mirror of
https://github.com/HarbourMasters/Starship
synced 2026-06-17 23:41:09 -04:00
rightState -> rightWingState
This commit is contained in:
@@ -199,7 +199,7 @@ void AllRange_GreatFoxRepair(Player* player) {
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gCsCamEyeZ = 305.0f;
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player->shields = Play_GetMaxShields();
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player->arwing.rightState = WINGSTATE_INTACT;
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player->arwing.rightWingState = WINGSTATE_INTACT;
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player->arwing.leftState = WINGSTATE_INTACT;
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if (gExpertMode) {
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@@ -1689,9 +1689,9 @@ void Cutscene_ArwingDown360(Player* player) {
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func_effect_8007D0E0(player->pos.x, player->pos.y, player->trueZpos, 3.0f);
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}
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if (player->arwing.rightState == WINGSTATE_INTACT) {
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if (player->arwing.rightWingState == WINGSTATE_INTACT) {
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Play_SpawnDebris(1, player->hit1.x, player->hit1.y, player->hit1.z);
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player->arwing.rightState = WINGSTATE_BROKEN;
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player->arwing.rightWingState = WINGSTATE_BROKEN;
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func_effect_8007D0E0(player->hit1.x, player->hit1.y, player->hit1.z, 2.0f);
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}
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if (player->arwing.leftState == WINGSTATE_INTACT) {
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@@ -1796,9 +1796,9 @@ void Cutscene_ArwingDownOnRails(Player* player) {
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func_enmy_80062C38(player->pos.x, player->pos.z);
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}
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if (player->arwing.rightState == WINGSTATE_INTACT) {
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if (player->arwing.rightWingState == WINGSTATE_INTACT) {
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Play_SpawnDebris(1, player->hit1.x, player->hit1.y, player->hit1.z);
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player->arwing.rightState = WINGSTATE_NONE;
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player->arwing.rightWingState = WINGSTATE_NONE;
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func_effect_8007D0E0(player->hit1.x, player->hit1.y, player->hit1.z, 2.0f);
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}
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@@ -459,10 +459,10 @@ bool Display_ArwingWingsOverrideLimbDraw(s32 limbIndex, Gfx** gfxPtr, Vec3f* pos
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switch (limbIndex) {
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case 13:
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if (arwing->rightState == WINGSTATE_NONE) {
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if (arwing->rightWingState == WINGSTATE_NONE) {
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*gfxPtr = NULL;
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}
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if (arwing->rightState == WINGSTATE_BROKEN) {
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if (arwing->rightWingState == WINGSTATE_BROKEN) {
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*gfxPtr = D_arwing_3015120;
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}
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if (D_display_800CA22C && ((gRightWingFlashTimer[0] % 2) != 0)) {
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@@ -478,7 +478,7 @@ bool Display_ArwingWingsOverrideLimbDraw(s32 limbIndex, Gfx** gfxPtr, Vec3f* pos
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case 1:
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case 2:
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if (arwing->rightState != 2) {
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if (arwing->rightWingState != 2) {
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*gfxPtr = NULL;
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}
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if (D_display_800CA22C && ((gRightWingFlashTimer[0] % 2) != 0)) {
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@@ -493,7 +493,7 @@ bool Display_ArwingWingsOverrideLimbDraw(s32 limbIndex, Gfx** gfxPtr, Vec3f* pos
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break;
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case 12:
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if (arwing->rightState == WINGSTATE_NONE) { // should be leftState?
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if (arwing->rightWingState == WINGSTATE_NONE) { // should be leftState?
