
|
|||
void DemoEffect_UpdateCreationFireball(DemoEffect* this, PlayState* play) {
|
||||
DemoEffect* effect;
|
||||
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
this->actor.speedXZ = this->actor.speedXZ + (this->actor.gravity * 0.5f);
|
||||
|
||||
if (this->fireBall.timer != 0) {
|
||||
|
|
|
@ -568,7 +568,7 @@ void DemoGj_InitRubblePile1(DemoGj* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_8097A000(DemoGj* this, PlayState* play) {
|
||||
Actor_MoveWithGravity(&this->dyna.actor);
|
||||
Actor_MoveXZGravity(&this->dyna.actor);
|
||||
|
||||
this->rotationVec.x += (s16)(kREG(18));
|
||||
this->rotationVec.y += (s16)(kREG(19) + 1000);
|
||||
|
@ -633,7 +633,7 @@ void DemoGj_InitRubblePile2(DemoGj* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_8097A238(DemoGj* this, PlayState* play) {
|
||||
Actor_MoveWithGravity(&this->dyna.actor);
|
||||
Actor_MoveXZGravity(&this->dyna.actor);
|
||||
|
||||
this->rotationVec.x += (s16)(kREG(31));
|
||||
this->rotationVec.y += (s16)(kREG(32) + 1000);
|
||||
|
@ -698,7 +698,7 @@ void DemoGj_InitRubblePile3(DemoGj* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_8097A474(DemoGj* this, PlayState* play) {
|
||||
Actor_MoveWithGravity(&this->dyna.actor);
|
||||
Actor_MoveXZGravity(&this->dyna.actor);
|
||||
|
||||
this->rotationVec.x += (s16)(kREG(44));
|
||||
this->rotationVec.y += (s16)(kREG(45) + 1000);
|
||||
|
@ -746,7 +746,7 @@ void DemoGj_InitRubblePile4(DemoGj* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_8097A644(DemoGj* this, PlayState* play) {
|
||||
Actor_MoveWithGravity(&this->dyna.actor);
|
||||
Actor_MoveXZGravity(&this->dyna.actor);
|
||||
|
||||
this->rotationVec.x += (s16)(kREG(57));
|
||||
this->rotationVec.y += (s16)(kREG(58) + 1000);
|
||||
|
@ -794,7 +794,7 @@ void DemoGj_InitRubblePile5(DemoGj* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_8097A814(DemoGj* this, PlayState* play) {
|
||||
Actor_MoveWithGravity(&this->dyna.actor);
|
||||
Actor_MoveXZGravity(&this->dyna.actor);
|
||||
|
||||
this->rotationVec.x += (s16)(kREG(70));
|
||||
this->rotationVec.y += (s16)(kREG(71) + 1000);
|
||||
|
@ -842,7 +842,7 @@ void DemoGj_InitRubblePile6(DemoGj* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_8097A9E4(DemoGj* this, PlayState* play) {
|
||||
Actor_MoveWithGravity(&this->dyna.actor);
|
||||
Actor_MoveXZGravity(&this->dyna.actor);
|
||||
|
||||
this->rotationVec.x += (s16)(kREG(83));
|
||||
this->rotationVec.y += (s16)(kREG(84) + 1000);
|
||||
|
@ -890,7 +890,7 @@ void DemoGj_InitRubblePile7(DemoGj* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_8097ABB4(DemoGj* this, PlayState* play) {
|
||||
Actor_MoveWithGravity(&this->dyna.actor);
|
||||
Actor_MoveXZGravity(&this->dyna.actor);
|
||||
|
||||
this->rotationVec.x += (s16)(kREG(15));
|
||||
this->rotationVec.y += (s16)(kREG(14) + 1000);
|
||||
|
|
|
@ -158,11 +158,11 @@ void func_8097CC08(DemoGo* this) {
|
|||
} else {
|
||||
this->actor.speedXZ = (kREG(15) * 0.01f) + 1.2f;
|
||||
}
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
}
|
||||
|
||||
void func_8097CCC0(DemoGo* this) {
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
}
|
||||
|
||||
void func_8097CCE0(DemoGo* this, PlayState* play) {
|
||||
|
|
|
@ -866,7 +866,7 @@ void DoorShutter_WaitPlayerSurprised(DoorShutter* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void DoorShutter_GohmaBlockFall(DoorShutter* this, PlayState* play) {
|
||||
Actor_MoveWithGravity(&this->dyna.actor);
|
||||
Actor_MoveXZGravity(&this->dyna.actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
if (this->dyna.actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
|
||||
DoorShutter_SetupAction(this, DoorShutter_GohmaBlockBounce);
|
||||
|
|
|
@ -532,7 +532,7 @@ void EnAm_MoveToHome(EnAm* this, PlayState* play) {
|
|||
// turn away from a wall if touching one
|
||||
if ((this->dyna.actor.speedXZ != 0.0f) && (this->dyna.actor.bgCheckFlags & BGCHECKFLAG_WALL)) {
|
||||
this->dyna.actor.world.rot.y = this->dyna.actor.wallYaw;
|
||||
Actor_MoveWithGravity(&this->dyna.actor);
|
||||
Actor_MoveXZGravity(&this->dyna.actor);
|
||||
}
|
||||
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
|
@ -640,7 +640,7 @@ void EnAm_Lunge(EnAm* this, PlayState* play) {
|
|||
if ((this->dyna.actor.speedXZ != 0.0f) && (this->dyna.actor.bgCheckFlags & BGCHECKFLAG_WALL)) {
|
||||
this->dyna.actor.world.rot.y =
|
||||
(this->dyna.actor.wallYaw - this->dyna.actor.world.rot.y) + this->dyna.actor.wallYaw;
