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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
e37b993483
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) {
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func_80A02BD8(this, targetPos, arg2);
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Math_StepToF(&this->actor.velocity.x, xVelTarget, 1.5f);
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Math_StepToF(&this->actor.velocity.z, zVelTarget, 1.5f);
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func_8002D7EC(&this->actor);
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Actor_UpdatePos(&this->actor);
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}
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void func_80A02E30(EnElf* this, Vec3f* targetPos) {
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func_80A02BD8(this, targetPos, 0.2f);
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this->actor.velocity.x = (targetPos->x + this->unk_28C.x) - this->actor.world.pos.x;
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this->actor.velocity.z = (targetPos->z + this->unk_28C.z) - this->actor.world.pos.z;
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func_8002D7EC(&this->actor);
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Actor_UpdatePos(&this->actor);
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this->actor.world.pos.x = targetPos->x + this->unk_28C.x;
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this->actor.world.pos.z = targetPos->z + this->unk_28C.z;
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}
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@ -519,7 +519,7 @@ void func_80A02E30(EnElf* this, Vec3f* targetPos) {
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void func_80A02EC0(EnElf* this, Vec3f* targetPos) {
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func_80A02BD8(this, targetPos, 0.2f);
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this->actor.velocity.x = this->actor.velocity.z = 0.0f;
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func_8002D7EC(&this->actor);
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Actor_UpdatePos(&this->actor);
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this->actor.world.pos.x = targetPos->x + this->unk_28C.x;
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this->actor.world.pos.z = targetPos->z + this->unk_28C.z;
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}
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@ -566,7 +566,7 @@ void func_80A03018(EnElf* this, PlayState* play) {
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Math_SmoothStepToS(&this->unk_2BC, targetYaw, 10, this->unk_2AC, 0x20);
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this->actor.world.rot.y = this->unk_2BC;
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Actor_MoveForward(&this->actor);
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Actor_MoveXZGravity(&this->actor);
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}
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void func_80A03148(EnElf* this, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4) {
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@ -594,7 +594,7 @@ void func_80A03148(EnElf* this, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4) {
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Math_StepToF(&this->actor.velocity.x, xVelTarget, 5.0f);
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Math_StepToF(&this->actor.velocity.z, zVelTarget, 5.0f);
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func_8002D7EC(&this->actor);
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Actor_UpdatePos(&this->actor);
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}
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void func_80A0329C(EnElf* this, PlayState* play) {
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