diff options
| author | Alejandro Javier Asenjo Nitti <alejandro.asenjo88@gmail.com> | 2024-08-15 02:52:41 -0300 |
|---|---|---|
| committer | Alejandro Javier Asenjo Nitti <alejandro.asenjo88@gmail.com> | 2024-08-15 02:52:41 -0300 |
| commit | e073a7d0d7d7713283467a9ad8ef6b9aef527f41 (patch) | |
| tree | eca88936e07af1244261001cd13cfb0d70101d2d /src/engine/fox_play.c | |
| parent | 8d3d4cd2d06b3efb4716b39d9f2f1391037ed737 (diff) | |
wings -> arwing
Diffstat (limited to 'src/engine/fox_play.c')
| -rw-r--r-- | src/engine/fox_play.c | 127 |
1 files changed, 63 insertions, 64 deletions
diff --git a/src/engine/fox_play.c b/src/engine/fox_play.c index 3589f2ea..7ebe456a 100644 --- a/src/engine/fox_play.c +++ b/src/engine/fox_play.c @@ -169,7 +169,7 @@ void Player_WingEffects(Player* player) { if ((gLevelType == LEVELTYPE_PLANET) || ((player->alternateView == true) && (gLevelMode == LEVELMODE_ON_RAILS))) { player->yBob = -SIN_DEG(player->bobPhase) * 0.5f; - if ((player->wings.rightState <= WINGSTATE_BROKEN) || (player->wings.leftState <= WINGSTATE_BROKEN)) { + if ((player->arwing.rightState <= WINGSTATE_BROKEN) || (player->arwing.leftState <= WINGSTATE_BROKEN)) { player->rockAngle = SIN_DEG(player->rockPhase) * 5.0f; } else { player->rockAngle = SIN_DEG(player->rockPhase) * 1.5f; @@ -183,7 +183,7 @@ void Player_DamageEffects(Player* player) { f32 sp40; if (!player->alternateView || (gLevelMode == LEVELMODE_ALL_RANGE)) { - if (player->wings.rightState <= WINGSTATE_BROKEN) { + if (player->arwing.rightState <= WINGSTATE_BROKEN) { if (((gGameFrameCount % 2U) == 0) && (gRightWingDebrisTimer[player->num] != 0)) { func_effect_8007D10C(RAND_FLOAT_CENTERED(10.0f) + player->hit1.x, RAND_FLOAT(5.0f) + player->hit1.y, player->hit1.z, 1.0f); @@ -194,7 +194,7 @@ void Player_DamageEffects(Player* player) { RAND_FLOAT(0.02f) + 0.02f, player->num + 1); } } - if (player->wings.leftState <= WINGSTATE_BROKEN) { + if (player->arwing.leftState <= WINGSTATE_BROKEN) { if (((gGameFrameCount % 2U) == 0) && (gLeftWingDebrisTimer[player->num] != 0)) { func_effect_8007D10C(RAND_FLOAT_CENTERED(10.0f) + player->hit2.x, RAND_FLOAT(5.0f) + player->hit2.y, player->hit2.z, 1.0f); @@ -823,11 +823,11 @@ void Player_DamageWings(Player* player, s32 side, s32 damage) { if ((player->form == FORM_ARWING) && (gShieldAlpha[player->num] < 1.0f)) { if (side == 1) { gRightWingFlashTimer[player->num] = 30; - if (player->wings.rightState == WINGSTATE_INTACT) { + if (player->arwing.rightState == WINGSTATE_INTACT) { gRightWingHealth[player->num] -= damage; if (gRightWingHealth[player->num] <= 0) { Play_SpawnDebris(1, player->hit1.x, player->hit1.y, player->hit1.z); - player->wings.rightState = WINGSTATE_BROKEN; + player->arwing.rightState = WINGSTATE_BROKEN; func_effect_8007D0E0(player->hit1.x, player->hit1.y, player->hit1.z, 2.0f); gRightWingDebrisTimer[player->num] = 50; Player_PlaySfx(player->sfxSource, NA_SE_ARWING_WING_BROKEN, player->num); @@ -838,11 +838,11 @@ void