|
||||
Actor_MoveWithGravity(&this->dyna.actor);
|
||||
Actor_MoveXZGravity(&this->dyna.actor);
|
||||
this->dyna.actor.bgCheckFlags &= ~BGCHECKFLAG_WALL;
|
||||
}
|
||||
|
||||
|
@ -885,7 +885,7 @@ void EnAm_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
Actor_MoveWithGravity(&this->dyna.actor);
|
||||
Actor_MoveXZGravity(&this->dyna.actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 20.0f, 28.0f, 80.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
|
|
|
@ -238,7 +238,7 @@ void EnAni_Update(Actor* thisx, PlayState* play) {
|
|||
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
if ((play->csCtx.state != CS_STATE_IDLE) && (play->csCtx.npcActions[0] != NULL)) {
|
||||
switch (this->unk_2AA) {
|
||||
|
|
|
@ -183,11 +183,11 @@ void EnArrow_Shoot(EnArrow* this, PlayState* play) {
|
|||
Math_Vec3f_Copy(&this->unk_210, &this->actor.world.pos);
|
||||
|
||||
if (this->actor.params >= ARROW_SEED) {
|
||||
func_8002D9A4(&this->actor, 80.0f);
|
||||
Actor_SetSpeedXYZ(&this->actor, 80.0f);
|
||||
this->timer = 15;
|
||||
this->actor.shape.rot.x = this->actor.shape.rot.y = this->actor.shape.rot.z = 0;
|
||||
} else {
|
||||
func_8002D9A4(&this->actor, 150.0f);
|
||||
Actor_SetSpeedXYZ(&this->actor, 150.0f);
|
||||
this->timer = 12;
|
||||
}
|
||||
}
|
||||
|
@ -325,7 +325,7 @@ void EnArrow_Fly(EnArrow* this, PlayState* play) {
|
|||
}
|
||||
} else {
|
||||
Math_Vec3f_Copy(&this->unk_210, &this->actor.world.pos);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
|
||||
if ((this->touchedPoly =
|
||||
BgCheck_ProjectileLineTest(&play->colCtx, &this->actor.prevPos, &this->actor.world.pos, &hitPoint,
|
||||
|
@ -377,7 +377,7 @@ void func_809B45E0(EnArrow* this, PlayState* play) {
|
|||
|
||||
void func_809B4640(EnArrow* this, PlayState* play) {
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
|
||||
if (DECR(this->timer) == 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
|
|
|
@ -332,9 +332,9 @@ void EnAttackNiw_Update(Actor* thisx, PlayState* play) {
|
|||
UPDBGCHECKINFO_FLAG_4);
|
||||
|
||||
if (this->actionFunc == func_809B5670) {
|
||||
Actor_MoveWithoutGravity(&this->actor);
|
||||
Actor_MoveXYZ(&this->actor);
|
||||
} else {
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
}
|
||||
|
||||
if (this->actor.floorHeight <= BGCHECK_Y_MIN) {
|
||||
|
|
|
@ -212,7 +212,7 @@ void EnBa_FallAsBlob(EnBa* this, PlayState* play) {
|
|||
Actor_Kill(&this->actor);
|
||||
}
|
||||
} else {
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 28.0f, 80.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1237,7 +1237,7 @@ void EnBb_Update(Actor* thisx, PlayState* play2) {
|
|||
this->actionFunc(this, play);
|
||||
if ((this->actor.params <= ENBB_BLUE) && (this->actor.speedXZ >= -6.0f) &&
|
||||
((this->actor.flags & ACTOR_FLAG_15) == 0)) {
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
}
|
||||
if (this->moveMode == BBMOVE_NORMAL) {
|
||||
if ((this->actor.world.pos.y - 20.0f) <= this->actor.floorHeight) {
|
||||
|
|
|
@ -181,7 +181,7 @@ void EnBdfire_Update(Actor* thisx, PlayState* play) {
|
|||
|
||||
this->unk_156++;
|
||||
this->actionFunc(this, play);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
}
|
||||
|
||||
void EnBdfire_DrawFire(EnBdfire* this, PlayState* play) {
|
||||
|
|
|
@ -619,9 +619,9 @@ void EnBili_Update(Actor* thisx, PlayState* play2) {
|
|||
}
|
||||
}
|
||||
if (this->actionFunc == EnBili_Recoil) {
|
||||
Actor_MoveWithoutGravity(&this->actor);
|
||||
Actor_MoveXYZ(&this->actor);
|
||||
} else {
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
}
|
||||
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 5.0f, this->collider.dim.radius, this->collider.dim.height,
|
||||
|
|
|
@ -136,7 +136,7 @@ void EnBom_Move(EnBom* this, PlayState* play) {
|
|||
this->actor.world.rot.y = ((this->actor.wallYaw - this->actor.world.rot.y) + this->actor.wallYaw) - 0x8000;
|
||||
}
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMB_BOUND);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
this->actor.speedXZ *= 0.7f;
|
||||
this->actor.bgCheckFlags &= ~BGCHECKFLAG_WALL;
|
||||
}
|
||||
|
@ -154,7 +154,7 @@ void EnBom_Move(EnBom* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
}
|
||||
|
||||
void EnBom_WaitForRelease(EnBom* this, PlayState* play) {
|
||||
|
|
|
@ -191,7 +191,7 @@ void EnBomChu_UpdateFloorPoly(EnBomChu* this, CollisionPoly* floorPoly, PlayStat
|
|||
|
||||
// A hack for preventing bombchus from sticking to ledges.
