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en_honotrap MM sync (#1564)
* MM pr suggestions * more changes to match MM * linebreak in switch --------- Co-authored-by: fig02 <fig02srl@gmail.com>
This commit is contained in:
parent
4982f32384
commit
f4306900ee
3 changed files with 92 additions and 97 deletions
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@ -18,7 +18,8 @@ typedef enum {
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/* 0 */ HONOTRAP_EYE_OPEN,
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/* 1 */ HONOTRAP_EYE_HALF,
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/* 2 */ HONOTRAP_EYE_CLOSE,
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/* 3 */ HONOTRAP_EYE_SHUT
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/* 3 */ HONOTRAP_EYE_SHUT,
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/* 4 */ HONOTRAP_EYE_MAX
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} EnHonotrapEyeState;
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void EnHonotrap_Init(Actor* thisx, PlayState* play);
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@ -35,8 +36,8 @@ void EnHonotrap_EyeAttack(EnHonotrap* this, PlayState* play);
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void EnHonotrap_SetupEyeClose(EnHonotrap* this);
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void EnHonotrap_EyeClose(EnHonotrap* this, PlayState* play);
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void EnHonotrap_SetupFlame(EnHonotrap* this);
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void EnHonotrap_Flame(EnHonotrap* this, PlayState* play);
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void EnHonotrap_SetupFlameGrow(EnHonotrap* this);
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void EnHonotrap_FlameGrow(EnHonotrap* this, PlayState* play);
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void EnHonotrap_SetupFlameDrop(EnHonotrap* this);
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void EnHonotrap_FlameDrop(EnHonotrap* this, PlayState* play);
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@ -138,17 +139,17 @@ void EnHonotrap_FlameCollisionCheck(EnHonotrap* this, PlayState* play) {
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}
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void EnHonotrap_GetNormal(Vec3f* normal, Vec3f* vec) {
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f32 mag = Math3D_Vec3fMagnitude(vec);
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f32 magnitude = Math3D_Vec3fMagnitude(vec);
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if (mag < 0.001f) {
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if (magnitude < 0.001f) {
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PRINTF("Warning : vector size zero (%s %d)\n", "../z_en_honotrap.c", 328, normal);
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normal->x = normal->y = 0.0f;
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normal->z = 1.0f;
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} else {
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normal->x = vec->x * (1.0f / mag);
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normal->y = vec->y * (1.0f / mag);
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normal->z = vec->z * (1.0f / mag);
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normal->x = vec->x * (1.0f / magnitude);
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normal->y = vec->y * (1.0f / magnitude);
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normal->z = vec->z * (1.0f / magnitude);
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}
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}
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@ -198,9 +199,9 @@ void EnHonotrap_InitFlame(Actor* thisx, PlayState* play) {
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this->targetPos = GET_PLAYER(play)->actor.world.pos;
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this->targetPos.y += 10.0f;
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this->flameScroll = Rand_ZeroOne() * 511.0f;
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EnHonotrap_SetupFlame(this);
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EnHonotrap_SetupFlameGrow(this);
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Actor_PlaySfx(&this->actor, NA_SE_EV_FLAME_IGNITION);
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if (this->actor.params == HONOTRAP_FLAME_DROP) {
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if (this->actor.params == HONOTRAP_TYPE_FLAME_DROP) {
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this->actor.room = -1;
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this->collider.cyl.dim.radius = 12;
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this->collider.cyl.dim.height = 30;
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@ -210,7 +211,7 @@ void EnHonotrap_InitFlame(Actor* thisx, PlayState* play) {
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void EnHonotrap_Init(Actor* thisx, PlayState* play) {
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Actor_ProcessInitChain(thisx, sInitChain);
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if (thisx->params == HONOTRAP_EYE) {
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if (thisx->params == HONOTRAP_TYPE_EYE) {
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EnHonotrap_InitEye(thisx, play);
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} else {
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EnHonotrap_InitFlame(thisx, play);
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@ -221,7 +222,7 @@ void EnHonotrap_Destroy(Actor* thisx, PlayState* play) {
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s32 pad;
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EnHonotrap* this = (EnHonotrap*)thisx;
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if (this->actor.params == HONOTRAP_EYE) {
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if (this->actor.params == HONOTRAP_TYPE_EYE) {
