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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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191 changed files with 349 additions and 324 deletions
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@ -1473,7 +1473,7 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
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this->subCamAtVel.z * this->subCamVelFactor);
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Math_ApproachF(&this->subCamVelFactor, 1.0f, 1.0f, this->subCamAccel);
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} else if (this->csState < MO_INTRO_REVEAL) {
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func_8002D908(&this->actor);
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Actor_UpdateVelocityXYZ(&this->actor);
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this->subCamEye.x += this->actor.velocity.x;
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this->subCamEye.y += this->actor.velocity.y;
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this->subCamEye.z += this->actor.velocity.z;
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@ -2139,12 +2139,12 @@ void BossMo_Core(BossMo* this, PlayState* play) {
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spD0 = RAD_TO_BINANG(Math_FAtan2F(spD8, sqrtf(SQ(spDC) + SQ(spD4))));
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Math_ApproachS(&this->actor.world.rot.y, spCC, this->tentMaxAngle, this->tentSpeed);
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Math_ApproachS(&this->actor.world.rot.x, spD0, this->tentMaxAngle, this->tentSpeed);
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func_8002D908(&this->actor);
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Actor_UpdateVelocityXYZ(&this->actor);
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} else {
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this->actor.world.pos.y += this->actor.velocity.y;
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this->actor.velocity.y -= 1.0f;
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}
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func_8002D7EC(&this->actor);
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Actor_UpdatePos(&this->actor);
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temp = (this->actor.world.pos.y < -200.0f) ? UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2
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: UPDBGCHECKINFO_FLAG_0;
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this->actor.world.pos.y -= 20.0f;
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@ -2321,7 +2321,7 @@ void BossMo_UpdateTent(Actor* thisx, PlayState* play) {
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}
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}
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Math_ApproachS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 0xA, 0xC8);
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Actor_MoveForward(&this->actor);
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Actor_MoveXZGravity(&this->actor);
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Math_ApproachF(&this->actor.speed, 0.0, 1.0f, 0.02f);
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if (BossMo_NearLand(&this->actor.world.pos, 40)) {
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