|
||||
// The visual rotation reverts the sign inversion (shape.rot.x = -world.rot.x).
|
||||
// The better fix would be making Actor_UpdateVelocityWithoutGravity compute XYZ velocity better,
|
||||
// The better fix would be making Actor_UpdateVelocityXYZ compute XYZ velocity better,
|
||||
// or not using it and make the bombchu compute its own velocity.
|
||||
this->actor.world.rot.x = -this->actor.world.rot.x;
|
||||
}
|
||||
|
@ -422,7 +422,7 @@ void EnBomChu_Update(Actor* thisx, PlayState* play2) {
|
|||
}
|
||||
|
||||
this->actionFunc(this, play);
|
||||
Actor_MoveWithoutGravity(&this->actor);
|
||||
Actor_MoveXYZ(&this->actor);
|
||||
|
||||
this->collider.elements[0].dim.worldSphere.center.x = this->actor.world.pos.x;
|
||||
this->collider.elements[0].dim.worldSphere.center.y = this->actor.world.pos.y;
|
||||
|
|
|
@ -332,7 +332,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
|
|||
this->actionFunc(this, play);
|
||||
|
||||
if (thisx->params == BOMBFLOWER_BODY) {
|
||||
Actor_MoveWithGravity(thisx);
|
||||
Actor_MoveXZGravity(thisx);
|
||||
}
|
||||
|
||||
if (thisx->gravity != 0.0f) {
|
||||
|
@ -357,7 +357,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
|
|||
thisx->world.rot.y = ((thisx->wallYaw - thisx->world.rot.y) + thisx->wallYaw) - 0x8000;
|
||||
}
|
||||
Actor_PlaySfx(thisx, NA_SE_EV_BOMB_BOUND);
|
||||
Actor_MoveWithGravity(thisx);
|
||||
Actor_MoveXZGravity(thisx);
|
||||
DREG(6) = 1;
|
||||
Actor_UpdateBgCheckInfo(play, thisx, 5.0f, 10.0f, 0.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 |
|
||||
|
|
|
@ -148,8 +148,8 @@ void EnBoom_Fly(EnBoom* this, PlayState* play) {
|
|||
}
|
||||
|
||||
// Set xyz speed, move forward, and play the boomerang sound effect
|
||||
func_8002D9A4(&this->actor, 12.0f);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_SetSpeedXYZ(&this->actor, 12.0f);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
func_8002F974(&this->actor, NA_SE_IT_BOOMERANG_FLY - SFX_FLAG);
|
||||
|
||||
// If the boomerang collides with EnItem00 or a Skulltula token, set grabbed pointer to pick it up
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
|
||||
/*
|
||||
set on init unless treasure flag is set
|
||||
if clear, chest moves (Actor_MoveWithGravity) (falls, likely)
|
||||
if clear, chest moves (Actor_MoveXZGravity) (falls, likely)
|
||||
ends up cleared from SWITCH_FLAG_FALL types when switch flag is set
|
||||
*/
|
||||
#define ENBOX_MOVE_IMMOBILE (1 << 0)
|
||||
|
@ -521,7 +521,7 @@ void EnBox_Update(Actor* thisx, PlayState* play) {
|
|||
this->actionFunc(this, play);
|
||||
|
||||
if (!(this->movementFlags & ENBOX_MOVE_IMMOBILE)) {
|
||||
Actor_MoveWithGravity(&this->dyna.actor);
|
||||
Actor_MoveXZGravity(&this->dyna.actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f,
|
||||
UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
|
||||
}
|
||||
|
|
|
@ -409,7 +409,7 @@ void EnButte_Update(Actor* thisx, PlayState* play) {
|
|||
this->actionFunc(this, play);
|
||||
|
||||
if (this->actor.update != NULL) {
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Math_StepToF(&this->actor.world.pos.y, this->posYTarget, 0.6f);
|
||||
if (this->actor.xyzDistToPlayerSq < 5000.0f) {
|
||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||
|
|
|
@ -792,7 +792,7 @@ void EnBw_Update(Actor* thisx, PlayState* play2) {
|
|||
this->unk_234 = Actor_TestFloorInDirection(thisx, play, 50.0f, thisx->world.rot.y);
|
||||
if ((this->unk_220 == 4) || (this->unk_220 == 6) || (this->unk_220 == 5) || (this->unk_220 == 1) ||
|
||||
(this->unk_234 != 0)) {
|
||||
Actor_MoveWithGravity(thisx);
|
||||
Actor_MoveXZGravity(thisx);
|
||||
}
|
||||
Actor_UpdateBgCheckInfo(play, thisx, 20.0f, 30.0f, 21.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2 |
|
||||
|
|
|
@ -236,7 +236,7 @@ void EnClearTag_Init(Actor* thisx, PlayState* play) {
|
|||
this->state = CLEAR_TAG_STATE_LASER;
|
||||
this->timers[CLEAR_TAG_TIMER_LASER_DEATH] = 70;
|
||||
this->actor.speedXZ = 35.0f;
|
||||
Actor_UpdateVelocityWithoutGravity(&this->actor);
|
||||
Actor_UpdateVelocityXYZ(&this->actor);
|
||||
for (j = 0; j <= 0; j++) {
|
||||
Actor_UpdatePos(&this->actor);
|
||||
}
|
||||
|
@ -246,7 +246,7 @@ void EnClearTag_Init(Actor* thisx, PlayState* play) {
|
|||
this->actor.speedXZ = 70.0f;
|
||||
this->actor.shape.rot.x = -this->actor.shape.rot.x;
|
||||
|
||||
Actor_UpdateVelocityWithoutGravity(&this->actor);
|
||||
Actor_UpdateVelocityXYZ(&this->actor);
|
||||
Collider_SetCylinder(play, &this->collider, &this->actor, &sLaserCylinderInit);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_SWORD_REFLECT_MG);
|
||||
} else { // Initialize the Arwing.
