diff options
| author | engineer124 <47598039+engineer124@users.noreply.github.com> | 2023-03-03 09:07:51 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-03-03 11:07:51 -0300 |
| commit | e8f3039264ab94af9264f6bcedfab74fe72360cf (patch) | |
| tree | a86d0e2b8170317a767146ec44a8ed500d5ad3dd /src/code | |
| parent | cc8772a896f8a654d36787ac23114d9f24a506d0 (diff) | |
speedXZ -> speed (#1186)
* speedXZ to speed
* brackets
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/z_actor.c | 28 | ||||
| -rw-r--r-- | src/code/z_en_hy_code.c | 8 | ||||
| -rw-r--r-- | src/code/z_en_item00.c | 16 | ||||
| -rw-r--r-- | src/code/z_player_lib.c | 2 | ||||
| -rw-r--r-- | src/code/z_sub_s.c | 2 |
5 files changed, 28 insertions, 28 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 6ba05d4f9..644d933b9 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -1125,8 +1125,8 @@ void Actor_UpdatePos(Actor* actor) { * It is recommended to not call this function directly and use `Actor_MoveWithGravity` instead */ void Actor_UpdateVelocityWithGravity(Actor* actor) { - actor->velocity.x = actor->speedXZ * Math_SinS(actor->world.rot.y); - actor->velocity.z = actor->speedXZ * Math_CosS(actor->world.rot.y); + actor->velocity.x = actor->speed * Math_SinS(actor->world.rot.y); + actor->velocity.z = actor->speed * Math_CosS(actor->world.rot.y); actor->velocity.y += actor->gravity; if (actor->velocity.y < actor->terminalVelocity) { @@ -1150,11 +1150,11 @@ void Actor_MoveWithGravity(Actor* actor) { * It is recommended to not call this function directly and use `Actor_MoveWithoutGravity` instead */ void Actor_UpdateVelocityWithoutGravity(Actor* actor) { - f32 horizontalSpeed = Math_CosS(actor->world.rot.x) * actor->speedXZ; + f32 speedXZ = Math_CosS(actor->world.rot.x) * actor->speed; - actor->velocity.x = Math_SinS(actor->world.rot.y) * horizontalSpeed; - actor->velocity.y = Math_SinS(actor->world.rot.x) * actor->speedXZ; - actor->velocity.z = Math_CosS(actor->world.rot.y) * horizontalSpeed; + actor->velocity.x = Math_SinS(actor->world.rot.y) * speedXZ; + actor->velocity.y = Math_SinS(actor->world.rot.x) * actor->speed; + actor->velocity.z = Math_CosS(actor->world.rot.y) * speedXZ; } /** @@ -1174,11 +1174,11 @@ void Actor_MoveWithoutGravity(Actor* actor) { * It is recommended to not call this function directly and use `Actor_MoveWithoutGravityReverse` instead */ void Actor_UpdateVelocityWithoutGravityReverse(Actor* actor) { - f32 horizontalSpeed = Math_CosS(-actor->world.rot.x) * actor->speedXZ; + f32 speedXZ = Math_CosS(-actor->world.rot.x) * actor->speed; - actor->velocity.x = Math_SinS(actor->world.rot.y) * horizontalSpeed; - actor->velocity.y = Math_SinS(-actor->world.rot.x) * actor->speedXZ; - actor->velocity.z = Math_CosS(actor->world.rot.y) * horizontalSpeed; + actor->velocity.x = Math_SinS(actor->world.rot.y) * speedXZ; + actor->velocity.y = Math_SinS(-actor->world.rot.x) * actor->speed; + actor->velocity.z = Math_CosS(actor->world.rot.y) * speedXZ; } /** @@ -1193,7 +1193,7 @@ void Actor_MoveWithoutGravityReverse(Actor* actor) { * Sets horizontal speed and Y velocity using the `speed` argument and current pitch */ void Actor_SetSpeeds(Actor* actor, f32 