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Collider_DestroyTris(play, &this->collider.tris);
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} else {
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Collider_DestroyCylinder(play, &this->collider.cyl);
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@ -236,13 +237,16 @@ void EnHonotrap_SetupEyeIdle(EnHonotrap* this) {
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void EnHonotrap_EyeIdle(EnHonotrap* this, PlayState* play) {
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if (this->actor.child != NULL) {
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this->timer = 200;
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} else if ((this->timer <= 0) && (this->actor.xzDistToPlayer < 750.0f) && (0.0f > this->actor.yDistToPlayer) &&
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(this->actor.yDistToPlayer > -700.0f) &&
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(-0x4000 < (this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) &&
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((this->actor.yawTowardsPlayer - this->actor.shape.rot.y) < 0x4000)) {
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} else if ((this->timer <= 0) && (this->actor.xzDistToPlayer < 750.0f)) {
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if ((this->actor.yDistToPlayer < 0.0f) && (this->actor.yDistToPlayer > -700.0f)) {
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s32 angle = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
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if ((angle > -0x4000) && (angle < 0x4000)) {
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EnHonotrap_SetupEyeOpen(this);
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}
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}
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}
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}
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void EnHonotrap_SetupEyeOpen(EnHonotrap* this) {
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this->actionFunc = EnHonotrap_EyeOpen;
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@ -252,18 +256,14 @@ void EnHonotrap_SetupEyeOpen(EnHonotrap* this) {
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}
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void EnHonotrap_EyeOpen(EnHonotrap* this, PlayState* play) {
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f32 cos;
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f32 sin;
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this->eyeState--;
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if (this->eyeState <= HONOTRAP_EYE_OPEN) {
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EnHonotrap_SetupEyeAttack(this);
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sin = Math_SinS(this->actor.shape.rot.y);
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cos = Math_CosS(this->actor.shape.rot.y);
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Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_HONOTRAP,
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(sin * 12.0f) + this->actor.home.pos.x, this->actor.home.pos.y - 10.0f,
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(cos * 12.0f) + this->actor.home.pos.z, this->actor.home.rot.x, this->actor.home.rot.y,
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this->actor.home.rot.z, HONOTRAP_FLAME_MOVE);
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Actor_SpawnAsChild(
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&play->actorCtx, &this->actor, play, ACTOR_EN_HONOTRAP,
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(Math_SinS(this->actor.shape.rot.y) * 12.0f) + this->actor.home.pos.x, this->actor.home.pos.y - 10.0f,
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(Math_CosS(this->actor.shape.rot.y) * 12.0f) + this->actor.home.pos.z, this->actor.home.rot.x,
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this->actor.home.rot.y, this->actor.home.rot.z, HONOTRAP_TYPE_FLAME_MOVE);
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}
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}
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@ -290,20 +290,19 @@ void EnHonotrap_EyeClose(EnHonotrap* this, PlayState* play) {
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}
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}
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void EnHonotrap_SetupFlame(EnHonotrap* this) {
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this->actionFunc = EnHonotrap_Flame;
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void EnHonotrap_SetupFlameGrow(EnHonotrap* this) {
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this->actionFunc = EnHonotrap_FlameGrow;
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}
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void EnHonotrap_Flame(EnHonotrap* this, PlayState* play) {
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s32 pad;
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s32 ready =
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Math_StepToF(&this->actor.scale.x, (this->actor.params == HONOTRAP_FLAME_MOVE) ? 0.004f : 0.0048f, 0.0006f);
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void EnHonotrap_FlameGrow(EnHonotrap* this, PlayState* play) {
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f32 targetScale = (this->actor.params == HONOTRAP_TYPE_FLAME_MOVE) ? 0.004f : 0.0048f;
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s32 targetReached = Math_StepToF(&this->actor.scale.x, targetScale, 0.0006f);
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this->actor.scale.z = this->actor.scale.y = this->actor.scale.x;
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if (ready) {
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if (this->actor.params == HONOTRAP_FLAME_MOVE) {