Player_DamageWings(Player* player, s32 side, s32 damage) { } } else if (side == 2) { gLeftWingFlashTimer[player->num] = 30; - if (player->wings.leftState == WINGSTATE_INTACT) { + if (player->arwing.leftState == WINGSTATE_INTACT) { gLeftWingHealth[player->num] -= damage; if (gLeftWingHealth[player->num] <= 0) { Play_SpawnDebris(0, player->hit2.x, player->hit2.y, player->hit2.z); - player->wings.leftState = WINGSTATE_BROKEN; + player->arwing.leftState = WINGSTATE_BROKEN; func_effect_8007D0E0(player->hit2.x, player->hit2.y, player->hit2.z, 2.0f); gLeftWingDebrisTimer[player->num] = 50; Player_PlaySfx(player->sfxSource, NA_SE_ARWING_WING_BROKEN, player->num); @@ -1621,7 +1621,7 @@ void Player_UpdateHitbox(Player* player) { Matrix_RotateZ(gCalcMatrix, -(player->bankAngle * M_DTOR), MTXF_APPLY); sp3C.y = 0.0f; sp3C.z = 0.0f; - if (player->wings.leftState == WINGSTATE_INTACT) { + if (player->arwing.leftState == WINGSTATE_INTACT) { sp3C.x = 40.0f; } else { sp3C.y = -10.0f; @@ -1632,7 +1632,7 @@ void Player_UpdateHitbox(Player* player) { } Matrix_MultVec3f(gCalcMatrix, &sp3C, &player->hit2); - if (player->wings.rightState == WINGSTATE_INTACT) { + if (player->arwing.rightState == WINGSTATE_INTACT) { sp3C.x = -40.0f; } else { sp3C.x = -30.0f; @@ -3026,7 +3026,7 @@ void Player_ArwingLaser(Player* player) { LaserStrength laser; laser = gLaserStrength[gPlayerNum]; - if (player->wings.unk_14 > -8.0f) { + if (player->arwing.unk_14 > -8.0f) { laser = LASERS_SINGLE; } @@ -3293,15 +3293,15 @@ bool Player_UpdateLockOn(Player* player) { void Player_Shoot(Player* player) { switch (player->form) { case FORM_ARWING: - if ((player->wings.rightState <= WINGSTATE_BROKEN) || (player->wings.leftState <= WINGSTATE_BROKEN)) { + if ((player->arwing.rightState <= WINGSTATE_BROKEN) || (player->arwing.leftState <= WINGSTATE_BROKEN)) { gLaserStrength[player->num] = LASERS_SINGLE; } if (!Player_UpdateLockOn(player)) { if (gLaserStrength[gPlayerNum] > LASERS_SINGLE) { - Math_SmoothStepToF(&player->wings.unk_14, -10.0f, 1.0f, 0.5f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_14, -10.0f, 1.0f, 0.5f, 0.0f); } else { - Math_SmoothStepToF(&player->wings.unk_14, 0.0f, 1.0f, 0.5f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_14, 0.0f, 1.0f, 0.5f, 0.0f); } if (gShootButton[player->num] & gInputPress->button) { Player_ArwingLaser(player); @@ -3349,9 +3349,9 @@ void Player_ArwingBank(Player* player) { f32 sp38; sp3C = 0.0f; - if ((player->wings.rightState <= WINGSTATE_BROKEN) && (player->wings.leftState == WINGSTATE_INTACT)) { + if ((player->arwing.rightState <= WINGSTATE_BROKEN) && (player->arwing.leftState == WINGSTATE_INTACT)) { sp3C = -17.0f; - } else if ((player->wings.leftState <= WINGSTATE_BROKEN) && (player->wings.rightState == WINGSTATE_INTACT)) { + } else if ((player->arwing.leftState <= WINGSTATE_BROKEN) && (player->arwing.rightState == WINGSTATE_INTACT)) { sp3C = 17.0f; } @@ -3360,10 +3360,10 @@ void Player_ArwingBank(Player* player) { sp3C = 90.0f; sp38 = 0.2f; if (player->zRotBank < 70.0f) { - Math_SmoothStepToF(&player->wings.unk_04, -70.0f, 0.3f, 100.0f, 0.0f); - Math_SmoothStepToF(&player->wings.unk_08, -70.0f, 0.3f, 100.0f, 0.f); - Math_SmoothStepToF(&player->wings.unk_0C, 70.0f, 0.3f, 100.0f, 0.f); - Math_SmoothStepToF(&player->wings.unk_10, 70.0f, 0.3f, 100.0f, 0.f); + Math_SmoothStepToF(&player->arwing.unk_04, -70.0f, 0.3f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_08, -70.0f, 0.3f, 100.0f, 0.f); + Math_SmoothStepToF(&player->arwing.unk_0C, 70.0f, 0.3f, 100.0f, 0.f); + Math_SmoothStepToF(&player->arwing.unk_10, 70.0f, 0.3f, 100.0f, 0.f); if (player->pos.y < (gGroundHeight + 70.0f)) { player->pos.y += 6.0f; } @@ -3374,10 +3374,10 @@ void Player_ArwingBank(Player* player) { sp3C = -90.0f; sp38 = 0.2f; if (player->zRotBank > -70.0f) { - Math_SmoothStepToF(&player->wings.unk_04, 70.0f, 0.3f, 100.0f, 0.0f); - Math_SmoothStepToF(&player->wings.unk_08, 70.0f, 0.3f, 100.0f, 0.0f); - Math_SmoothStepToF(&player->wings.unk_0C, -70.0f, 0.3f, 100.0f, 0.0f); - Math_SmoothStepToF(&player->wings.unk_10, -70.0f, 0.3f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_04, 70.0f, 0.3f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_08, 70.0f, 0.3f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_0C, -70.0f, 0.3f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_10, -70.0f, 0.3f, 100.0f, 0.0f); if (player->pos.y < (gGroundHeight + 70.0f)) { player->pos.y += 6.0f; } @@ -3594,11 +3594,11 @@ void Player_MoveArwing360(Player* player) { sp58 = sp40.x; } - Math_SmoothStepToF(&player->wings.unk_28, 0.0f, 0.1f, 100.0f, 0.0f); - Math_SmoothStepToF(&player->wings.unk_04, -sp60 + sp5C, 0.1f, 100.0f, 0.0f); - Math_SmoothStepToF(&player->wings.unk_08, -sp60 - sp5C, 0.1f, 100.0f, 0.0f); - Math_SmoothStepToF(&player->wings.unk_0C, -sp60 + sp58, 0.1f, 100.0f, 0.0f); - Math_SmoothStepToF(&player->wings.unk_10, -sp60 - sp58, 0.1f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_28, 0.0f, 0.1f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_04, -sp60 + sp5C, 0.1f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_08, -sp60 - sp5C, 0.1f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_0C, -sp60 + sp58, 0.1f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_10, -sp60 - sp58, 0.1f, 100.0f, 0.0f); scale = 0.1f; if ((player->zRotBank > 10.0f) && (sp7C > 0)) { @@ -3668,11 +3668,11 @@ void Player_MoveArwing360(Player* player) { sp4C.x = 0.0f; sp4C.y = 0.0f; - if (player->wings.rightState <= WINGSTATE_BROKEN) { + if (player->arwing.rightState <= WINGSTATE_BROKEN) { sp4C.x -= 2.5f; sp4C.y -= 2.5f; } - if (player->wings.leftState <= WINGSTATE_BROKEN) { + if (player->arwing.leftState <= WINGSTATE_BROKEN) { sp4C.x += 2.5f; sp4C.y -= 2.5f; } @@ -3730,10 +3730,10 @@ void Player_PerformLoop(Player* player) { sp58 = -50.0f; } - Math_SmoothStepToF(&player->wings.unk_04, sp58, 0.3f, 100.0f, 0.0f); - Math_SmoothStepToF(&player->wings.unk_08, sp58, 0.3f, 100.0f, 