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authorfig02 <fig02srl@gmail.com>2022-12-24 12:18:57 -0500
committerGitHub <noreply@github.com>2022-12-24 12:18:57 -0500
commit92e03cf747933ea8dbdea0dd996c5d6ef7635ffe (patch)
tree5c8828d115b05a896b3e018398939f5af859a279 /src/code/z_en_a_keep.c
parent4a9873775cfda32008cc1f66bd26310b3c2afdf3 (diff)
speedXZ -> speed (#1477)
* speedXZ -> speed * += * revert arg in player function * anon review * engineer review * forgot one * last review * revert decimal
Diffstat (limited to 'src/code/z_en_a_keep.c')
-rw-r--r--src/code/z_en_a_keep.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/code/z_en_a_keep.c b/src/code/z_en_a_keep.c
index 61d48446d..b58e813cd 100644
--- a/src/code/z_en_a_keep.c
+++ b/src/code/z_en_a_keep.c
@@ -265,11 +265,11 @@ void EnAObj_SetupBoulderFragment(EnAObj* this, s16 type) {
}
void EnAObj_BoulderFragment(EnAObj* this, PlayState* play) {
- Math_SmoothStepToF(&this->dyna.actor.speedXZ, 1.0f, 1.0f, 0.5f, 0.0f);
+ Math_SmoothStepToF(&this->dyna.actor.speed, 1.0f, 1.0f, 0.5f, 0.0f);
this->dyna.actor.shape.rot.x += this->dyna.actor.world.rot.x >> 1;
this->dyna.actor.shape.rot.z += this->dyna.actor.world.rot.z >> 1;
- if (this->dyna.actor.speedXZ != 0.0f && this->dyna.actor.bgCheckFlags & BGCHECKFLAG_WALL) {
+ if (this->dyna.actor.speed != 0.0f && this->dyna.actor.bgCheckFlags & BGCHECKFLAG_WALL) {
this->dyna.actor.world.rot.y =
this->dyna.actor.wallYaw - this->dyna.actor.world.rot.y + this->dyna.actor.wallYaw - 0x8000;
if (1) {}
@@ -279,7 +279,7 @@ void EnAObj_BoulderFragment(EnAObj* this, PlayState* play) {
if (this->dyna.actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
if (this->dyna.actor.velocity.y < -8.0f) {
this->dyna.actor.velocity.y *= -0.6f;
- this->dyna.actor.speedXZ *= 0.6f;
+ this->dyna.actor.speed *= 0.6f;
this->dyna.actor.bgCheckFlags &= ~(BGCHECKFLAG_GROUND | BGCHECKFLAG_GROUND_TOUCH);
} else {
Actor_Kill(&this->dyna.actor);
@@ -294,13 +294,13 @@ void EnAObj_SetupBlock(EnAObj* this, s16 type) {
}
void EnAObj_Block(EnAObj* this, PlayState* play) {
- this->dyna.actor.speedXZ += this->dyna.unk_150;
+ this->dyna.actor.speed += this->dyna.unk_150;
this->dyna.actor.world.rot.y = this->dyna.unk_158;
- this->dyna.actor.speedXZ = CLAMP(this->dyna.actor.speedXZ, -2.5f, 2.5f);
+ this->dyna.actor.speed = CLAMP(this->dyna.actor.speed, -2.5f, 2.5f);
- Math_SmoothStepToF(&this->dyna.actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
+ Math_SmoothStepToF(&this->dyna.actor.speed, 0.0f, 1.0f, 1.0f, 0.0f);
- if (this->dyna.actor.speedXZ != 0.0f) {
+ if (this->dyna.actor.speed != 0.0f) {
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
}