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if (targetReached) {
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if (this->actor.params == HONOTRAP_TYPE_FLAME_MOVE) {
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EnHonotrap_SetupFlameMove(this);
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} else {
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} else { // HONOTRAP_TYPE_FLAME_DROP
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EnHonotrap_SetupFlameDrop(this);
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}
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}
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@ -324,12 +323,12 @@ void EnHonotrap_FlameDrop(EnHonotrap* this, PlayState* play) {
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}
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this->actor.velocity.x = this->actor.velocity.y = this->actor.velocity.z = 0.0f;
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EnHonotrap_SetupFlameVanish(this);
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} else {
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return;
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}
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if (this->actor.velocity.y > 0.0f) {
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this->actor.world.pos.x += this->actor.velocity.x;
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this->actor.world.pos.z += this->actor.velocity.z;
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Actor_UpdateBgCheckInfo(play, &this->actor, 7.0f, 12.0f, 0.0f,
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UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
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Actor_UpdateBgCheckInfo(play, &this->actor, 7.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
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}
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if (!Math_StepToF(&this->actor.world.pos.y, this->actor.floorHeight + 1.0f, this->actor.velocity.y)) {
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this->actor.velocity.y += 1.0f;
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@ -338,35 +337,32 @@ void EnHonotrap_FlameDrop(EnHonotrap* this, PlayState* play) {
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}
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EnHonotrap_FlameCollisionCheck(this, play);
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}
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}
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void EnHonotrap_SetupFlameMove(EnHonotrap* this) {
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f32 distFrac;
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f32 distInverse;
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this->actionFunc = EnHonotrap_FlameMove;
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distFrac = 1.0f / (Actor_WorldDistXYZToPoint(&this->actor, &this->targetPos) + 1.0f);
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this->actor.velocity.x = (this->targetPos.x - this->actor.world.pos.x) * distFrac;
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this->actor.velocity.y = (this->targetPos.y - this->actor.world.pos.y) * distFrac;
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this->actor.velocity.z = (this->targetPos.z - this->actor.world.pos.z) * distFrac;
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distInverse = 1.0f / (Actor_WorldDistXYZToPoint(&this->actor, &this->targetPos) + 1.0f);
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this->actor.velocity.x = (this->targetPos.x - this->actor.world.pos.x) * distInverse;
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this->actor.velocity.y = (this->targetPos.y - this->actor.world.pos.y) * distInverse;
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this->actor.velocity.z = (this->targetPos.z - this->actor.world.pos.z) * distInverse;
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this->speedMod = 0.0f;
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this->timer = 160;
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}
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void EnHonotrap_FlameMove(EnHonotrap* this, PlayState* play) {
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s32 pad;
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Actor* thisx = &this->actor;
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Vec3f speed;
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s32 ready;
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s32 targetReached;
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Math_StepToF(&this->speedMod, 13.0f, 0.5f);
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speed.x = fabsf(this->speedMod * this->actor.velocity.x);
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speed.y = fabsf(this->speedMod * this->actor.velocity.y);
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speed.z = fabsf(this->speedMod * this->actor.velocity.z);
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ready = true;
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ready &= Math_StepToF(&this->actor.world.pos.x, this->targetPos.x, speed.x);
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ready &= Math_StepToF(&this->actor.world.pos.y, this->targetPos.y, speed.y);
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ready &= Math_StepToF(&this->actor.world.pos.z, this->targetPos.z, speed.z);
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speed.x = fabsf(this->speedMod * thisx->velocity.x);
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speed.y = fabsf(this->speedMod * thisx->velocity.y);
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speed.z = fabsf(this->speedMod * thisx->velocity.z);
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targetReached = true;
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targetReached &= Math_StepToF(&thisx->world.pos.x, this->targetPos.x, speed.x);
