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https://github.com/zeldaret/tww.git
synced 2026-08-18 13:13:29 -04:00
Standardize mMode/mAction names in C-style actors
This commit is contained in:
+12
-12
@@ -74,20 +74,20 @@ void kotori_move(kt_class* i_this) {
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s16* r17;
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s16* r16;
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switch (i_this->mState) {
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switch (i_this->mMode) {
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case 0:
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i_this->mSpeedFwd = kt_scale * 20.0f + 30.0f;
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if (CPad_CHECK_TRIG_LEFT(0) && fopAcM_GetParam(i_this) == 1000) {
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i_this->mTargetPos.x = player->current.pos.x;
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i_this->mTargetPos.y = player->current.pos.y + 500.0f;
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i_this->mTargetPos.z = player->current.pos.z;
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i_this->mState = 2;
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i_this->mMode = 2;
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i_this->mSpeedLerp = 0.0f;
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break;
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}
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if (i_this->mTimer[2] == 0) {
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i_this->mState = 1;
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i_this->mMode = 1;
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offs.x = 0.0f;
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offs.y = 0.0f;
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offs.z = REG0_F(13) * 100.0f + 3000.0f;
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@@ -117,7 +117,7 @@ void kotori_move(kt_class* i_this) {
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case 1:
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dist = std::sqrtf(vx*vx + vy*vy + vz*vz);
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if (dist < REG0_F(1) * 10.0f + 800.0f) {
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i_this->mState = 8;
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i_this->mMode = 8;
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}
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cLib_addCalc2(&i_this->mSpeedLerp, 3.0f, 1.0f, 0.1f);
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calc_012:
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@@ -153,7 +153,7 @@ calc_012:
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cLib_addCalc2(&*r26, i_this->mGroundY, REG0_F(6) + 0.3f, REG0_F(7) + 20.0f);
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if (std::fabsf(*r26 - i_this->mGroundY) < 1.0f) {
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*r26 = i_this->mGroundY;
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i_this->mState = 10;
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i_this->mMode = 10;
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}
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dispWing = true;
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ret = 1;
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@@ -163,7 +163,7 @@ calc_012:
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i_this->mTargetPos.y += 200.0f;
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dist = std::sqrtf(vx*vx + vy*vy + vz*vz);
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if (dist < REG0_F(1) * 10.0f + 800.0f) {
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i_this->mState = 9;
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i_this->mMode = 9;
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}
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cLib_addCalc2(&i_this->mSpeedLerp, 3.0f, 1.0f, 0.1f);
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goto calc_012;
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@@ -184,7 +184,7 @@ calc_012:
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*r27 += pt.z;
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cLib_addCalc2(&*r26, i_this->mTargetPos.y, REG0_F(6) + 0.5f, REG0_F(7) + 20.0f);
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if (std::fabsf(*r26 - i_this->mTargetPos.y) < 1.0f) {
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i_this->mState = 20;
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i_this->mMode = 20;
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i_this->mSpeedLerp = 0.0f;
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}
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dispWing = true;
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@@ -200,7 +200,7 @@ calc_012:
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if (std::fabsf(*r26 - i_this->mTargetPos.y) > 1.0f)
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dispWing = true;
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if (CPad_CHECK_TRIG_LEFT(0)) {
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i_this->mState = 0;
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i_this->mMode = 0;
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i_this->mTimer[0] = 0;
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i_this->mLiftYTimer = cM_rndFX(10.0f) + 10.0f;
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i_this->mTargetPosHome.y += 2000.0f;
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@@ -219,7 +219,7 @@ calc_012:
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cLib_addCalcAngleS2(&i_this->current.angle.y, angleX, 10, (s16)(REG0_F(10) * 10.0f + 500.0f));
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if (i_this->mTimer[1] == 0 && i_this->mLiftY <= 0.0f) {
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i_this->mTimer[1] = 20.0f + cM_rndF(20.0f);
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i_this->mState = 11;
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i_this->mMode = 11;
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}
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offs.x = 0.0f;
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offs.y = 0.0f;
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@@ -240,14 +240,14 @@ calc_012:
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}
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if (i_this->mTimer[1] == 0) {
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i_this->mTimer[1] = 20.0f + cM_rndF(50.0f);
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i_this->mState = 10;
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i_this->mMode = 10;
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i_this->mTargetPos.x = i_this->mTargetPosHome.x + cM_rndFX(1000.0f);
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i_this->mTargetPos.z = i_this->mTargetPosHome.z + cM_rndFX(1000.0f);
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}
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calc_11:
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*r26 -= 5.0f;
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if (!i_this->mHitGround || dist_xz < (REG0_F(15) * 100.0f + 1500.0f)) {
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i_this->mState = 0;
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i_this->mMode = 0;
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i_this->mTimer[0] = 0;
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i_this->mLiftYTimer = 10.0f + cM_rndFX(10.0f);
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i_this->mTargetPosHome.y += 2000.0f;
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@@ -258,7 +258,7 @@ calc_11:
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}
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i_this->mHitGround = false;
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if (i_this->mState >= 8) {
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if (i_this->mMode >= 8) {
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Vec pos;
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pos.x = *r28;
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pos.y = *r26;
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