Function and Enum Naming
Enum Changes: BSGROUP_4_LOOK = 0x4 MISC_FLAG_17_FPV = 0x17 Moved nc_first_person_state to global enums.h Function names: func_8028EE84() -> player_getWaterState() func_8028B2E8() -> player_isStable() func_80294F78() -> should_look_first_person_camera() func_80294F78() -> can_view_first_person() func_8028B424() -> player_isFallTumbling() func_8029C780() -> bs_getTypeOfJump() func_8028DB14() -> hitbox_getHitboxForActor()
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@@ -92,7 +92,7 @@ void bspumpkin_idle_update(void) {
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if (func_8028B094()) {
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next_state = BS_4B_PUMPKIN_FALL;
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}
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if (func_80294F78()) {
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if (should_look_first_person_camera()) {
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next_state = badrone_look();
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}
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if (func_8029B300() > 0) {
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@@ -208,7 +208,7 @@ void bspumpkin_jump_update(void) {
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}
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break;
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case 2:
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if (func_8028B2E8()) {
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if (player_isStable()) {
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func_8029AE48();
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animctrl_setSubRange(anim_ctrl, 0.0f, 1.0f);
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animctrl_setDuration(anim_ctrl, 1.2f);
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@@ -224,7 +224,7 @@ void bspumpkin_jump_update(void) {
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}
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break;
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}
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if (func_8028B2E8()) {
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if (player_isStable()) {
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if (func_8029B300() > 0) {
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next_state = BS_49_PUMPKIN_WALK;
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}
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@@ -277,7 +277,7 @@ void bspumpkin_fall_update(void) {
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}
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break;
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case 1:
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if (func_8028B2E8()) {
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if (player_isStable()) {
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func_8029AE48();
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baphysics_set_target_horizontal_velocity(0.0f);
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animctrl_setSubRange(anim_ctrl, 0.0f, 1.0f);
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@@ -289,7 +289,7 @@ void bspumpkin_fall_update(void) {
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case 2:
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break;
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}
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if (func_8028B2E8() && ((func_8029B300() > 0) || (D_8037D4E0 == 2 && animctrl_isStopped(anim_ctrl)))) {
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if (player_isStable() && ((func_8029B300() > 0) || (D_8037D4E0 == 2 && animctrl_isStopped(anim_ctrl)))) {
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if (miscflag_isTrue(0x19)) {
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next_state = badrone_transform();
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} else {
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@@ -475,7 +475,7 @@ void bspumpkin_die_update(void){
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break;
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case 1://L802B32AC
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if(func_8028B2E8()) {
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if(player_isStable()) {
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func_8029AE48();
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FUNC_8030E624(SFX_1F_HITTING_AN_ENEMY_3, 0.8f, 18000);
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FUNC_8030E624(SFX_39_BANJO_AYE_2, 1.8f, 18000);
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@@ -502,7 +502,7 @@ void bspumpkin_die_update(void){
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case 4://L802B3384
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D_8037D4F4 = ml_max_f(0.0f, D_8037D4F4 - 10.0f);
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if (func_8028B2E8()) {
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if (player_isStable()) {
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func_8029AE48();
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FUNC_8030E624(SFX_1F_HITTING_AN_ENEMY_3, 0.8f, 18000);
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FUNC_8030E624(SFX_39_BANJO_AYE_2, 1.8f, 18000);
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