Renaming functions
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@@ -16,7 +16,7 @@ typedef struct{
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}ActorLocal_Flibbit;
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extern f32 func_80309724(f32 *);
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extern f32 mapModel_getFloorY(f32 *);
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extern void func_80256E24(f32 [3], f32, f32, f32, f32, f32);
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void chflibbit_update(Actor *this);
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@@ -46,7 +46,7 @@ bool BGS_func_803863F0(Actor *this, f32 arg1[3], s32 arg2){
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local->unk8[1] = arg1[1];
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local->unk8[2] = arg1[2];
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local->unk8[1] = func_80309724(arg1);
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local->unk8[1] = mapModel_getFloorY(arg1);
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skeletalAnim_set(this->unk148, 0xdb, 0.2f,(arg2) ? randf2(0.7f, 0.8f) : randf2(0.75f, 0.85f));
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
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func_80324D54(0.2f, 0x3f2, randf2(0.7f, 1.3f), randi2(0x61A8, 0x6978), this->position, 500.0f, 2500.0f);
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@@ -211,7 +211,7 @@ void func_80386AEC(Actor *this, s32 next_state) {
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skeletalAnim_set(this->unk148, ASSET_FA_ANIM_FLIBBIT_IDLE, 0.2f, randf2(1.0f, 2.0f));
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skeletalAnim_setProgress(this->unk148, randf2(0.0f, 0.9f));
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_1_LOOP);
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this->position[1] = func_80309724(this->position);
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this->position[1] = mapModel_getFloorY(this->position);
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local->unk18 = 1.0f;
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}
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@@ -219,7 +219,7 @@ void func_80386AEC(Actor *this, s32 next_state) {
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FUNC_8030E8B4(SFX_8E_GRUNTLING_DAMAGE, 1.5f, 32200, this->position, 500, 2500);
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skeletalAnim_set(this->unk148, ASSET_288_ANIM_FLIBBIT_OW, 0.1f, 0.65f);
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skeletalAnim_setBehavior(this->unk148, SKELETAL_ANIM_2_ONCE);
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this->position[1] = func_80309724(this->position);
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this->position[1] = mapModel_getFloorY(this->position);
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local->unk18 = 1.0f;
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}
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@@ -333,7 +333,7 @@ void chflibbit_update(Actor *this){
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local->unkE[1] = (s16) this->position_y;
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local->unkE[2] = (s16) this->position_z;
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local->unkE[1] = func_80309724(this->position);
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local->unkE[1] = mapModel_getFloorY(this->position);
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func_80386AEC(this, 1);
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}
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player_getPosition(player_position);
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@@ -439,8 +439,8 @@ void chflibbit_update(Actor *this){
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this->position_y += local->unk14*spA4;
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local->unk14 -= 3000.0f*spA4;
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if(this->position_y < func_80309724(this->position)){
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this->position_y = func_80309724(this->position);
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if(this->position_y < mapModel_getFloorY(this->position)){
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this->position_y = mapModel_getFloorY(this->position);
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func_80386AEC(this, 7);
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}
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}
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