diff options
| author | Sonic Dreamcaster <alejandro.asenjo88@gmail.com> | 2025-05-17 20:33:28 -0300 |
|---|---|---|
| committer | Sonic Dreamcaster <alejandro.asenjo88@gmail.com> | 2025-05-17 20:33:28 -0300 |
| commit | 3b2efbb81ae7020d2bccb0b7a15a4f5eb14b1f63 (patch) | |
| tree | bbbc6c2a465c9e9e2eb5ecfef70a29d471b182b2 /src/player_controller.c | |
| parent | d52831e4ba9de27fdc70cd824a81f812011b81ce (diff) | |
fthismigration/vec-struct
Diffstat (limited to 'src/player_controller.c')
| -rw-r--r-- | src/player_controller.c | 52 |
1 files changed, 26 insertions, 26 deletions
diff --git a/src/player_controller.c b/src/player_controller.c index 2f3185f91..9b21fed27 100644 --- a/src/player_controller.c +++ b/src/player_controller.c @@ -727,7 +727,7 @@ void func_8002934C(Player* player, Camera* camera, s8 screenId, s8 playerId) { player->unk_048[screenId] = atan2s(player->pos.x - camera->pos.x, player->pos.z - camera->pos.z); player->animFrameSelector[screenId] = - (u16) ((((player->unk_048[screenId]) + player->rotation[1] + player->unk_0C0))) / 128; + (u16) ((((player->unk_048[screenId]) + player->rotation.y + player->unk_0C0))) / 128; temp_f2 = (gCharacterSize[player->characterId] * 18.0f) * player->size; temp_f0 = player->unk_230 - player->unk_23C; @@ -756,7 +756,7 @@ void func_8002934C(Player* player, Camera* camera, s8 screenId, s8 playerId) { player->unk_0D4[screenId] = (s16) ((s32) player->unk_D9C); } func_80029200(player, screenId); - temp_a0 = ((player->unk_048[screenId] + player->rotation[1]) + player->unk_0C0); + temp_a0 = ((player->unk_048[screenId] + player->rotation.y) + player->unk_0C0); temp_a0 = (s16) player->unk_0D4[screenId] * sins((u16) temp_a0) + player->unk_0CC[screenId] * coss((u16) temp_a0); move_s16_towards(&player->unk_050[screenId], temp_a0, 0.5f); var_a0 = player->animFrameSelector[screenId]; @@ -786,7 +786,7 @@ void func_8002934C(Player* player, Camera* camera, s8 screenId, s8 playerId) { if (((player->effects & 8) == 8) && ((player->unk_0CA & 2) == 2)) { player->unk_050[screenId] = 0; } - var_a0 = (player->unk_048[screenId] + player->rotation[1] + player->unk_0C0); + var_a0 = (player->unk_048[screenId] + player->rotation.y + player->unk_0C0); if (((player->effects & 0x80) == 0x80) || ((player->effects & 0x40) == 0x40) || ((player->effects & 0x80000) == 0x80000) || ((player->effects & 0x800000) == 0x800000) || ((player->effects & 0x20000) == 0x20000) || (player->unk_044 & 0x800)) { @@ -874,7 +874,7 @@ void func_80029B4C(Player* player, UNUSED f32 arg1, f32 arg2, UNUSED f32 arg3) { var_f12 = 18.0f * (gCharacterSize[player->characterId] / 2); } - calculate_orientation_matrix(sp5C, 0.0f, 1.0f, 0.0f, (player->rotation[1] + player->unk_0C0)); + calculate_orientation_matrix(sp5C, 0.0f, 1.0f, 0.0f, (player->rotation.y + player->unk_0C0)); sp8C[0] = var_f12 - 3.6; sp8C[1] = -player->boundingBoxSize; sp8C[2] = var_f12 - 2.0f; @@ -978,7 +978,7 @@ void func_8002A194(Player* player, f32 arg1, f32 arg2, f32 arg3) { UNUSED s32 pad2; f32 temp_f0; - temp_v1 = -player->rotation[1] - player->unk_0C0; + temp_v1 = -player->rotation.y - player->unk_0C0; if ((player->effects & LIGHTNING_EFFECT) == LIGHTNING_EFFECT) { var_f20 = (((gCharacterSize[player->characterId] * 18) / 2) * (player->size * 1.5)) - 1; } else { @@ -1282,8 +1282,8 @@ void func_8002AE38(Player* player, s8 arg1, f32 arg2, f32 arg3, f32 arg4, f32 ar s16 temp_a0; s32 var_v1; - sp28 = (sins(-player->rotation[1]) * player->unk_094) + arg2; - temp_f16 = (coss(-player->rotation[1]) * player->unk_094) + arg3; + sp28 = (sins(-player->rotation.y) * player->unk_094) + arg2; + temp_f16 = (coss(-player->rotation.y) * player->unk_094) + arg3; if (((player->effects & 0x800) != 0x800) && ((player->effects & 0x10) != 0x10) && !