|
||||
|
@ -473,7 +473,7 @@ void EnClearTag_Update(Actor* thisx, PlayState* play2) {
|
|||
this->actor.shape.rot.x = -this->actor.shape.rot.x;
|
||||
|
||||
// Update the Arwing's velocity.
|
||||
Actor_UpdateVelocityWithoutGravity(&this->actor);
|
||||
Actor_UpdateVelocityXYZ(&this->actor);
|
||||
this->actor.velocity.x += this->acceleration.x;
|
||||
this->actor.velocity.y += this->acceleration.y;
|
||||
this->actor.velocity.z += this->acceleration.z;
|
||||
|
|
|
@ -301,7 +301,7 @@ void EnCow_Update(Actor* thisx, PlayState* play2) {
|
|||
|
||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliders[0].base);
|
||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliders[1].base);
|
||||
Actor_MoveWithGravity(thisx);
|
||||
Actor_MoveXZGravity(thisx);
|
||||
Actor_UpdateBgCheckInfo(play, thisx, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
if (this->skelAnime.animation == &gCowBodyChewAnim) {
|
||||
|
|
|
@ -440,10 +440,10 @@ void EnCrow_Update(Actor* thisx, PlayState* play) {
|
|||
if (this->actionFunc != EnCrow_Respawn) {
|
||||
if (this->actor.colChkInfo.health != 0) {
|
||||
height = 20.0f * scale;
|
||||
Actor_MoveWithoutGravity(&this->actor);
|
||||
Actor_MoveXYZ(&this->actor);
|
||||
} else {
|
||||
height = 0.0f;
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
}
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 12.0f * scale, 25.0f * scale, 50.0f * scale,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_2);
|
||||
|
|
|
@ -313,7 +313,7 @@ s32 EnCs_HandleWalking(EnCs* this, PlayState* play) {
|
|||
Math_SmoothStepToS(&this->actor.shape.rot.y, this->walkAngle, 1, 2500, 0);
|
||||
this->actor.world.rot.y = this->actor.shape.rot.y;
|
||||
this->actor.speedXZ = this->walkSpeed;
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
|
||||
return 0;
|
||||
|
|
|
@ -542,7 +542,7 @@ void EnDaiku_EscapeRun(EnDaiku* this, PlayState* play) {
|
|||
Math_SmoothStepToS(&this->actor.shape.rot.y, ry, 1, 0xFA0, 0);
|
||||
this->actor.world.rot.y = this->actor.shape.rot.y;
|
||||
Math_SmoothStepToF(&this->actor.speedXZ, this->runSpeed, 0.6f, dxz, 0.0f);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
|
||||
if (this->subCamActive) {
|
||||
|
|
|
@ -428,7 +428,7 @@ void EnDaikuKakariko_Run(EnDaikuKakariko* this, PlayState* play) {
|
|||
Math_SmoothStepToF(&this->actor.speedXZ, this->runSpeed, 0.8f, runDist, 0.0f);
|
||||
}
|
||||
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
|
||||
if (this->flags & 0x40) {
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
|
|
|
@ -1121,7 +1121,7 @@ void EnDekubaba_Update(Actor* thisx, PlayState* play) {
|
|||
this->actionFunc(this, play);
|
||||
|
||||
if (this->actionFunc == EnDekubaba_PrunedSomersault) {
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, this->size * 15.0f, 10.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
} else if (this->actionFunc != EnDekubaba_DeadStickDrop) {
|
||||
|
|
|
@ -475,7 +475,7 @@ void EnDekunuts_Update(Actor* thisx, PlayState* play) {
|
|||
if (this->actor.params != DEKUNUTS_FLOWER) {
|
||||
EnDekunuts_ColliderCheck(this, play);
|
||||
this->actionFunc(this, play);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, this->collider.dim.radius, this->collider.dim.height,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
|
|
|
@ -508,7 +508,7 @@ void EnDh_Update(Actor* thisx, PlayState* play) {
|
|||
|
||||
EnDh_CollisionCheck(this, play);
|
||||
this->actionFunc(this, play);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 45.0f, 45.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
|
|
|
@ -480,7 +480,7 @@ void EnDns_Update(Actor* thisx, PlayState* play) {
|
|||
Actor_SetFocus(&this->actor, 60.0f);
|
||||
Actor_SetScale(&this->actor, 0.01f);
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
this->actionFunc(this, play);
|
||||
if (this->standOnGround) {
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 20.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
|
|
|
@ -417,7 +417,7 @@ void EnDntJiji_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
}
|
||||
this->actionFunc(this, play);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 60.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
|
|
|
@ -804,7 +804,7 @@ void EnDntNomal_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
}
|
||||
this->actionFunc(this, play);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 60.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
|
|
|
@ -429,7 +429,7 @@ void EnDodojr_EmergeFromGround(EnDodojr* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnDodojr_CrawlTowardsTarget(EnDodojr* this, PlayState* play) {
|
||||
Actor_UpdateVelocityWithGravity(&this->actor);
|
||||
Actor_UpdateVelocityXZGravity(&this->actor);
|
||||
EnDodojr_SpawnSmallDust(this, play, &this->actor.world.pos);
|
||||
|
||||
if (DECR(this->crawlSfxTimer) == 0) {
|
||||
|
@ -487,7 +487,7 @@ void EnDodojr_SwallowedBombDeathBounce(EnDodojr* this, PlayState* play) {
|
|||
// Scale up briefly to expand from the swallowed bomb exploding.