0.0f); - Math_SmoothStepToF(&player->wings.unk_0C, sp58, 0.3f, 100.0f, 0.0f); - Math_SmoothStepToF(&player->wings.unk_10, sp58, 0.3f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_04, sp58, 0.3f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_08, sp58, 0.3f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_0C, sp58, 0.3f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_10, sp58, 0.3f, 100.0f, 0.0f); if (player->aerobaticPitch < 180.0f) { player->pos.y += 2.0f; @@ -3857,20 +3857,19 @@ void Player_MoveArwingOnRails(Player* player) { if (sp5C.x > 5.0f) { sp74 = sp5C.x; } - Math_SmoothStepToF(&player->wings.unk_28, 0.0f, 0.1f, 100.0f, 0.0f); - Math_SmoothStepToF(&player->wings.unk_04, (-sp7C) + sp78, 0.1f, 100.0f, 0.0f); - Math_SmoothStepToF(&player->wings.unk_08, (-sp7C) - sp78, 0.1f, 100.0f, 0.0f); - Math_SmoothStepToF(&player->wings.unk_0C, (-sp7C) + sp74, 0.1f, 100.0f, 0.0f); - Math_SmoothStepToF(&player->wings.unk_10, (-sp7C) - sp74, 0.1f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_28, 0.0f, 0.1f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_04, (-sp7C) + sp78, 0.1f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_08, (-sp7C) - sp78, 0.1f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_0C, (-sp7C) + sp74, 0.1f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_10, (-sp7C) - sp74, 0.1f, 100.0f, 0.0f); } sp84 = 0.1f; - if ((player->zRotBank > 10.0f) && (stickX > 0)) { sp84 = 0.2f; gPlayerTurnRate *= 2.0f; } - if ((player->zRotBank < (-10.0f)) && (stickX < 0)) { + if ((player->zRotBank < -10.0f) && (stickX < 0)) { sp84 = 0.2f; gPlayerTurnRate *= 2.0f; } @@ -3944,11 +3943,11 @@ void Player_MoveArwingOnRails(Player* player) { Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp68, &sp50); - if (player->wings.rightState <= WINGSTATE_BROKEN) { + if (player->arwing.rightState <= WINGSTATE_BROKEN) { player->vel.x += 2.5f; player->vel.y -= 2.5f; } - if (player->wings.leftState <= WINGSTATE_BROKEN) { + if (player->arwing.leftState <= WINGSTATE_BROKEN) { player->vel.x -= 2.5f; player->vel.y -= 2.5f; } @@ -4417,8 +4416,8 @@ void Player_Setup(Player* playerx) { } } - player->wings.rightState = WINGSTATE_INTACT; - player->wings.leftState = WINGSTATE_INTACT; + player->arwing.rightState = WINGSTATE_INTACT; + player->arwing.leftState = WINGSTATE_INTACT; if (gExpertMode) { gLeftWingHealth[gPlayerNum] = 10; @@ -4521,8 +4520,8 @@ void Player_Setup(Player* playerx) { if (D_ctx_80177C9C != 0) { player->shields = D_ctx_80177C9C - 1; gGoldRingCount[0] = D_ctx_80177C94; - player->wings.rightState = D_ctx_80177CAC; - player->wings.leftState = D_ctx_80177CB4; + player->arwing.rightState = D_ctx_80177CAC; + player->arwing.leftState = D_ctx_80177CB4; gRightWingHealth[0] = D_ctx_80177CBC; gLeftWingHealth[0] = D_ctx_80177CC4; if (gCurrentLevel == LEVEL_VENOM_ANDROSS) { @@ -4791,7 +4790,7 @@ void Player_Setup(Player* playerx) { } if (gLaserStrength[gPlayerNum] > LASERS_SINGLE) { - player->wings.unk_14 = -10.0f; + player->arwing.unk_14 = -10.0f; } gPauseEnabled = false; } @@ -5031,11 +5030,11 @@ void Player_ArwingBoost(Player* player) { } } if (gLevelType == LEVELTYPE_PLANET) { - player->wings.unk_28 += (35.0f - player->wings.unk_28) * 0.1f; - Math_SmoothStepToF(&player->wings.unk_04, 0.0f, 0.5f, 100.0f, 0.0f); - Math_SmoothStepToF(&player->wings.unk_08, 0.0f, 0.5f, 100.0f, 0.0f); - Math_SmoothStepToF(&player->wings.unk_0C, 0.0f, 0.5f, 100.0f, 0.0f); - Math_SmoothStepToF(&player->wings.unk_10, 0.0f, 0.5f, 100.0f, 0.0f); + player->arwing.unk_28 += (35.0f - player->arwing.unk_28) * 0.1f; + Math_SmoothStepToF(&player->arwing.unk_04, 0.0f, 0.5f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_08, 0.0f, 0.5f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_0C, 0.0f, 0.5f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_10, 0.0f, 0.5f, 100.0f, 0.0f); } player->boostMeter += sp28; if (player->boostMeter > 90.0f) { @@ -5130,10 +5129,10 @@ void Player_ArwingBrake(Player* player) { } if (gLevelType == LEVELTYPE_PLANET) { - Math_SmoothStepToF(&player->wings.unk_04, 90.0f, 0.2f, 100.0f, 0.0f); - Math_SmoothStepToF(&player->wings.unk_08, -90.0f, 0.2f, 100.0f, 0.0f); - Math_SmoothStepToF(&player->wings.unk_0C, 90.0f, 0.2f, 100.0f, 0.0f); - Math_SmoothStepToF(&player->wings.unk_10, -90.0f, 0.2f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_04, 90.0f, 0.2f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_08, -90.0f, 0.2f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_0C, 90.0f, 0.2f, 100.0f, 0.0f); + Math_SmoothStepToF(&player->arwing.unk_10, -90.0f, 0.2f, 100.0f, 0.0f); } player->boostMeter += sp30; @@ -5782,14 +5781,14 @@ void Player_Update(Player* player) { case PLAYERSTATE_1C8_LEVEL_INTRO: gShowHud = 0; gPauseEnabled = false; - player->wings.modelId = 1; + player->arwing.modelId = 1; Cutscene_LevelStart(player); break; case PLAYERSTATE_1C8_ACTIVE: gShowHud = 1; Player_LowHealthMsg(player); - player->wings.modelId = 0; + player->arwing.modelId = 0; D_hud_80161704 = 255; if ((!gVersusMode || gVsMatchStart) && !player->somersault && (gInputPress->button & U_CBUTTONS) && @@ -5860,12 +5859,12 @@ void Player_Update(Player* player) { gVsLockOnTimers[player->num][0] = gVsLockOnTimers[player->num][1] = gVsLockOnTimers[player->num][2] = gVsLockOnTimers[player->num][3] = 0; } - player->wings.modelId = 1; + player->arwing.modelId = 1; - Math_SmoothStepToF(&player->wings.unk_04, 0.0f, 0.1f, 5.0f, 0); - Math_SmoothStepToF(&player->wings.unk_08, 0.0f, 0.1f, 5.0f, 0); - Math_SmoothStepToF(&player->wings.unk_0C, 0.0f, 0.1f, 5.0f, 0); - Math_SmoothStepToF(&player->wings.unk_10, 0.0f, 0.1f, 5.0f, 0); + Math_SmoothStepToF(&player->arwing.unk_04, 0.0f, 0.1f, 5.0f, 0); + Math_SmoothStepToF(&player->arwing.unk_08, 0.0f, 0.1f, 5.0f, 0); + Math_SmoothStepToF(&player->arwing.unk_0C, 0.0f, 0.1f, 5.0f, 0); + Math_SmoothStepToF(&player->arwing.unk_10, 0.0f, 0.1f, 5.0f, 0); Player_UpdateShields(player); Cutscene_UTurn(player); |