(player->unk_044 & 0x4000) && ((((player->unk_094 / 18.0f) * 216.0f) <= 8.0f) || (((player->unk_07C >> 0x10) < 5) && ((player->unk_07C >> 0x10) > -5)))) { @@ -1550,7 +1550,7 @@ void func_8002B9CC(Player* player, s8 arg1, UNUSED s32 arg2) { } } temp = (-(s16) get_angle_between_two_vectors(player->pos, &player->oldPos[0])); - temp2 = (player->rotation[1] - player->unk_0C0); + temp2 = (player->rotation.y - player->unk_0C0); temp = temp - temp2; player->unk_234 = temp / 182; } @@ -1592,7 +1592,7 @@ void func_8002BB9C(Player* player, f32* arg1, f32* arg2, UNUSED s8 arg3, UNUSED mtxf_translate_vec3f_mat3(sp4C, sp64); var_v0 = -(s16) get_angle_between_two_vectors(sp58, sp4C); - t0 = player->rotation[1]; + t0 = player->rotation.y; var_v0 = 0x10000 + (t0 - var_v0); var_v0 /= 182; @@ -1611,9 +1611,9 @@ void func_8002BB9C(Player* player, f32* arg1, f32* arg2, UNUSED s8 arg3, UNUSED } if ((player->unk_07C >> 0x10) < 0) { - player->rotation[1] -= sp30[var_v0]; + player->rotation.y -= sp30[var_v0]; } else { - player->rotation[1] += sp30[var_v0]; + player->rotation.y += sp30[var_v0]; } } @@ -2001,7 +2001,7 @@ void func_8002D028(Player* player, s8 arg1) { sp4C[2] = D_80165230[D_80165270[arg1]]; temp = -(s16) get_angle_between_two_vectors(player->pos, sp4C); - temp2 = player->rotation[1]; + temp2 = player->rotation.y; temp = (temp - temp2); thing0 = 8; @@ -2020,8 +2020,8 @@ void func_8002D028(Player* player, s8 arg1) { temp_f18 = sqrtf((sp4C[0] - player->pos.x) * (sp4C[0] - player->pos.x) + (sp4C[2] - player->pos.z) * (sp4C[2] - player->pos.z)); if (temp_f18 <= 8.0f) { - adjust_angle(&player->rotation[1], -0x8000, 0x016C); - if ((player->rotation[1] < (-0x7F41)) || (player->rotation[1] > 0x7F41)) { + adjust_angle(&player->rotation.y, -0x8000, 0x016C); + if ((player->rotation.y < (-0x7F41)) || (player->rotation.y > 0x7F41)) { player->type &= ~0x0200; } player->unk_08C = 0; @@ -2117,8 +2117,8 @@ void func_8002D268(Player* player, UNUSED Camera* camera, s8 screenId, s8 player spB0 = -1 * player->kartGravity; spAC = 0 * (player->unk_064[2] + sp16C[2]); } - temp_f2_2 = ((player->oldPos[2] - player->pos.z) * coss(player->rotation[1] + player->unk_0C0)) + - (-(player->oldPos[0] - player->pos.x) * sins(player->rotation[1] + player->unk_0C0)); + temp_f2_2 = ((player->oldPos[2] - player->pos.z) * coss(player->rotation.y + player->unk_0C0)) + + (-(player->oldPos[0] - player->pos.x) * sins(player->rotation.y + player->unk_0C0)); if (temp_f2_2 > 0.1) { player->unk_044 |= 8; } else { @@ -2206,10 +2206,10 @@ void func_8002D268(Player* player, UNUSED Camera* camera, s8 screenId, s8 player player->unk_05C = 1.0f; if ((player->unk_044 & 1) != 1) { calculate_orientation_matrix(player->orientationMatrix, player->unk_058, player->unk_05C, player->unk_060, - player->rotation[1]); + player->rotation.y); } else { calculate_orientation_matrix(player->orientationMatrix, player->unk_058, player->unk_05C, player->unk_060, - player->rotation[1] + 0x8000); + player->rotation.y + 0x8000); } player->effects |= 8; player->unk_0C2 += 1; @@ -2426,12 +2426,12 @@ void func_8002E594(Player* player, UNUSED Camera* camera, s8 screenId, s8 player func_8002C7E4(player, playerId, screenId); if (sp46 == 1) { calculate_orientation_matrix(player->orientationMatrix, player->unk_058, player->unk_05C, player->unk_060, - (s16) ((s32) player->rotation[1])); + (s16) ((s32) player->rotation.y)); calculate_orientation_matrix(player->unk_150, player->unk_058, player->unk_05C, player->unk_060, (s16) ((s32) player->unk_0AE)); } else { calculate_orientation_matrix(player->orientationMatrix, player->unk_058, player->unk_05C, player->unk_060, - (s16) ((s32) player->rotation[1])); + (s16) ((s32) player->rotation.y)); } spEC[2] = func_80030150(player, playerId); if (sp46 == 1) { @@ -2670,7 +2670,7 @@ void control_kart_ai_movement(Player* player, UNUSED Camera* camera, s8 arg2, s8 player->kartHopAcceleration = 0; player->kartHopVelocity = 0; calculate_orientation_matrix(player->orientationMatrix, player->unk_058, player->unk_05C, player->unk_060, - player->rotation[1]); + player->rotation.y); player->unk_0C2 = 0; player->effects &= ~2; player->effects &= ~8; @@ -2757,7 +2757,7 @@ void func_8002F730(Player* player, UNUSED Camera* camera, UNUSED s8 screenId, s8 player->unk_058 = 0.0f; player->unk_05C = 1.0f; player->unk_060 = 0.0f; - calculate_orientation_matrix(player->orientationMatrix, 0.0f, 1.0f, 0.0f, (s16) (s32) player->rotation[1]); + calculate_orientation_matrix(player->orientationMatrix, 0.0f, 1.0f, 0.0f, (s16) (s32) player->rotation.y); player->effects &= ~8; sp78 = player->collision.surfaceDistance[2]; if (sp78 <= 0.0f) { @@ -4454,7 +4454,7 @@ void func_80037BB4(Player* player, Vec3f arg1) { } else { if (player->unk_078 < 0) { if (((player->effects & 0x20000000) != 0x20000000) || (player->unk_228 >= 0x64)) { - player->rotation[1] += player->unk_078; + player->rotation.y += player->unk_078; } if (!(player->type & PLAYER_KART_AI)) { if (gModeSelection == BATTLE) { @@ -4467,7 +4467,7 @@ void func_80037BB4(Player* player, Vec3f arg1) { } } else { if (((player->effects & 0x20000000) != 0x20000000) || (player->unk_228 >= 0x64)) { - player->rotation[1] += player->unk_078; + player->rotation.y += player->unk_078; } if (!(player->type & PLAYER_KART_AI)) { if (gModeSelection == BATTLE) { @@ -4817,7 +4817,7 @@ void func_80038C6C(Player* player, UNUSED Camera* camera, s8 arg2, s8 playerId) player->topSpeed = 250.0f; func_8002B830(player, playerId, arg2); apply_effect(player, playerId, arg2); - player->rotation[1] += player->unk_078; + player->rotation.y += player->unk_078; spF0[0] = 0; spF0[1] = 0; spF0[2] = 0; @@ -4864,7 +4864,7 @@ void func_80038C6C(Player* player, UNUSED Camera* camera, s8 arg2, s8 playerId) player->unk_058 = 0; player->unk_060 = 0; player->unk_05C = 1.0f; - calculate_orientation_matrix(player->orientationMatrix, 0, 1.0f, 0, player->rotation[1]); + calculate_orientation_matrix(player->orientationMatrix, 0, 1.0f, 0, player->rotation.y); player->effects |= 8; player->unk_0C2 += 1; sp98 = player->collision.surfaceDistance[2]; |