|
||||
this->rootScale = 1.2f;
|
||||
this->rootScale *= ((f32)this->actor.colorFilterTimer / 8);
|
||||
Actor_UpdateVelocityWithGravity(&this->actor);
|
||||
Actor_UpdateVelocityXZGravity(&this->actor);
|
||||
|
||||
if (EnDodojr_UpdateBounces(this, play)) {
|
||||
this->timer = 60;
|
||||
|
@ -502,7 +502,7 @@ void EnDodojr_SwallowedBombDeathSequence(EnDodojr* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnDodojr_StunnedBounce(EnDodojr* this, PlayState* play) {
|
||||
Actor_UpdateVelocityWithGravity(&this->actor);
|
||||
Actor_UpdateVelocityXZGravity(&this->actor);
|
||||
|
||||
if (EnDodojr_UpdateBounces(this, play)) {
|
||||
EnDodojr_SetupSwallowedBombDeathSequence(this);
|
||||
|
@ -536,7 +536,7 @@ void EnDodojr_Stunned(EnDodojr* this, PlayState* play) {
|
|||
|
||||
void EnDodojr_JumpAttackBounce(EnDodojr* this, PlayState* play) {
|
||||
this->actor.flags |= ACTOR_FLAG_24;
|
||||
Actor_UpdateVelocityWithGravity(&this->actor);
|
||||
Actor_UpdateVelocityXZGravity(&this->actor);
|
||||
|
||||
if (EnDodojr_UpdateBounces(this, play)) {
|
||||
EnDodojr_SetupCrawlTowardsTarget(this);
|
||||
|
@ -560,7 +560,7 @@ void EnDodojr_Despawn(EnDodojr* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnDodojr_StandardDeathBounce(EnDodojr* this, PlayState* play) {
|
||||
Actor_UpdateVelocityWithGravity(&this->actor);
|
||||
Actor_UpdateVelocityXZGravity(&this->actor);
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.y, 0, 4, 1000, 10);
|
||||
this->actor.world.rot.x = this->actor.shape.rot.x;
|
||||
|
||||
|
@ -610,7 +610,7 @@ void EnDodojr_Update(Actor* thisx, PlayState* play) {
|
|||
EnDodojr* this = (EnDodojr*)thisx;
|
||||
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
EnDodojr_CheckDamaged(this, play);
|
||||
|
||||
if (this->actionFunc != EnDodojr_WaitUnderground) {
|
||||
|
|
|
@ -769,7 +769,7 @@ void EnDodongo_Update(Actor* thisx, PlayState* play) {
|
|||
EnDodongo_CollisionCheck(this, play);
|
||||
if (this->actor.colChkInfo.damageEffect != 0xE) {
|
||||
this->actionFunc(this, play);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 75.0f, 60.0f, 70.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
|
|
|
@ -455,7 +455,7 @@ void EnDog_Update(Actor* thisx, PlayState* play) {
|
|||
SkelAnime_Update(&this->skelAnime);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, this->collider.dim.radius, this->collider.dim.height * 0.5f, 0.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
this->actionFunc(this, play);
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||
|
|
|
@ -84,7 +84,7 @@ void EnDyExtra_Update(Actor* thisx, PlayState* play) {
|
|||
this->actor.scale.z = this->scale.z;
|
||||
Actor_PlaySfx(&this->actor, NA_SE_PL_SPIRAL_HEAL_BEAM - SFX_FLAG);
|
||||
this->actionFunc(this, play);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
}
|
||||
|
||||
void EnDyExtra_Draw(Actor* thisx, PlayState* play) {
|
||||
|
|
|
@ -641,9 +641,9 @@ void EnEiyer_Update(Actor* thisx, PlayState* play) {
|
|||
this->actionFunc(this, play);
|
||||
|
||||
if (this->actor.world.rot.x == 0 || this->actionFunc == EnEiyer_Stunned) {
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
} else {
|
||||
Actor_MoveWithoutGravity(&this->actor);
|
||||
Actor_MoveXYZ(&this->actor);
|
||||
}
|
||||
|
||||
if (this->actionFunc == EnEiyer_Glide || this->actionFunc == EnEiyer_DiveAttack ||
|
||||
|
|
|
@ -566,7 +566,7 @@ void func_80A03018(EnElf* this, PlayState* play) {
|
|||
|
||||
Math_SmoothStepToS(&this->unk_2BC, targetYaw, 10, this->unk_2AC, 0x20);
|
||||
this->actor.world.rot.y = this->unk_2BC;
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
}
|
||||
|
||||
void func_80A03148(EnElf* this, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4) {
|
||||
|
|
|
@ -337,7 +337,7 @@ void EnExItem_ExitChest(EnExItem* this, PlayState* play) {
|
|||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
}
|
||||
|
||||
void EnExItem_FairyMagic(EnExItem* this, PlayState* play) {
|
||||
|
|
|
@ -369,7 +369,7 @@ void EnExRuppy_Update(Actor* thisx, PlayState* play) {
|
|||
if (this->timer != 0) {
|
||||
this->timer--;
|
||||
}
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f,
|
||||
UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
