mirror of https://github.com/zeldaret/mm.git
parent
8e5b376b8d
commit
ef6323b9cd
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@ -98,8 +98,7 @@ static ColliderJntSphInit sJntSphInit = {
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sJntSphElementsInit,
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};
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static f32 D_80B2B370[] = { 0.01f, 0.012f, 0.014f, 0.017f };
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static f32 D_80B2B380[] = { 0.019f, 0.033f };
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static f32 D_80B2B370[] = { 0.01f, 0.012f, 0.014f, 0.017f, 0.019f, 0.033f };
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typedef enum {
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/* 0 */ FISH2_ANIM_0,
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@ -256,7 +255,7 @@ void func_80B287F4(EnFish2* this, s32 arg1) {
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if (!arg1) {
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this->unk_338 = 410.0f - this->unk_2C4;
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}
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Math_ApproachF(&this->unk_350->speed, (D_80B2B380[0] - this->unk_330) * this->unk_338, 0.1f, 0.4f);
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Math_ApproachF(&this->unk_350->speed, (D_80B2B370[4] - this->unk_330) * this->unk_338, 0.1f, 0.4f);
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}
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Math_Vec3f_Copy(&sp2C, &this->unk_350->world.pos);
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this->unk_34A = Math_Vec3f_Yaw(&this->actor.world.pos, &sp2C);
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@ -398,7 +397,7 @@ void func_80B28C14(EnFish2* this, PlayState* play) {
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}
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if (this->unk_2B4 == 0) {
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Math_ApproachF(&this->actor.speed, (D_80B2B380[0] - this->unk_330) * 400.0f, 0.3f, 0.3f);
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Math_ApproachF(&this->actor.speed, (D_80B2B370[4] - this->unk_330) * 400.0f, 0.3f, 0.3f);
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if (this->actor.speed > 3.0f) {
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this->actor.speed = 3.0f;
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} else if (this->actor.speed < 1.5f) {
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@ -484,7 +483,7 @@ void func_80B29194(EnFish2* this) {
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void func_80B29250(EnFish2* this, PlayState* play) {
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if (!func_80B28478(this)) {
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Math_ApproachF(&this->actor.speed, (D_80B2B380[0] - this->unk_330) * 1000.0f, 0.3f, 0.3f);
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Math_ApproachF(&this->actor.speed, (D_80B2B370[4] - this->unk_330) * 1000.0f, 0.3f, 0.3f);
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if (this->actor.speed > 4.0f) {
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this->actor.speed = 4.0f;
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@ -513,7 +512,7 @@ void func_80B293C4(EnFish2* this, PlayState* play) {
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if (!func_80B28478(this)) {
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func_80B287F4(this, true);
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Math_ApproachF(&this->actor.speed, (*D_80B2B380 - this->unk_330) * 1000.0f, 0.3f, 0.3f);
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Math_ApproachF(&this->actor.speed, (D_80B2B370[4] - this->unk_330) * 1000.0f, 0.3f, 0.3f);
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if (this->actor.speed > 3.0f) {
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this->actor.speed = 3.0f;
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@ -792,7 +791,7 @@ void func_80B29EE4(EnFish2* this, PlayState* play) {
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}
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this->unk_338 = 410.0f - this->unk_2C4;
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Math_ApproachF(&this->actor.speed, 2.0f, 0.3f, 0.3f);
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Math_ApproachF(&this->unk_350->speed, (D_80B2B380[0] - this->unk_330) * this->unk_338, 0.1f, 0.4f);
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Math_ApproachF(&this->unk_350->speed, (D_80B2B370[4] - this->unk_330) * this->unk_338, 0.1f, 0.4f);
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func_80B289DC(this, play);
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Math_Vec3f_Copy(&sp2C, &this->unk_350->world.pos);
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this->unk_34A = Math_Vec3f_Yaw(&this->actor.world.pos, &sp2C);
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