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targetReached &= Math_StepToF(&thisx->world.pos.y, this->targetPos.y, speed.y);
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targetReached &= Math_StepToF(&thisx->world.pos.z, this->targetPos.z, speed.z);
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Actor_UpdateBgCheckInfo(play, &this->actor, 7.0f, 10.0f, 0.0f,
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UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
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UPDBGCHECKINFO_FLAG_4);
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@ -382,19 +378,20 @@ void EnHonotrap_FlameMove(EnHonotrap* this, PlayState* play) {
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shieldVec.z = -player->shieldMf.zz;
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EnHonotrap_GetNormal(&shieldNorm, &shieldVec);
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tempVel = this->actor.velocity;
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Math3D_Vec3fReflect(&tempVel, &shieldNorm, &this->actor.velocity);
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this->actor.speed = this->speedMod * 0.5f;
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this->actor.world.rot.y = Math_Atan2S(this->actor.velocity.z, this->actor.velocity.x);
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tempVel = thisx->velocity;
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Math3D_Vec3fReflect(&tempVel, &shieldNorm, &thisx->velocity);
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thisx->speed = this->speedMod * 0.5f;
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thisx->world.rot.y = Math_Atan2S(thisx->velocity.z, thisx->velocity.x);
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EnHonotrap_SetupFlameVanish(this);
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} else if (this->collider.tris.base.atFlags & AT_HIT) {
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this->actor.velocity.y = this->actor.speed = 0.0f;
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thisx->speed = 0.0f;
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thisx->velocity.y = 0.0f;
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EnHonotrap_SetupFlameVanish(this);
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} else if (this->timer <= 0) {
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EnHonotrap_SetupFlameVanish(this);
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} else {
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EnHonotrap_FlameCollisionCheck(this, play);
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if (ready) {
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if (targetReached) {
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EnHonotrap_SetupFlameChase(this);
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}
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}
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@ -402,10 +399,9 @@ void EnHonotrap_FlameMove(EnHonotrap* this, PlayState* play) {
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void EnHonotrap_SetupFlameChase(EnHonotrap* this) {
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this->actionFunc = EnHonotrap_FlameChase;
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this->actor.velocity.x = this->actor.velocity.y = this->actor.velocity.z = this->actor.speed = 0.0f;
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this->actor.speed = 0.0f;
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this->actor.velocity.x = this->actor.velocity.y = this->actor.velocity.z = 0.0f;
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this->actor.world.rot.x = this->actor.world.rot.y = this->actor.world.rot.z = 0;
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this->timer = 100;
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}
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@ -448,28 +444,27 @@ void EnHonotrap_SetupFlameVanish(EnHonotrap* this) {
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void EnHonotrap_FlameVanish(EnHonotrap* this, PlayState* play) {
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s32 pad;
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s32 ready = Math_StepToF(&this->actor.scale.x, 0.0001f, 0.00015f);
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s32 targetReached = Math_StepToF(&this->actor.scale.x, 0.0001f, 0.00015f);
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this->actor.scale.z = this->actor.scale.y = this->actor.scale.x;
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Actor_MoveXZGravity(&this->actor);
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Actor_UpdateBgCheckInfo(play, &this->actor, 7.0f, 10.0f, 0.0f,
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UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
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UPDBGCHECKINFO_FLAG_4);
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if (ready) {
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if (targetReached) {
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Actor_Kill(&this->actor);
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}
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}
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void EnHonotrap_Update(Actor* thisx, PlayState* play) {
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static Vec3f velocity = { 0.0f, 0.0f, 0.0f };
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static Vec3f accel = { 0.0f, 0.1f, 0.0f };
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s32 pad;
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static Vec3f sVelocity = { 0.0f, 0.0f, 0.0f };
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static Vec3f sAccel = { 0.0f, 0.1f, 0.0f };
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EnHonotrap* this = (EnHonotrap*)thisx;
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if (this->timer > 0) {