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*gfxPtr = NULL;
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}
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if (arwing->leftState == WINGSTATE_BROKEN) {
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@@ -679,12 +679,12 @@ void Display_Arwing(Player* player, s32 reflectY) {
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}
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} else {
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if (gVersusMode) {
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if ((player->arwing.rightState == WINGSTATE_INTACT) && (player->arwing.leftState == WINGSTATE_INTACT)) {
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if ((player->arwing.rightWingState == WINGSTATE_INTACT) && (player->arwing.leftState == WINGSTATE_INTACT)) {
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gSPDisplayList(gMasterDisp++, D_versus_300EE80);
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} else if ((player->arwing.rightState <= WINGSTATE_BROKEN) &&
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} else if ((player->arwing.rightWingState <= WINGSTATE_BROKEN) &&
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(player->arwing.leftState == WINGSTATE_INTACT)) {
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gSPDisplayList(gMasterDisp++, D_versus_3010A90);
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} else if ((player->arwing.rightState == WINGSTATE_INTACT) &&
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} else if ((player->arwing.rightWingState == WINGSTATE_INTACT) &&
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(player->arwing.leftState <= WINGSTATE_BROKEN)) {
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gSPDisplayList(gMasterDisp++, D_versus_3011470);
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} else {
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@@ -1245,7 +1245,7 @@ void Display_ArwingWingTrail_Draw(Player* player) {
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gSPDisplayList(gMasterDisp++, D_102A8A0);
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Matrix_Pop(&gGfxMatrix);
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}
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if (player->arwing.rightState == WINGSTATE_INTACT) {
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if (player->arwing.rightWingState == WINGSTATE_INTACT) {
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Matrix_Push(&gGfxMatrix);
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Matrix_Translate(gGfxMatrix, -sp5C, sp58, -100.0f, MTXF_APPLY);
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Matrix_RotateX(gGfxMatrix, M_DTOR * sp50, MTXF_APPLY);
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@@ -524,13 +524,13 @@ void func_edisplay_8005B388(Actor199* actor) {
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(gCurrentLevel == LEVEL_KATINA) && (actor->index == 1)) ||
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((gCurrentLevel == LEVEL_SECTOR_Y) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_STANDBY) &&
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(actor->state == 5))) {
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D_edisplay_80161630.rightState = gPlayer[0].arwing.rightState;
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D_edisplay_80161630.rightWingState = gPlayer[0].arwing.rightWingState;
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D_edisplay_80161630.leftState = gPlayer[0].arwing.leftState;
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} else {
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D_edisplay_80161630.rightState = D_edisplay_80161630.leftState = WINGSTATE_INTACT;
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D_edisplay_80161630.rightWingState = D_edisplay_80161630.leftState = WINGSTATE_INTACT;
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}
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} else {
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D_edisplay_80161630.rightState = D_edisplay_80161630.leftState = WINGSTATE_INTACT;
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D_edisplay_80161630.rightWingState = D_edisplay_80161630.leftState = WINGSTATE_INTACT;
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}
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D_edisplay_80161630.unk_04 = actor->fwork[15];
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D_edisplay_80161630.unk_0C = actor->fwork[16];
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@@ -2107,7 +2107,7 @@ void ActorSupplies_Update(ActorSupplies* this) {
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Effect_SpawnTimedSfxAtPos(&this->obj.pos, NA_SE_EN_EXPLOSION_S);
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func_effect_8007D2C8(this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, 5.0f);
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if (((player[0].arwing.rightState <= WINGSTATE_BROKEN) ||
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if (((player[0].arwing.rightWingState <= WINGSTATE_BROKEN) ||
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(player[0].arwing.leftState <= WINGSTATE_BROKEN)) &&
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(player[0].form != FORM_LANDMASTER)) {
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this->itemDrop = DROP_WING_REPAIR;
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@@ -2161,9 +2161,9 @@ void ActorSupplies_Draw(Actor* this) {
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void func_enmy_80067A40(void) {
