speedXZ -> speed (#1186)

* speedXZ to speed

* brackets
This commit is contained in:
engineer124
2023-03-03 09:07:51 -05:00
committed by GitHub
parent cc8772a896
commit e8f3039264
187 changed files with 1746 additions and 1747 deletions
+14 -14
View File
@@ -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;
}
}