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this->timer--;
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}
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if (this->actor.params == HONOTRAP_EYE) {
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if (this->actor.params == HONOTRAP_TYPE_EYE) {
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if ((this->actor.child != NULL) && (this->actor.child->update == NULL)) {
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this->actor.child = NULL;
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}
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@ -481,9 +476,9 @@ void EnHonotrap_Update(Actor* thisx, PlayState* play) {
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Actor_PlaySfx(&this->actor, NA_SE_EV_BURN_OUT - SFX_FLAG);
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}
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this->actionFunc(this, play);
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if (this->actor.params == HONOTRAP_EYE) {
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if (this->actor.params == HONOTRAP_TYPE_EYE) {
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if (this->collider.tris.base.acFlags & AC_HIT) {
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EffectSsBomb2_SpawnLayered(play, &this->actor.world.pos, &velocity, &accel, 15, 8);
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EffectSsBomb2_SpawnLayered(play, &this->actor.world.pos, &sVelocity, &sAccel, 15, 8);
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Actor_Kill(&this->actor);
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} else if (this->eyeState < HONOTRAP_EYE_SHUT) {
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this->collider.tris.base.acFlags &= ~AC_HIT;
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@ -493,7 +488,7 @@ void EnHonotrap_Update(Actor* thisx, PlayState* play) {
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}
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void EnHonotrap_DrawEye(Actor* thisx, PlayState* play) {
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static void* eyeTextures[] = {
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static void* sSilverEyeTextures[HONOTRAP_EYE_MAX] = {
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gEyeSwitchSilverOpenTex,
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gEyeSwitchSilverHalfTex,
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gEyeSwitchSilverClosedTex,
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@ -504,7 +499,7 @@ void EnHonotrap_DrawEye(Actor* thisx, PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx, "../z_en_honotrap.c", 982);
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Gfx_SetupDL_25Opa(play->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTextures[this->eyeState]));
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sSilverEyeTextures[this->eyeState]));
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_honotrap.c", 987),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, gEyeSwitch2DL);
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@ -520,10 +515,9 @@ void EnHonotrap_DrawFlame(Actor* thisx, PlayState* play) {
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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this->flameScroll -= 20;
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this->flameScroll &= 0x1FF;
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gSPSegment(
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POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0, this->flameScroll, 0x20, 0x80));
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this->flameScroll %= (128U << 2);
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 64, 1, 0, this->flameScroll, 32, 128));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 200, 0, 255);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
|
||||
Matrix_RotateY(BINANG_TO_RAD((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) - this->actor.shape.rot.y + 0x8000)),
|
||||
|
@ -537,11 +531,12 @@ void EnHonotrap_DrawFlame(Actor* thisx, PlayState* play) {
|
|||
|
||||
void EnHonotrap_Draw(Actor* thisx, PlayState* play) {
|
||||
switch (thisx->params) {
|
||||
case HONOTRAP_EYE:
|
||||
case HONOTRAP_TYPE_EYE:
|
||||
EnHonotrap_DrawEye(thisx, play);
|
||||
break;
|
||||
case HONOTRAP_FLAME_MOVE:
|
||||
case HONOTRAP_FLAME_DROP:
|
||||
|
||||
case HONOTRAP_TYPE_FLAME_MOVE:
|
||||
case HONOTRAP_TYPE_FLAME_DROP:
|
||||
EnHonotrap_DrawFlame(thisx, play);
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -10,10 +10,10 @@ typedef void (*EnHonotrapActionFunc)(struct EnHonotrap*, PlayState*);
|
|||
|
||||
typedef union {
|
||||
struct {
|
||||
ColliderTris tris;
|
||||
ColliderTrisElement elements[2];
|
||||
/* 0x00 */ ColliderTris tris;
|
||||
/* 0x20 */ ColliderTrisElement elements[2];
|
||||
};
|
||||
ColliderCylinder cyl;
|
||||
/* 0x00 */ ColliderCylinder cyl;
|
||||
} EnHonotrapCollider; // size = 0xD8
|
||||
|
||||
typedef struct EnHonotrap {
|
||||
|
@ -30,9 +30,9 @@ typedef struct EnHonotrap {
|
|||
} EnHonotrap; // size = 0x0244
|
||||
|
||||
typedef enum {
|
||||
HONOTRAP_EYE,
|
||||
HONOTRAP_FLAME_MOVE,
|
||||
HONOTRAP_FLAME_DROP
|
||||
HONOTRAP_TYPE_EYE,
|
||||
HONOTRAP_TYPE_FLAME_MOVE,
|
||||
HONOTRAP_TYPE_FLAME_DROP
|
||||
} EnHonotrapType;
|
||||
|
||||
#endif
|
||||
|
|
|
@ -204,7 +204,7 @@ void EnPoRelay_Race(EnPoRelay* this, PlayState* play) {
|
|||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HONOTRAP,
|
||||
Math_CosS(this->unk_19A) * speedXZ + this->actor.world.pos.x, this->actor.world.pos.y,
|
||||
Math_SinS(this->unk_19A) * speedXZ + this->actor.world.pos.z, 0,
|
||||
(this->unk_19A + 0x8000) - (0x2000 * multiplier), 0, HONOTRAP_FLAME_DROP);
|
||||
(this->unk_19A + 0x8000) - (0x2000 * multiplier), 0, HONOTRAP_TYPE_FLAME_DROP);
|
||||
}
|
||||
}
|
||||
Math_SmoothStepToS(&this->actor.world.rot.y, this->unk_19A, 2, 0x1000, 0x100);
|
||||
|
|
Loading…
Reference in a new issue