|
||||
}
|
||||
|
|
|
@ -673,7 +673,7 @@ void EnFd_Update(Actor* thisx, PlayState* play) {
|
|||
} else if (this->actionFunc != EnFd_WaitForCore) {
|
||||
EnFd_ColliderCheck(this, play);
|
||||
}
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
EnFd_Fade(this, play);
|
||||
this->actionFunc(this, play);
|
||||
|
|
|
@ -192,13 +192,13 @@ void EnFdFire_DanceTowardsPlayer(EnFdFire* this, PlayState* play) {
|
|||
if (this->actor.speedXZ < 0.1f) {
|
||||
this->actor.speedXZ = 5.0f;
|
||||
}
|
||||
Actor_UpdateVelocityWithGravity(&this->actor);
|
||||
Actor_UpdateVelocityXZGravity(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
void EnFdFire_Disappear(EnFdFire* this, PlayState* play) {
|
||||
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.6f, 9.0f, 0.0f);
|
||||
Actor_UpdateVelocityWithGravity(&this->actor);
|
||||
Actor_UpdateVelocityXZGravity(&this->actor);
|
||||
Math_SmoothStepToF(&this->scale, 0.0f, 0.3f, 0.1f, 0.0f);
|
||||
this->actor.shape.shadowScale = 20.0f;
|
||||
this->actor.shape.shadowScale *= (this->scale / 3.0f);
|
||||
|
|
|
@ -296,7 +296,7 @@ void EnFhgFire_LightningShock(EnFhgFire* this, PlayState* play) {
|
|||
EffectSsFhgFlash_SpawnShock(play, &this->actor, &pos, 200, FHGFLASH_SHOCK_NO_ACTOR);
|
||||
}
|
||||
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
if (player->invincibilityTimer == 0) {
|
||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
||||
|
@ -439,7 +439,7 @@ void EnFhgFire_EnergyBall(EnFhgFire* this, PlayState* play) {
|
|||
dxL = player->actor.world.pos.x - this->actor.world.pos.x;
|
||||
dyL = player->actor.world.pos.y + 40.0f - this->actor.world.pos.y;
|
||||
dzL = player->actor.world.pos.z - this->actor.world.pos.z;
|
||||
Actor_UpdateVelocityWithoutGravity(&this->actor);
|
||||
Actor_UpdateVelocityXYZ(&this->actor);
|
||||
Actor_UpdatePos(&this->actor);
|
||||
if (this->work[FHGFIRE_VARIANCE_TIMER] & 1) {
|
||||
Actor_SetScale(&this->actor, 6.0f);
|
||||
|
|
|
@ -339,7 +339,7 @@ void EnFireRock_Update(Actor* thisx, PlayState* play) {
|
|||
thisx->gravity = -0.3f - (this->scale * 7.0f);
|
||||
}
|
||||
if (this->type != FIRE_ROCK_ON_FLOOR) {
|
||||
Actor_MoveWithGravity(thisx);
|
||||
Actor_MoveXZGravity(thisx);
|
||||
Actor_UpdateBgCheckInfo(play, thisx, 50.0f, 50.0f, 100.0f,
|
||||
UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
|
||||
}
|
||||
|
|
|
@ -683,12 +683,12 @@ void EnFirefly_Update(Actor* thisx, PlayState* play2) {
|
|||
|
||||
if (!(this->actor.flags & ACTOR_FLAG_15)) {
|
||||
if ((this->actor.colChkInfo.health == 0) || (this->actionFunc == EnFirefly_Stunned)) {
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
} else {
|
||||
if (this->actionFunc != EnFirefly_Rebound) {
|
||||
this->actor.world.rot.x = 0x1554 - this->actor.shape.rot.x;
|
||||
}
|
||||
Actor_MoveWithoutGravity(&this->actor);
|
||||
Actor_MoveXYZ(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -687,7 +687,7 @@ void EnFish_OrdinaryUpdate(EnFish* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if ((this->actionFunc == NULL) || (this->actionFunc(this, play), (this->actor.update != NULL))) {
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
|
||||
if (this->unk_250 != 0) {
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 17.5f, 4.0f, 0.0f, this->unk_250);
|
||||
|
@ -726,7 +726,7 @@ void EnFish_RespawningUpdate(EnFish* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if ((this->actionFunc == NULL) || (this->actionFunc(this, play), (this->actor.update != NULL))) {
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
|
||||
if (this->respawnTimer == 20) {
|
||||
this->actor.draw = EnFish_Draw;
|
||||
|
|
|
@ -1045,7 +1045,7 @@ void EnFloormas_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->actionFunc != EnFloormas_GrabLink) {
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
}
|
||||
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, this->actor.scale.x * 3000.0f, 0.0f,
|
||||
|
|
|
@ -586,7 +586,7 @@ void EnFr_UpdateActive(Actor* thisx, PlayState* play) {
|
|||
SkelAnime_Update(&this->skelAnime);
|
||||
SkelAnime_Update(&this->skelAnimeButterfly);
|
||||
EnFr_ButterflyPath(this, play);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -239,7 +239,7 @@ void EnFu_Update(Actor* thisx, PlayState* play) {
