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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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@ -941,7 +941,7 @@ void EnSt_ReturnToCeiling(EnSt* this, PlayState* play) {
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*/
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void EnSt_BounceAround(EnSt* this, PlayState* play) {
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this->actor.colorFilterTimer = this->deathTimer;
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func_8002D868(&this->actor);
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Actor_UpdateVelocityXZGravity(&this->actor);
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this->actor.world.rot.x += 0x800;
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this->actor.world.rot.z -= 0x800;
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this->actor.shape.rot = this->actor.world.rot;
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@ -979,7 +979,7 @@ void EnSt_FinishBouncing(EnSt* this, PlayState* play) {
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this->actor.shape.rot = this->actor.world.rot;
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func_8002D868(&this->actor);
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Actor_UpdateVelocityXZGravity(&this->actor);
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this->groundBounces = 2;
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EnSt_IsDoneBouncing(this, play);
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}
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@ -1023,7 +1023,7 @@ void EnSt_Update(Actor* thisx, PlayState* play) {
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}
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if (this->swayTimer == 0 && this->stunTimer == 0) {
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func_8002D7EC(&this->actor);
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Actor_UpdatePos(&this->actor);
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}
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Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
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