Adjusted first-person walking sound effect for Deku Link

This commit is contained in:
LT_Schmiddy (Alex Schmid) 2024-11-16 23:41:09 -05:00
parent 3c18dcaa46
commit 2d307ccfc4

View file

@ -27,7 +27,7 @@ bool recomp_first_person_movement_allowed(PlayState* play, Player* this, bool in
void recomp_handle_first_person_movement(PlayState* play, Player* this, s32 arg2) { void recomp_handle_first_person_movement(PlayState* play, Player* this, s32 arg2) {
f32 movementSpeed = 8.25f; // account for form f32 movementSpeed = 8.25f; // account for mask
if (this->currentMask == PLAYER_MASK_BUNNY) { if (this->currentMask == PLAYER_MASK_BUNNY) {
movementSpeed *= 1.5f; movementSpeed *= 1.5f;
} }
@ -50,6 +50,10 @@ void recomp_handle_first_person_movement(PlayState* play, Player* this, s32 arg2
// Calculate distance for footstep sound // Calculate distance for footstep sound
f32 distance = sqrtf((relX2 * relX2) + (relY2 * relY2)) * movementSpeed; f32 distance = sqrtf((relX2 * relX2) + (relY2 * relY2)) * movementSpeed;
if (this->currentMask == PLAYER_MASK_DEKU) {
distance *= 2.0f;
}
func_8083EA44(this, distance / 4.5f); func_8083EA44(this, distance / 4.5f);
this->actor.world.pos.x += (relX2 * movementSpeed) + this->actor.colChkInfo.displacement.x; this->actor.world.pos.x += (relX2 * movementSpeed) + this->actor.colChkInfo.displacement.x;