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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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@ -504,14 +504,14 @@ void func_80A02C98(EnElf* this, Vec3f* targetPos, f32 arg2) {
func_80A02BD8(this, targetPos, arg2);
Math_StepToF(&this->actor.velocity.x, xVelTarget, 1.5f);
Math_StepToF(&this->actor.velocity.z, zVelTarget, 1.5f);
func_8002D7EC(&this->actor);
Actor_UpdatePos(&this->actor);
}
void func_80A02E30(EnElf* this, Vec3f* targetPos) {
func_80A02BD8(this, targetPos, 0.2f);
this->actor.velocity.x = (targetPos->x + this->unk_28C.x) - this->actor.world.pos.x;
this->actor.velocity.z = (targetPos->z + this->unk_28C.z) - this->actor.world.pos.z;
func_8002D7EC(&this->actor);
Actor_UpdatePos(&this->actor);
this->actor.world.pos.x = targetPos->x + this->unk_28C.x;
this->actor.world.pos.z = targetPos->z + this->unk_28C.z;
}
@ -519,7 +519,7 @@ void func_80A02E30(EnElf* this, Vec3f* targetPos) {
void func_80A02EC0(EnElf* this, Vec3f* targetPos) {
func_80A02BD8(this, targetPos, 0.2f);
this->actor.velocity.x = this->actor.velocity.z = 0.0f;
func_8002D7EC(&this->actor);
Actor_UpdatePos(&this->actor);
this->actor.world.pos.x = targetPos->x + this->unk_28C.x;
this->actor.world.pos.z = targetPos->z + this->unk_28C.z;
}
@ -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_MoveForward(&this->actor);
Actor_MoveXZGravity(&this->actor);
}
void func_80A03148(EnElf* this, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4) {
@ -594,7 +594,7 @@ void func_80A03148(EnElf* this, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4) {
Math_StepToF(&this->actor.velocity.x, xVelTarget, 5.0f);
Math_StepToF(&this->actor.velocity.z, zVelTarget, 5.0f);
func_8002D7EC(&this->actor);
Actor_UpdatePos(&this->actor);
}
void func_80A0329C(EnElf* this, PlayState* play) {