mirror of
https://github.com/n64decomp/mk64
synced 2026-07-08 21:04:48 -04:00
rename around object
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+10
-10
@@ -1452,7 +1452,7 @@ void func_8008A9B8(s32 objectIndex) {
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object = &gObjectList[objectIndex];
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object->controlPoints++;
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object->unk_09A = (s16) (10000 / (s16) (object->controlPoints[0].velocity));
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object->timer = 0;
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object->animationTimer = 0;
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func_8008A920(objectIndex);
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}
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@@ -1461,7 +1461,7 @@ void func_8008AA3C(s32 objectIndex) {
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object = &gObjectList[objectIndex];
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object->controlPoints = object->spline->controlPoints;
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object->unk_084[9] = 0;
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object->timer = 0;
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object->animationTimer = 0;
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/*
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This is INCREDIBLY stupid. This should really be
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temp_v0->unk_084[8] = temp_v0->spline->numControlPoints;
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@@ -1484,8 +1484,8 @@ void func_8008AB10(s32 objectIndex) {
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object->offset[0] += object->velocity[0];
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object->offset[1] += object->velocity[1];
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object->offset[2] += object->velocity[2];
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object->timer += (u16)object->unk_09A;
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if (object->timer >= 0x2710) {
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object->animationTimer += (u16)object->unk_09A;
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if (object->animationTimer >= 0x2710) {
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object->unk_084[9] = (u16)object->unk_084[9] + 1;
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if (((u16)object->unk_084[9] + 1) == (u16) object->unk_084[8]) {
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object->unk_0AE += 1;
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@@ -1689,7 +1689,7 @@ void func_8008B3E4(s32 objectIndex) {
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if (is_obj_index_flag_status_inactive(objectIndex, 8) != 0) {
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object = &gObjectList[objectIndex];
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object->unk_084[9] = 0;
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object->timer = 0;
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object->animationTimer = 0;
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object->controlPoints = object->spline->controlPoints;
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/*
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This is INCREDIBLY stupid. This should really be
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@@ -1703,7 +1703,7 @@ void func_8008B3E4(s32 objectIndex) {
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}
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void func_8008B44C(s32 objectIndex) {
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gObjectList[objectIndex].timer = 0;
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gObjectList[objectIndex].animationTimer = 0;
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gObjectList[objectIndex].controlPoints++;
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}
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@@ -1723,7 +1723,7 @@ void func_8008B478(s32 objectIndex, s32 arg1) {
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// I think the game treats each spline as being having a lenght of 10000
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// This is getting the percent along the spline we want to reach,
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// which is then treated as the `t` value given to the curve calculations
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sp34 = ((f32)gObjectList[objectIndex].timer / 10000.0);
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sp34 = ((f32)gObjectList[objectIndex].animationTimer / 10000.0);
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// Calculate the curve at `t`
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func_8008B17C(objectIndex, sp34);
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if (is_obj_flag_status_active(objectIndex, 0x800) != 0) {
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@@ -1736,7 +1736,7 @@ void func_8008B478(s32 objectIndex, s32 arg1) {
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temp = gObjectList[objectIndex].controlPoints[1].velocity;
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gObjectList[objectIndex].unk_09A = 10000.0 / (((temp - var_f6) * sp34) + var_f6);
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gObjectList[objectIndex].timer += gObjectList[objectIndex].unk_09A;
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gObjectList[objectIndex].animationTimer += gObjectList[objectIndex].unk_09A;
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}
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void func_8008B620(s32 objectIndex) {
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@@ -1745,7 +1745,7 @@ void func_8008B620(s32 objectIndex) {
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func_8008B478(objectIndex, 0);
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object = &gObjectList[objectIndex];
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if (object->timer >= 0x2710) {
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if (object->animationTimer >= 0x2710) {
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// Have to do it this way due to the u16 cast
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object->unk_084[9] = (u16) object->unk_084[9] + 1;
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if (((u16) object->unk_084[9] + 3) == (u16) object->unk_084[8]) {
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@@ -1761,7 +1761,7 @@ void func_8008B6A4(s32 objectIndex) {
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func_8008B478(objectIndex, 1);
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object = &gObjectList[objectIndex];
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if (object->timer >= 0x2710) {
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if (object->animationTimer >= 0x2710) {
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// Have to do it this way due to the u16 cast
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object->unk_084[9] = (u16) object->unk_084[9] + 1;
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if ((u16)object->unk_084[9] == (u16)object->unk_084[8]) {
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