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AUDIO_PLAY_SFX(NA_SE_WING_REPAIR, gPlayer[0].sfxSource, 0);
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if (gPlayer[0].arwing.rightState <= WINGSTATE_BROKEN) {
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if (gPlayer[0].arwing.rightWingState <= WINGSTATE_BROKEN) {
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gRightWingFlashTimer[0] = 1050;
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gPlayer[0].arwing.rightState = WINGSTATE_INTACT;
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gPlayer[0].arwing.rightWingState = WINGSTATE_INTACT;
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}
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if (gPlayer[0].arwing.leftState <= WINGSTATE_BROKEN) {
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gLeftWingFlashTimer[0] = 1050;
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@@ -2261,7 +2261,7 @@ void ItemPickup_Update(Item* this) {
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void ItemLasers_Update(ItemLasers* this) {
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if (!gVersusMode &&
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((gPlayer[0].arwing.leftState <= WINGSTATE_BROKEN) || (gPlayer[0].arwing.rightState <= WINGSTATE_BROKEN))) {
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((gPlayer[0].arwing.leftState <= WINGSTATE_BROKEN) || (gPlayer[0].arwing.rightWingState <= WINGSTATE_BROKEN))) {
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this->obj.id = OBJ_ITEM_WING_REPAIR;
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Object_SetInfo(&this->info, this->obj.id);
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this->timer_48 = 2000;
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@@ -2688,7 +2688,7 @@ void ActorEvent_ProcessTriggers(ActorEvent* this) {
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break;
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case EVC_WING_BROKEN:
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if ((gPlayer[0].arwing.rightState <= WINGSTATE_BROKEN) ||
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if ((gPlayer[0].arwing.rightWingState <= WINGSTATE_BROKEN) ||
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(gPlayer[0].arwing.leftState <= WINGSTATE_BROKEN)) {
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ActorEvent_TriggerBranch(this);
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}
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+12
-12
@@ -169,7 +169,7 @@ void Player_WingEffects(Player* player) {
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if ((gLevelType == LEVELTYPE_PLANET) ||
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((player->alternateView == true) && (gLevelMode == LEVELMODE_ON_RAILS))) {
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player->yBob = -SIN_DEG(player->bobPhase) * 0.5f;
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if ((player->arwing.rightState <= WINGSTATE_BROKEN) || (player->arwing.leftState <= WINGSTATE_BROKEN)) {
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if ((player->arwing.rightWingState <= WINGSTATE_BROKEN) || (player->arwing.leftState <= WINGSTATE_BROKEN)) {
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player->rockAngle = SIN_DEG(player->rockPhase) * 5.0f;
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} else {
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player->rockAngle = SIN_DEG(player->rockPhase) * 1.5f;
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@@ -183,7 +183,7 @@ void Player_DamageEffects(Player* player) {
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f32 sp40;
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if (!player->alternateView || (gLevelMode == LEVELMODE_ALL_RANGE)) {
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if (player->arwing.rightState <= WINGSTATE_BROKEN) {
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if (player->arwing.rightWingState <= WINGSTATE_BROKEN) {
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if (((gGameFrameCount % 2U) == 0) && (gRightWingDebrisTimer[player->num] != 0)) {
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func_effect_8007D10C(RAND_FLOAT_CENTERED(10.0f) + player->hit1.x, RAND_FLOAT(5.0f) + player->hit1.y,
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player->hit1.z, 1.0f);
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@@ -823,11 +823,11 @@ void Player_DamageWings(Player* player, s32 side, s32 damage) {
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if ((player->form == FORM_ARWING) && (gShieldAlpha[player->num] < 1.0f)) {
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if (side == 1) {
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gRightWingFlashTimer[player->num] = 30;
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if (player->arwing.rightState == WINGSTATE_INTACT) {
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if (player->arwing.rightWingState == WINGSTATE_INTACT) {
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gRightWingHealth[player->num] -= damage;
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if (gRightWingHealth[player->num] <= 0) {
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Play_SpawnDebris(1, player->hit1.x, player->hit1.y, player->hit1.z);
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player->arwing.rightState = WINGSTATE_BROKEN;
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player->arwing.rightWingState = WINGSTATE_BROKEN;
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func_effect_8007D0E0(player->hit1.x, player->hit1.y, player->hit1.z, 2.0f);