|
|||
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
if (!(this->behaviorFlags & FU_WAIT) && SkelAnime_Update(&this->skelanime)) {
|
||||
Animation_Change(&this->skelanime, this->skelanime.animation, 1.0f, 0.0f,
|
||||
|
|
|
@ -363,7 +363,7 @@ void EnFw_Update(Actor* thisx, PlayState* play) {
|
|||
SkelAnime_Update(&this->skelAnime);
|
||||
if (!CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_13)) {
|
||||
// not attached to hookshot.
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 20.0f, 0.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
this->actionFunc(this, play);
|
||||
if (this->damageTimer == 0 && this->explosionTimer == 0 && this->actionFunc == EnFw_Run) {
|
||||
|
|
|
@ -698,7 +698,7 @@ void EnFz_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
Math_StepToF(&this->actor.speedXZ, this->speedXZ, 0.2f);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
|
||||
if (this->updateBgInfo) {
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 20.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
|
|
|
@ -275,7 +275,7 @@ void EnGSwitch_GalleryRupee(EnGSwitch* this, PlayState* play) {
|
|||
if (this->delayTimer == 0) {
|
||||
switch (this->moveMode) {
|
||||
case GSWITCH_THROW:
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
if ((this->actor.velocity.y < 0.0f) && (this->actor.world.pos.y < (this->actor.home.pos.y - 50.0f))) {
|
||||
gallery = ((EnSyatekiItm*)this->actor.parent);
|
||||
this->actor.velocity.y = 0.0f;
|
||||
|
@ -430,7 +430,7 @@ void EnGSwitch_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
if ((this->type != ENGSWITCH_SILVER_TRACKER) && (this->type != ENGSWITCH_SILVER_RUPEE) &&
|
||||
(this->type != ENGSWITCH_TARGET_RUPEE)) {
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 50.0f, 50.0f, 100.0f,
|
||||
UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
|
||||
}
|
||||
|
|
|
@ -722,7 +722,7 @@ void EnGe1_Update(Actor* thisx, PlayState* play) {
|
|||
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, 25.0f, 40.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
this->animFunc(this);
|
||||
this->actionFunc(this, play);
|
||||
|
|
|
@ -499,7 +499,7 @@ void EnGe2_MaintainColliderAndSetAnimState(EnGe2* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnGe2_MoveAndBlink(EnGe2* this, PlayState* play) {
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
|
||||
if (DECR(this->blinkTimer) == 0) {
|
||||
this->blinkTimer = Rand_S16Offset(60, 60);
|
||||
|
|
|
@ -184,7 +184,7 @@ void EnGe3_UpdateCollision(EnGe3* this, PlayState* play) {
|
|||
|
||||
void EnGe3_MoveAndBlink(EnGe3* this, PlayState* play) {
|
||||
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
|
||||
if (DECR(this->blinkTimer) == 0) {
|
||||
this->blinkTimer = Rand_S16Offset(60, 60);
|
||||
|
|
|
@ -1406,7 +1406,7 @@ void EnGeldB_Update(Actor* thisx, PlayState* play) {
|
|||
|
||||
EnGeldB_CollisionCheck(this, play);
|
||||
if (this->actor.colChkInfo.damageEffect != GELDB_DMG_UNK_6) {
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 15.0f, 30.0f, 60.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
|
|
|
@ -1032,7 +1032,7 @@ void EnGo_Update(Actor* thisx, PlayState* play) {
|
|||
EnGo_UpdateShadow(this);
|
||||
|
||||
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
}
|
||||
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
|
|
|
@ -1117,7 +1117,7 @@ void EnGo2_RollForward(EnGo2* this) {
|
|||
}
|
||||
|
||||
if (this->actionFunc != EnGo2_ContinueRolling) {
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
}
|
||||
|
||||
this->actor.speedXZ = speedXZ;
|
||||
|
@ -1933,7 +1933,7 @@ void EnGo2_GoronFireGenericAction(EnGo2* this, PlayState* play) {
|
|||
if (!(this->animTimer % 8)) {
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_WALK);
|
||||
}
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
} else {
|
||||
this->animTimer = 0;
|
||||
this->actor.speedXZ = 0.0f;
|
||||
|
|
|
@ -709,7 +709,7 @@ void EnGoma_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
this->actionFunc(this, play);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
this->actor.world.pos.x = this->actor.world.pos.x + this->shieldKnockbackVel.x;
