Renaming Actor.unk28
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@@ -106,12 +106,12 @@ void func_8038AF10(Actor *this){
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animctrl_setSmoothTransition(this->animctrl, TRUE);
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subaddie_set_state_with_direction(this, 3, 0.00001f, 1);
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actor_loopAnimation(this);
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this->unk28 = 16.0f;
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this->actor_specific_1_f = 16.0f;
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this->unk1C[0] = 1.0f;
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}
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int func_8038AF78(Actor *this, f32 arg1, f32 arg2){
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this->unk28 = arg2;
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this->actor_specific_1_f = arg2;
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this->yaw_ideal = (f32)func_80329784(this);
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func_80328FB0(this, arg1);
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if(!func_80329030(this, 0) && func_80329480(this))
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@@ -192,7 +192,7 @@ void func_8038B124(Actor *this){
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subaddie_set_state_with_direction(this, 2, 0.00001f, 1);
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actor_playAnimationOnce(this);
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this->yaw = (f32)func_80329784(this);
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this->unk28 = 0.0f;
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this->actor_specific_1_f = 0.0f;
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this->unk1C[0] = 1.0f;
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func_802BB3DC(0, 14.0f, 0.92f);
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func_8038ABD8(this->position, 8);
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@@ -200,7 +200,7 @@ void func_8038B124(Actor *this){
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else{//L8038B3E0
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this->yaw_ideal = func_80257204(this->position_x, this->position_z, this->velocity_x, this->velocity_z);
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func_80328FB0(this, 18.0f);
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this->unk28 = 18.0f;
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this->actor_specific_1_f = 18.0f;
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func_80329030(this, 0);
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animctrl_setAnimTimer(this->animctrl, 0.0f);
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@@ -233,7 +233,7 @@ void func_8038B124(Actor *this){
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func_8038ABD8(this->position, 8);
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}
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else{
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GV_D_80391A70[0] = 2*this->unk28;
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GV_D_80391A70[0] = 2 * this->actor_specific_1_f;
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GV_D_80391A70[1] = 0.0f;
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GV_D_80391A70[2] = 0.0f;
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ml_vec3f_yaw_rotate_copy(GV_D_80391A70, GV_D_80391A70, this->yaw - 90.0);
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