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gRightWingDebrisTimer[player->num] = 50;
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Player_PlaySfx(player->sfxSource, NA_SE_ARWING_WING_BROKEN, player->num);
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@@ -1632,7 +1632,7 @@ void Player_UpdateHitbox(Player* player) {
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}
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Matrix_MultVec3f(gCalcMatrix, &sp3C, &player->hit2);
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if (player->arwing.rightState == WINGSTATE_INTACT) {
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if (player->arwing.rightWingState == WINGSTATE_INTACT) {
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sp3C.x = -40.0f;
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} else {
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sp3C.x = -30.0f;
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@@ -3293,7 +3293,7 @@ bool Player_UpdateLockOn(Player* player) {
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void Player_Shoot(Player* player) {
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switch (player->form) {
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case FORM_ARWING:
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if ((player->arwing.rightState <= WINGSTATE_BROKEN) || (player->arwing.leftState <= WINGSTATE_BROKEN)) {
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if ((player->arwing.rightWingState <= WINGSTATE_BROKEN) || (player->arwing.leftState <= WINGSTATE_BROKEN)) {
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gLaserStrength[player->num] = LASERS_SINGLE;
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}
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@@ -3349,9 +3349,9 @@ void Player_ArwingBank(Player* player) {
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f32 sp38;
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sp3C = 0.0f;
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if ((player->arwing.rightState <= WINGSTATE_BROKEN) && (player->arwing.leftState == WINGSTATE_INTACT)) {
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if ((player->arwing.rightWingState <= WINGSTATE_BROKEN) && (player->arwing.leftState == WINGSTATE_INTACT)) {
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sp3C = -17.0f;
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} else if ((player->arwing.leftState <= WINGSTATE_BROKEN) && (player->arwing.rightState == WINGSTATE_INTACT)) {
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} else if ((player->arwing.leftState <= WINGSTATE_BROKEN) && (player->arwing.rightWingState == WINGSTATE_INTACT)) {
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sp3C = 17.0f;
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}
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@@ -3668,7 +3668,7 @@ void Player_MoveArwing360(Player* player) {
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sp4C.x = 0.0f;
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sp4C.y = 0.0f;
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if (player->arwing.rightState <= WINGSTATE_BROKEN) {
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if (player->arwing.rightWingState <= WINGSTATE_BROKEN) {
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sp4C.x -= 2.5f;
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sp4C.y -= 2.5f;
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}
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@@ -3943,7 +3943,7 @@ void Player_MoveArwingOnRails(Player* player) {
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Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp68, &sp50);
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if (player->arwing.rightState <= WINGSTATE_BROKEN) {
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if (player->arwing.rightWingState <= WINGSTATE_BROKEN) {
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player->vel.x += 2.5f;
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player->vel.y -= 2.5f;
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}
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@@ -4416,7 +4416,7 @@ void Player_Setup(Player* playerx) {
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}
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}
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player->arwing.rightState = WINGSTATE_INTACT;
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player->arwing.rightWingState = WINGSTATE_INTACT;
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player->arwing.leftState = WINGSTATE_INTACT;
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if (gExpertMode) {
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@@ -4520,7 +4520,7 @@ void Player_Setup(Player* playerx) {
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if (D_ctx_80177C9C != 0) {
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player->shields = D_ctx_80177C9C - 1;
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gGoldRingCount[0] = D_ctx_80177C94;
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player->arwing.rightState = D_ctx_80177CAC;
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player->arwing.rightWingState = D_ctx_80177CAC;
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player->arwing.leftState = D_ctx_80177CB4;
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gRightWingHealth[0] = D_ctx_80177CBC;
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gLeftWingHealth[0] = D_ctx_80177CC4;
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