speed) { - actor->speedXZ = Math_CosS(actor->world.rot.x) * speed; + actor->speed = Math_CosS(actor->world.rot.x) * speed; actor->velocity.y = -Math_SinS(actor->world.rot.x) * speed; } @@ -3607,7 +3607,7 @@ Actor* func_800BC270(PlayState* play, Actor* actor, f32 arg2, s32 arg3) { ((itemAction->id == ACTOR_EN_ARROW) && (func_800BC188(itemAction->params) & arg3))) { f32 speedXZ; - if ((itemAction->speedXZ <= 0.0f) && (GET_PLAYER(play)->unk_D57 != 0)) { + if ((itemAction->speed <= 0.0f) && (GET_PLAYER(play)->unk_D57 != 0)) { if (itemAction->id == ACTOR_ARMS_HOOK) { speedXZ = 20.0f; } else if (itemAction->id == ACTOR_EN_BOOM) { @@ -3624,7 +3624,7 @@ Actor* func_800BC270(PlayState* play, Actor* actor, f32 arg2, s32 arg3) { } } } else { - speedXZ = itemAction->speedXZ; + speedXZ = itemAction->speed; } if (func_800BC1B4(actor, itemAction, arg2, speedXZ)) { @@ -3644,7 +3644,7 @@ Actor* func_800BC444(PlayState* play, Actor* actor, f32 arg2) { while (explosive != NULL) { if (((explosive->id == ACTOR_EN_BOM) || (explosive->id == ACTOR_EN_BOM_CHU) || (explosive->id == ACTOR_EN_BOMBF))) { - if (func_800BC1B4(actor, explosive, arg2, explosive->speedXZ)) { + if (func_800BC1B4(actor, explosive, arg2, explosive->speed)) { break; } } diff --git a/src/code/z_en_hy_code.c b/src/code/z_en_hy_code.c index 85a5e7e84..1affc8df7 100644 --- a/src/code/z_en_hy_code.c +++ b/src/code/z_en_hy_code.c @@ -207,8 +207,8 @@ s32 EnHy_MoveForwards(EnHy* enHy, f32 speedTarget) { s32 reachedEnd = false; Vec3f curPointPos; - Math_SmoothStepToF(&enHy->actor.speedXZ, speedTarget, 0.4f, 1000.0f, 0.0f); - rotStep = enHy->actor.speedXZ * 400.0f; + Math_SmoothStepToF(&enHy->actor.speed, speedTarget, 0.4f, 1000.0f, 0.0f); + rotStep = enHy->actor.speed * 400.0f; if (SubS_CopyPointFromPath(enHy->path, enHy->curPoint, &curPointPos) && SubS_MoveActorToPoint(&enHy->actor, &curPointPos, rotStep)) { enHy->curPoint++; @@ -225,8 +225,8 @@ s32 EnHy_MoveBackwards(EnHy* enHy, f32 speedTarget) { s32 reachedEnd = false; Vec3f curPointPos; - Math_SmoothStepToF(&enHy->actor.speedXZ, speedTarget, 0.4f, 1000.0f, 0.0f); - rotStep = enHy->actor.speedXZ * 400.0f; + Math_SmoothStepToF(&enHy->actor.speed, speedTarget, 0.4f, 1000.0f, 0.0f); + rotStep = enHy->actor.speed * 400.0f; if (SubS_CopyPointFromPath(enHy->path, enHy->curPoint, &curPointPos) && SubS_MoveActorToPoint(&enHy->actor, &curPointPos, rotStep)) { enHy->curPoint--; diff --git a/src/code/z_en_item00.c b/src/code/z_en_item00.c index f450db014..987f8b10e 100644 --- a/src/code/z_en_item00.c +++ b/src/code/z_en_item00.c @@ -219,7 +219,7 @@ void EnItem00_Init(Actor* thisx, PlayState* play) { this->unk152 = 15; this->unk14C = 35; - this->actor.speedXZ = 0.0f; + this->actor.speed = 0.0f; this->actor.velocity.y = 0.0f; this->actor.gravity = 0.0f; @@ -346,7 +346,7 @@ void func_800A640C(EnItem00* this, PlayState* play) { this->actor.shape.yOffset = (Math_SinS(this->actor.shape.rot.y) * 150.0f) + 850.0f; } - Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f); + Math_SmoothStepToF(&this->actor.speed, 0.0f, 1.0f, 0.5f, 0.0f); if (this->unk14C == 0) { if ((this->actor.params != ITEM00_SMALL_KEY) && (this->actor.params != ITEM00_HEART_PIECE) && @@ -406,7 +406,7 @@ void func_800A6780(EnItem00* this, PlayState* play) { if (this->actor.params == ITEM00_RECOVERY_HEART) { if (this->actor.velocity.y < 0.0f) { - this->actor.speedXZ = 0.0f; + this->actor.speed = 0.0f; this->actor.gravity = -0.4f; if (this->actor.velocity.y < -1.5f) { this->actor.velocity.y = -1.5f; @@ -447,7 +447,7 @@ void func_800A6780(EnItem00* this, PlayState* play) { if (this->actor.bgCheckFlags & 3) { this->actionFunc = func_800A640C; this->actor.shape.rot.z = 0; - this->actor.speedXZ = 0.0f; + this->actor.speed = 0.0f; } } @@ -684,7 +684,7 @@ void EnItem00_Update(Actor* thisx, PlayState* play) { this->unk152 = 15; this->unk14C = 35; this->actor.shape.rot.z = 0; - this->actor.speedXZ = 0.0f; + this->actor.speed = 0.0f; this->actor.velocity.y = 0.0f; this->actor.gravity = 0.0f; @@ -951,7 +951,7 @@ Actor* Item_DropCollectible(PlayState* play, Vec3f* spawnPos, u32 params) { } else { spawnedActor->velocity.y = -2.0f; } - spawnedActor->speedXZ = 2.0f; + spawnedActor->speed = 2.0f; spawnedActor->gravity = -0.9f; spawnedActor->world.rot.y = randPlusMinusPoint5Scaled(0x10000); Actor_SetScale(spawnedActor, 0.0f); @@ -1002,7 +1002,7 @@ Actor* Item_DropCollectible2(PlayState* play, Vec3f* spawnPos, s32 params) { if (spawnedActor != NULL) { if (param8000 == 0) { spawnedActor->velocity.y = 0.0f; - spawnedActor->speedXZ = 0.0f; + spawnedActor->speed = 0.0f; if (param10000 != 0) { spawnedActor->gravity = 0.0f; } else { @@ -1195,7 +1195,7 @@ void Item_DropCollectibleRandom(PlayState* play, Actor* fromActor, Vec3f* spawnP spawnPos->y, spawnPos->z, 0, 0, 0, dropId); if ((spawnedActor != 0) && (dropId != (u8)ITEM00_NO_DROP)) { spawnedActor->actor.velocity.y = 8.0f; - spawnedActor->actor.speedXZ = 2.0f; + spawnedActor->actor.speed = 2.0f; spawnedActor->actor.gravity = -0.9f; spawnedActor->actor.world.rot.y = Rand_ZeroOne() * 40000.0f; Actor_SetScale(&spawnedActor->actor, 0.0f); diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c index 51b25268b..a52a7a5c4 100644 --- a/src/code/z_player_lib.c +++ b/src/code/z_player_lib.c @@ -492,7 +492,7 @@ s32 Player_IsGoronOrDeku(Player* player) { s32 func_801234D4(PlayState* play) { Player* player = GET_PLAYER(play); - return (player->stateFlags2 & PLAYER_STATE2_8) || player->actor.speedXZ != 0.0f || + return (player->stateFlags2 & PLAYER_STATE2_8) || (player->actor.speed != 0.0f) || ((player->transformation != PLAYER_FORM_ZORA) && (player->stateFlags1 & PLAYER_STATE1_8000000)) || ((player->transformation == PLAYER_FORM_ZORA) && (player->stateFlags1 & PLAYER_STATE1_8000000) && (!(player->actor.bgCheckFlags & 1) || (player->currentBoots < PLAYER_BOOTS_ZORA_UNDERWATER))); diff --git a/src/code/z_sub_s.c b/src/code/z_sub_s.c index a792f3ce2..e4138269f 100644 --- a/src/code/z_sub_s.c +++ b/src/code/z_sub_s.c @@ -762,7 +762,7 @@ s32 SubS_WeightPathing_Move(Actor* actor, Path* path, s32* waypoint, f32* progre } while (true) { if (!SubS_WeightPathing_ComputePoint(path, *waypoint, &point, *progress, direction) || - ((s32)(actor->speedXZ * 10000.0f) == 0)) { + ((s32)(actor->speed * 10000.0f) == 0)) { return false; } dist = Math_Vec3f_DistXZ(&actor->world.pos, &point); |