|
||||
this->actor.world.pos.z = this->actor.world.pos.z + this->shieldKnockbackVel.z;
|
||||
Math_ApproachZeroF(&this->shieldKnockbackVel.x, 1.0f, 3.0f);
|
||||
|
|
|
@ -300,7 +300,7 @@ s32 EnGoroiwa_MoveAndFall(EnGoroiwa* this, PlayState* play) {
|
|||
Vec3s* nextPointPos;
|
||||
|
||||
Math_StepToF(&this->actor.speedXZ, R_EN_GOROIWA_SPEED * 0.01f, 0.3f);
|
||||
Actor_UpdateVelocityWithGravity(&this->actor);
|
||||
Actor_UpdateVelocityXZGravity(&this->actor);
|
||||
path = &play->pathList[this->actor.params & 0xFF];
|
||||
nextPointPos = (Vec3s*)SEGMENTED_TO_VIRTUAL(path->points) + this->nextWaypoint;
|
||||
result = true;
|
||||
|
|
|
@ -374,7 +374,7 @@ void func_80A4ED34(EnGs* this, PlayState* play) {
|
|||
func_8002F974(&this->actor, NA_SE_EV_STONE_LAUNCH - SFX_FLAG);
|
||||
}
|
||||
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
if (this->actor.yDistToPlayer < -12000.0f) {
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
|
|
|
@ -780,7 +780,7 @@ void EnHeishi2_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
}
|
||||
this->actionFunc(this, play);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
switch (this->type) {
|
||||
case 6:
|
||||
break;
|
||||
|
|
|
@ -221,7 +221,7 @@ void EnHeishi3_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
this->actionFunc(this, play);
|
||||
this->actor.shape.rot = this->actor.world.rot;
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f,
|
||||
UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | UPDBGCHECKINFO_FLAG_4);
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
|
|
|
@ -357,7 +357,7 @@ void EnHeishi4_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
this->unk_27E += 1;
|
||||
this->actionFunc(this, play);
|
||||
Actor_MoveWithGravity(thisx);
|
||||
Actor_MoveXZGravity(thisx);
|
||||
Actor_UpdateBgCheckInfo(play, thisx, 10.0f, 10.0f, 30.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
|
|
|
@ -482,7 +482,7 @@ void EnHintnuts_Update(Actor* thisx, PlayState* play) {
|
|||
EnHintnuts_ColliderCheck(this, play);
|
||||
this->actionFunc(this, play);
|
||||
if (this->actionFunc != EnHintnuts_Freeze && this->actionFunc != EnHintnuts_BeginFreeze) {
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, this->collider.dim.radius, this->collider.dim.height,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
|
|
|
@ -415,7 +415,7 @@ void EnHonotrap_FlameChase(EnHonotrap* this, PlayState* play) {
|
|||
Math_ScaledStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 0x300);
|
||||
Math_StepToF(&this->actor.speedXZ, 3.0f, 0.1f);
|
||||
this->actor.gravity = (-this->actor.yDistToPlayer < 10.0f) ? 0.08f : -0.08f;
|
||||
Actor_UpdateVelocityWithGravity(&this->actor);
|
||||
Actor_UpdateVelocityXZGravity(&this->actor);
|
||||
if (this->actor.velocity.y > 1.0f) {
|
||||
this->actor.velocity.y = 1.0f;
|
||||
}
|
||||
|
@ -451,7 +451,7 @@ void EnHonotrap_FlameVanish(EnHonotrap* this, PlayState* play) {
|
|||
s32 ready = Math_StepToF(&this->actor.scale.x, 0.0001f, 0.00015f);
|
||||
|
||||
this->actor.scale.z = this->actor.scale.y = this->actor.scale.x;
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 7.0f, 10.0f, 0.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
|
|
|
@ -3511,7 +3511,7 @@ void EnHorse_Update(Actor* thisx, PlayState* play2) {
|
|||
if (this->playerControlled == true) {
|
||||
EnHorse_RegenBoost(this, play);
|
||||
}
|
||||
Actor_MoveWithGravity(thisx);
|
||||
Actor_MoveXZGravity(thisx);
|
||||
if (this->action == ENHORSE_ACT_INGO_RACE) {
|
||||
if (this->rider != NULL) {
|
||||
this->rider->world.pos.x = thisx->world.pos.x;
|
||||
|
|
|
@ -287,7 +287,7 @@ void EnHorseGanon_Update(Actor* thisx, PlayState* play) {
|
|||
s32 pad;
|
||||
|
||||
sActionFuncs[this->action](this, play);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 55.0f, 100.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
|
|
|
@ -554,7 +554,7 @@ void EnHorseLinkChild_Update(Actor* thisx, PlayState* play) {
|
|||
s32 pad;
|
||||
|
||||
sActionFuncs[this->action](this, play);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_MoveXZGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 55.0f, 100.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue