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rename overridePerLimb
-> fidgetFrequency
https://github.com/zeldaret/oot/pull/2287#discussion_r1837211873
This commit is contained in:
parent
389d3bcdb0
commit
efa74ebc03
2 changed files with 7 additions and 7 deletions
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@ -336,7 +336,7 @@ void EnSth_Update2(Actor* thisx, PlayState* play) {
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s32 EnSth_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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s32 EnSth_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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EnSth* this = (EnSth*)thisx;
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EnSth* this = (EnSth*)thisx;
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s32 overridePerLimb;
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s32 fidgetFrequency;
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if (limbIndex == 15) {
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if (limbIndex == 15) {
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rot->x += this->headRot.y;
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rot->x += this->headRot.y;
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@ -350,9 +350,9 @@ s32 EnSth_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p
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}
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}
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if ((limbIndex == 8) || (limbIndex == 10) || (limbIndex == 13)) {
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if ((limbIndex == 8) || (limbIndex == 10) || (limbIndex == 13)) {
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overridePerLimb = limbIndex * FIDGET_MUL_I;
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fidgetFrequency = limbIndex * FIDGET_MUL_I;
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rot->y += Math_SinS(play->state.frames * (overridePerLimb + FIDGET_ADD_Y)) * FIDGET_SCALE;
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rot->y += Math_SinS(play->state.frames * (fidgetFrequency + FIDGET_ADD_Y)) * FIDGET_SCALE;
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rot->z += Math_CosS(play->state.frames * (overridePerLimb + FIDGET_ADD_Z)) * FIDGET_SCALE;
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rot->z += Math_CosS(play->state.frames * (fidgetFrequency + FIDGET_ADD_Z)) * FIDGET_SCALE;
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}
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}
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return 0;
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return 0;
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}
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}
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@ -1282,10 +1282,10 @@ s32 EnTa_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
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this->stateFlags &= ~TALON_STATE_FLAG_SUPPRESS_ROCKING_ANIM;
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this->stateFlags &= ~TALON_STATE_FLAG_SUPPRESS_ROCKING_ANIM;
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} else if ((limbIndex == ENTA_LIMB_CHEST) || (limbIndex == ENTA_LIMB_LEFT_ARM) ||
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} else if ((limbIndex == ENTA_LIMB_CHEST) || (limbIndex == ENTA_LIMB_LEFT_ARM) ||
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(limbIndex == ENTA_LIMB_RIGHT_ARM)) {
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(limbIndex == ENTA_LIMB_RIGHT_ARM)) {
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s32 overridePerLimb = limbIndex * FIDGET_MUL_I;
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s32 fidgetFrequency = limbIndex * FIDGET_MUL_I;
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rot->y += Math_SinS(play->state.frames * (overridePerLimb + FIDGET_ADD_Y)) * FIDGET_SCALE;
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rot->y += Math_SinS(play->state.frames * (fidgetFrequency + FIDGET_ADD_Y)) * FIDGET_SCALE;
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rot->z += Math_CosS(play->state.frames * (overridePerLimb + FIDGET_ADD_Z)) * FIDGET_SCALE;
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rot->z += Math_CosS(play->state.frames * (fidgetFrequency + FIDGET_ADD_Z)) * FIDGET_SCALE;
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}
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}
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return false;
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return false;
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