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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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parent
41e80b951b
commit
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191 changed files with 349 additions and 324 deletions
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@ -626,8 +626,8 @@ void BossTw_TurnToPlayer(BossTw* this, PlayState* play) {
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Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 5, this->rotateSpeed);
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Math_ApproachS(&this->actor.shape.rot.x, 0, 5, this->rotateSpeed);
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Math_ApproachF(&this->rotateSpeed, 4096.0f, 1.0f, 200.0f);
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func_8002D908(&this->actor);
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func_8002D7EC(&this->actor);
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Actor_UpdateVelocityXYZ(&this->actor);
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Actor_UpdatePos(&this->actor);
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if (this->timers[0] == 0) {
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if ((otherTw->actionFunc != BossTw_ShootBeam) && this->work[CAN_SHOOT]) {
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this->work[CAN_SHOOT] = false;
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@ -698,8 +698,8 @@ void BossTw_FlyTo(BossTw* this, PlayState* play) {
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Math_ApproachS(&this->actor.shape.rot.x, pitchTarget, 0xA, this->rotateSpeed);
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Math_ApproachF(&this->rotateSpeed, 4096.0f, 1.0f, 100.0f);
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Math_ApproachF(&this->actor.speed, 10.0f, 1.0f, 1.0f);
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func_8002D908(&this->actor);
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func_8002D7EC(&this->actor);
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Actor_UpdateVelocityXYZ(&this->actor);
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Actor_UpdatePos(&this->actor);
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if ((this->timers[0] == 0) || (xzDist < 70.0f)) {
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BossTw_SetupTurnToPlayer(this, play);
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@ -2363,8 +2363,8 @@ void BossTw_DeathBall(BossTw* this, PlayState* play) {
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Math_ApproachS(&this->actor.world.rot.x, RAD_TO_BINANG(Math_FAtan2F(yDiff, sqrtf(SQ(xDiff) + SQ(zDiff)))), 5,
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this->rotateSpeed);
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Math_ApproachS(&this->actor.world.rot.y, yaw, 5, this->rotateSpeed);
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func_8002D908(&this->actor);
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func_8002D7EC(&this->actor);
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Actor_UpdateVelocityXYZ(&this->actor);
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Actor_UpdatePos(&this->actor);
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}
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void BossTw_TwinrovaSetupDeathCS(BossTw* this, PlayState* play) {
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@ -3936,8 +3936,8 @@ void BossTw_BlastFire(BossTw* this, PlayState* play) {
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case 10:
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this->blastActive = true;
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if (this->timers[0] == 0) {
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func_8002D908(&this->actor);
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func_8002D7EC(&this->actor);
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Actor_UpdateVelocityXYZ(&this->actor);
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Actor_UpdatePos(&this->actor);
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Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_SHOOT_FIRE & ~SFX_FLAG);
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} else {
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Vec3f velocity;
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@ -4125,8 +4125,8 @@ void BossTw_BlastIce(BossTw* this, PlayState* play) {
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this->blastActive = true;
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if (this->timers[0] == 0) {
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func_8002D908(&this->actor);
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func_8002D7EC(&this->actor);
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Actor_UpdateVelocityXYZ(&this->actor);
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Actor_UpdatePos(&this->actor);
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Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_SHOOT_FREEZE - SFX_FLAG);
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} else {
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Vec3f velocity;
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@ -5404,7 +5404,7 @@ void BossTw_TwinrovaFly(BossTw* this, PlayState* play) {
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Math_ApproachS(&this->actor.shape.rot.y, yaw, 0xA, this->rotateSpeed);
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Math_ApproachF(&this->rotateSpeed, 2000.0f, 1.0f, 100.0f);
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Math_ApproachF(&this->actor.speed, 30.0f, 1.0f, 2.0f);
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func_8002D908(&this->actor);
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Actor_UpdateVelocityXYZ(&this->actor);
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Math_ApproachF(&this->actor.world.pos.x, this->targetPos.x, 0.1f, fabsf(this->actor.velocity.x) * 1.5f);
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Math_ApproachF(&this->actor.world.pos.y, this->targetPos.y, 0.1f, fabsf(this->actor.velocity.y) * 1.5f);
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Math_ApproachF(&this->targetPos.y, 380.0f, 1.0f, 2.0f);
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