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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
This commit is contained in:
fig02 2022-12-30 13:55:14 -05:00 committed by GitHub
parent 41e80b951b
commit e37b993483
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GPG key ID: 4AEE18F83AFDEB23
191 changed files with 349 additions and 324 deletions

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@ -626,8 +626,8 @@ 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);
func_8002D908(&this->actor);
func_8002D7EC(&this->actor);
Actor_UpdateVelocityXYZ(&this->actor);
Actor_UpdatePos(&this->actor);
if (this->timers[0] == 0) {
if ((otherTw->actionFunc != BossTw_ShootBeam) && this->work[CAN_SHOOT]) {
this->work[CAN_SHOOT] = false;
@ -698,8 +698,8 @@ 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.speed, 10.0f, 1.0f, 1.0f);
func_8002D908(&this->actor);
func_8002D7EC(&this->actor);
Actor_UpdateVelocityXYZ(&this->actor);
Actor_UpdatePos(&this->actor);
if ((this->timers[0] == 0) || (xzDist < 70.0f)) {
BossTw_SetupTurnToPlayer(this, play);
@ -2363,8 +2363,8 @@ 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);
func_8002D908(&this->actor);
func_8002D7EC(&this->actor);
Actor_UpdateVelocityXYZ(&this->actor);
Actor_UpdatePos(&this->actor);
}
void BossTw_TwinrovaSetupDeathCS(BossTw* this, PlayState* play) {
@ -3936,8 +3936,8 @@ void BossTw_BlastFire(BossTw* this, PlayState* play) {
case 10:
this->blastActive = true;
if (this->timers[0] == 0) {
func_8002D908(&this->actor);
func_8002D7EC(&this->actor);
Actor_UpdateVelocityXYZ(&this->actor);
Actor_UpdatePos(&this->actor);
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_SHOOT_FIRE & ~SFX_FLAG);
} else {
Vec3f velocity;
@ -4125,8 +4125,8 @@ void BossTw_BlastIce(BossTw* this, PlayState* play) {
this->blastActive = true;
if (this->timers[0] == 0) {
func_8002D908(&this->actor);
func_8002D7EC(&this->actor);
Actor_UpdateVelocityXYZ(&this->actor);
Actor_UpdatePos(&this->actor);
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_SHOOT_FREEZE - SFX_FLAG);
} else {
Vec3f velocity;
@ -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.speed, 30.0f, 1.0f, 2.0f);
func_8002D908(&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);