rename around object

This commit is contained in:
coco875
2024-08-04 23:40:18 +02:00
parent 421548767d
commit e66120f02e
7 changed files with 346 additions and 343 deletions
+10 -10
View File
@@ -1452,7 +1452,7 @@ void func_8008A9B8(s32 objectIndex) {
object = &gObjectList[objectIndex];
object->controlPoints++;
object->unk_09A = (s16) (10000 / (s16) (object->controlPoints[0].velocity));
object->timer = 0;
object->animationTimer = 0;
func_8008A920(objectIndex);
}
@@ -1461,7 +1461,7 @@ void func_8008AA3C(s32 objectIndex) {
object = &gObjectList[objectIndex];
object->controlPoints = object->spline->controlPoints;
object->unk_084[9] = 0;
object->timer = 0;
object->animationTimer = 0;
/*
This is INCREDIBLY stupid. This should really be
temp_v0->unk_084[8] = temp_v0->spline->numControlPoints;
@@ -1484,8 +1484,8 @@ void func_8008AB10(s32 objectIndex) {
object->offset[0] += object->velocity[0];
object->offset[1] += object->velocity[1];
object->offset[2] += object->velocity[2];
object->timer += (u16)object->unk_09A;
if (object->timer >= 0x2710) {
object->animationTimer += (u16)object->unk_09A;
if (object->animationTimer >= 0x2710) {
object->unk_084[9] = (u16)object->unk_084[9] + 1;
if (((u16)object->unk_084[9] + 1) == (u16) object->unk_084[8]) {
object->unk_0AE += 1;
@@ -1689,7 +1689,7 @@ void func_8008B3E4(s32 objectIndex) {
if (is_obj_index_flag_status_inactive(objectIndex, 8) != 0) {
object = &gObjectList[objectIndex];
object->unk_084[9] = 0;
object->timer = 0;
object->animationTimer = 0;
object->controlPoints = object->spline->controlPoints;
/*
This is INCREDIBLY stupid. This should really be
@@ -1703,7 +1703,7 @@ void func_8008B3E4(s32 objectIndex) {
}
void func_8008B44C(s32 objectIndex) {
gObjectList[objectIndex].timer = 0;
gObjectList[objectIndex].animationTimer = 0;
gObjectList[objectIndex].controlPoints++;
}
@@ -1723,7 +1723,7 @@ void func_8008B478(s32 objectIndex, s32 arg1) {
// I think the game treats each spline as being having a lenght of 10000
// This is getting the percent along the spline we want to reach,
// which is then treated as the `t` value given to the curve calculations
sp34 = ((f32)gObjectList[objectIndex].timer / 10000.0);
sp34 = ((f32)gObjectList[objectIndex].animationTimer / 10000.0);
// Calculate the curve at `t`
func_8008B17C(objectIndex, sp34);
if (is_obj_flag_status_active(objectIndex, 0x800) != 0) {
@@ -1736,7 +1736,7 @@ void func_8008B478(s32 objectIndex, s32 arg1) {
temp = gObjectList[objectIndex].controlPoints[1].velocity;
gObjectList[objectIndex].unk_09A = 10000.0 / (((temp - var_f6) * sp34) + var_f6);
gObjectList[objectIndex].timer += gObjectList[objectIndex].unk_09A;
gObjectList[objectIndex].animationTimer += gObjectList[objectIndex].unk_09A;
}
void func_8008B620(s32 objectIndex) {
@@ -1745,7 +1745,7 @@ void func_8008B620(s32 objectIndex) {
func_8008B478(objectIndex, 0);
object = &gObjectList[objectIndex];
if (object->timer >= 0x2710) {
if (object->animationTimer >= 0x2710) {
// Have to do it this way due to the u16 cast
object->unk_084[9] = (u16) object->unk_084[9] + 1;
if (((u16) object->unk_084[9] + 3) == (u16) object->unk_084[8]) {
@@ -1761,7 +1761,7 @@ void func_8008B6A4(s32 objectIndex) {
func_8008B478(objectIndex, 1);
object = &gObjectList[objectIndex];
if (object->timer >= 0x2710) {
if (object->animationTimer >= 0x2710) {
// Have to do it this way due to the u16 cast
object->unk_084[9] = (u16) object->unk_084[9] + 1;
if ((u16)object->unk_084[9] == (u16)object->unk_084[8]) {