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Misc Cleanup (#1585)
* misc cleanup * more fake matches * revert for sym
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parent
2aaa286cf8
commit
f2c06ce441
45 changed files with 134 additions and 161 deletions
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@ -1851,10 +1851,8 @@ void BossGanon_PoundFloor(BossGanon* this, PlayState* play) {
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switch (this->unk_1C2) {
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case 0:
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targetPosX = Math_SinS(this->unk_1A2 * 1280);
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targetPosX = targetPosX * this->fwork[GDF_CENTER_POS];
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targetPosZ = Math_CosS(this->unk_1A2 * 1792);
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targetPosZ = targetPosZ * this->fwork[GDF_CENTER_POS];
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targetPosX = Math_SinS(this->unk_1A2 * 1280) * this->fwork[GDF_CENTER_POS];
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targetPosZ = Math_CosS(this->unk_1A2 * 1792) * this->fwork[GDF_CENTER_POS];
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Math_ApproachF(&this->actor.world.pos.x, targetPosX, 0.05f, this->fwork[GDF_FWORK_0]);
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Math_ApproachF(&this->actor.world.pos.z, targetPosZ, 0.05f, this->fwork[GDF_FWORK_0]);
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@ -1987,11 +1985,8 @@ void BossGanon_ChargeBigMagic(BossGanon* this, PlayState* play) {
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SkelAnime_Update(&this->skelAnime);
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targetPosX = Math_SinS(this->unk_1A2 * 1280);
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targetPosX = targetPosX * this->fwork[GDF_CENTER_POS];
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targetPosZ = Math_CosS(this->unk_1A2 * 1792);
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targetPosZ = targetPosZ * this->fwork[GDF_CENTER_POS];
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targetPosX = Math_SinS(this->unk_1A2 * 1280) * this->fwork[GDF_CENTER_POS];
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targetPosZ = Math_CosS(this->unk_1A2 * 1792) * this->fwork[GDF_CENTER_POS];
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Math_ApproachF(&this->actor.world.pos.x, targetPosX, 0.05f, this->fwork[GDF_FWORK_0]);
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Math_ApproachF(&this->actor.world.pos.z, targetPosZ, 0.05, this->fwork[GDF_FWORK_0]);
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@ -2556,7 +2551,7 @@ void BossGanon_Vulnerable(BossGanon* this, PlayState* play) {
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case 2:
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sCape->minDist = 0.0f;
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this->actor.velocity.y = this->actor.velocity.y - 0.5f;
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this->actor.velocity.y -= 0.5f;
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if (this->actor.world.pos.y < 40.0f) {
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this->actor.world.pos.y = 40.0f;
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@ -3721,8 +3716,8 @@ void BossGanon_GenShadowTexture(u8* tex, BossGanon* this, PlayState* play) {
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Matrix_MultVec3f(&sp7C, &sp70);
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sp70.x = sp70.x * 0.28f;
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sp70.y = sp70.y * 0.28f;
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sp70.x *= 0.28f;
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sp70.y *= 0.28f;
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baseX = (s32)(sp70.x + 32.0f);
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baseY = (s16)sp70.y * 0x40;
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@ -4436,9 +4431,9 @@ void func_808E2544(Actor* thisx, PlayState* play) {
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this->unk_1F0.y = Rand_CenteredFloat(200.0f) + dorf->unk_1FC.y;
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this->unk_1F0.z = Rand_CenteredFloat(700.0f) + dorf->unk_1FC.z;
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this->unk_1F0.x = this->unk_1F0.x + ((this->unk_1F0.x - this->actor.world.pos.x) * 100.0f);
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this->unk_1F0.y = this->unk_1F0.y + ((this->unk_1F0.y - this->actor.world.pos.y) * 100.0f);
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this->unk_1F0.z = this->unk_1F0.z + ((this->unk_1F0.z - this->actor.world.pos.z) * 100.0f);
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this->unk_1F0.x += (this->unk_1F0.x - this->actor.world.pos.x) * 100.0f;
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this->unk_1F0.y += (this->unk_1F0.y - this->actor.world.pos.y) * 100.0f;
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this->unk_1F0.z += (this->unk_1F0.z - this->actor.world.pos.z) * 100.0f;
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numEffects = 10;
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break;
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