CrowdControl additions & improvements (#5104)
* CrowdControl additions & improvements * Update after dev merge * clang format * Revert "clang format" This reverts commit 1be5ad18f5995792971fa0a1772109b0157817b4. * clang format
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@@ -1284,8 +1284,16 @@ void Actor_UpdatePos(Actor* actor) {
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}
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void Actor_UpdateVelocityXZGravity(Actor* actor) {
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actor->velocity.x = Math_SinS(actor->world.rot.y) * actor->speedXZ;
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actor->velocity.z = Math_CosS(actor->world.rot.y) * actor->speedXZ;
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Player* player = GET_PLAYER(gPlayState);
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uint8_t inCutscene = player->stateFlags1 & PLAYER_STATE1_CLIMBING_LADDER ||
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player->stateFlags1 & PLAYER_STATE1_IN_CUTSCENE ||
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player->stateFlags2 & PLAYER_STATE2_CRAWLING;
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f32 speedModifier = 1.0f;
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if (actor->id == ACTOR_PLAYER && !inCutscene) {
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speedModifier = GameInteractor_MovementSpeedMultiplier();
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}
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actor->velocity.x = Math_SinS(actor->world.rot.y) * actor->speedXZ * speedModifier;
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actor->velocity.z = Math_CosS(actor->world.rot.y) * actor->speedXZ * speedModifier;
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actor->velocity.y += actor->gravity;
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if (actor->velocity.y < actor->minVelocityY) {
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@@ -58,6 +58,11 @@ void EnAttackNiw_Init(Actor* thisx, PlayState* play) {
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this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
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this->actor.shape.rot.y = this->actor.world.rot.y = (Rand_ZeroOne() - 0.5f) * 60000.0f;
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this->actionFunc = func_809B5670;
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if (CVarGetInteger("gCrowdControl", 0) &&
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CVarGetInteger(CVAR_REMOTE_CROWD_CONTROL("SpawnedEnemiesIgnoredIngame"), 0)) {
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Actor_ChangeCategory(gPlayState, &gPlayState->actorCtx, this, ACTORCAT_NPC);
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}
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}
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void EnAttackNiw_Destroy(Actor* thisx, PlayState* play) {
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@@ -7124,15 +7124,6 @@ void func_8083DFE0(Player* this, f32* arg1, s16* arg2) {
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if (this->meleeWeaponState == 0) {
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float maxSpeed = R_RUN_SPEED_LIMIT / 100.0f;
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int32_t giSpeedModifier = GameInteractor_RunSpeedModifier();
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if (giSpeedModifier != 0) {
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if (giSpeedModifier > 0) {
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maxSpeed *= giSpeedModifier;
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} else {
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maxSpeed /= abs(giSpeedModifier);
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}
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}
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if (CVarGetInteger(CVAR_ENHANCEMENT("MMBunnyHood"), BUNNY_HOOD_VANILLA) == BUNNY_HOOD_FAST_AND_JUMP &&
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this->currentMask == PLAYER_MASK_BUNNY) {
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maxSpeed *= 1.5f;
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@@ -8873,14 +8864,6 @@ void Player_Action_80842180(Player* this, PlayState* play) {
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Player_GetMovementSpeedAndYaw(this, &sp2C, &sp2A, SPEED_MODE_CURVED, play);
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if (!func_8083C484(this, &sp2C, &sp2A)) {
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int32_t giSpeedModifier = GameInteractor_RunSpeedModifier();
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if (giSpeedModifier != 0) {
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if (giSpeedModifier > 0) {
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sp2C *= giSpeedModifier;
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} else {
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sp2C /= abs(giSpeedModifier);
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}
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}
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if (CVarGetInteger(CVAR_ENHANCEMENT("MMBunnyHood"), BUNNY_HOOD_VANILLA) != BUNNY_HOOD_VANILLA &&
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this->currentMask == PLAYER_MASK_BUNNY) {
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