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Name movement related functions in z_actor (#1476)

* rename functions

* dragorns name suggestions

* Revert "dragorns name suggestions"

This reverts commit dd4626ce5e.

* lets try that again

* reword comment

* comments

* projectile speed

* arg name

* more comments

* minVelY comment

* merge master and format
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fig02 2022-12-30 13:55:14 -05:00 committed by GitHub
parent 41e80b951b
commit e37b993483
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191 changed files with 349 additions and 324 deletions

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@ -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) {
func_8002D908(&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;
@ -2139,12 +2139,12 @@ 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);
func_8002D908(&this->actor);
Actor_UpdateVelocityXYZ(&this->actor);
} else {
this->actor.world.pos.y += this->actor.velocity.y;
this->actor.velocity.y -= 1.0f;
}
func_8002D7EC(&this->actor);
Actor_UpdatePos(&this->actor);
temp = (this->actor.world.pos.y < -200.0f) ? UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2
: UPDBGCHECKINFO_FLAG_0;
this->actor.world.pos.y -= 20.0f;
@ -2321,7 +2321,7 @@ void BossMo_UpdateTent(Actor* thisx, PlayState* play) {
}
}
Math_ApproachS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 0xA, 0xC8);
Actor_MoveForward(&this->actor);
Actor_MoveXZGravity(&this->actor);
Math_ApproachF(&this->actor.speed, 0.0, 1.0f, 0.02f);
if (BossMo_NearLand(&this->actor.world.pos, 40)) {