fight documentation
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@@ -93,7 +93,7 @@ void func_8038F454(Actor *this){
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actor_loopAnimation(this);
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timed_setCameraToNode(0.0f, 0x2e);
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func_80324DBC(0.0f, 0xc1b, 0x2a, this->position, this->marker, func_8038F330, NULL);
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timedFunc_set_1(2.5f, (TFQM1)func_8038F3F4, (s32)this->marker);
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timedFunc_set_1(2.5f, (GenMethod_1)func_8038F3F4, (s32)this->marker);
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}
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else{
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func_8038F2B8(this);
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@@ -111,7 +111,7 @@ void func_8038F560(Actor *this){
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}
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void func_8038F598(Actor *this, f32 arg1){
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this->yaw_moving = func_80329784(this);
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this->yaw_ideal = func_80329784(this);
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func_80328FB0(this, arg1);
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}
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@@ -119,7 +119,7 @@ bool func_8038F5D4(Actor *this, f32 arg1[3], f32 arg2, f32 arg3, s32 arg4){
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f32 sp24;
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sp24 = animctrl_getAnimTimer(this->animctrl);
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this->yaw_moving = (f32) func_803297C8(this, arg1);
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this->yaw_ideal = (f32) func_803297C8(this, arg1);
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func_80328FB0(this, arg3);
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if(actor_animationIsAt(this, 0.9f)){
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FUNC_8030E8B4(SFX_3F2_UNKNOWN, 0.8f, 24000, this->position, 500, 2000);
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@@ -137,7 +137,7 @@ bool func_8038F6C4(Actor *this, f32 arg1[3], f32 arg2){
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func_80328C64(this, func_803297C8(this, arg1));
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func_80328FB0(this, arg2);
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dTheta = this->yaw - this->yaw_moving;
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dTheta = this->yaw - this->yaw_ideal;
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if(-arg2 <= dTheta && dTheta <= arg2){
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return TRUE;
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}
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@@ -190,7 +190,7 @@ void func_8038F7AC(Actor *this){
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this->position[0] = local->unkC[0];\
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this->position[1] = local->unkC[1];\
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this->position[2] = local->unkC[2];
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func_802C3C88(func_8038F758, this->marker);
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__spawnqueue_add_1(func_8038F758, this->marker);
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local->unk30 = FALSE;
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}
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}//L8038F910
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