mirror of
https://github.com/zeldaret/oot.git
synced 2025-02-26 10:54:27 +00:00
Minor Misc Cleanup 3 (#1502)
* more misc cleanup * remove z64 conflicts * undo ISVDbg
This commit is contained in:
parent
54638f9768
commit
0ce0313342
27 changed files with 155 additions and 151 deletions
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@ -448,9 +448,9 @@ typedef struct {
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} KaleidoMgrOverlay; // size = 0x1C
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} KaleidoMgrOverlay; // size = 0x1C
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typedef enum {
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typedef enum {
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/* 0x00 */ KALEIDO_OVL_KALEIDO_SCOPE,
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/* 0 */ KALEIDO_OVL_KALEIDO_SCOPE,
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/* 0x01 */ KALEIDO_OVL_PLAYER_ACTOR,
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/* 1 */ KALEIDO_OVL_PLAYER_ACTOR,
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/* 0x02 */ KALEIDO_OVL_MAX
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/* 2 */ KALEIDO_OVL_MAX
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} KaleidoOverlayType;
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} KaleidoOverlayType;
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typedef enum {
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typedef enum {
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@ -791,7 +791,7 @@ typedef struct {
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typedef struct {
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typedef struct {
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/* 0x00 */ u8 numActors;
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/* 0x00 */ u8 numActors;
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/* 0x04 */ TransitionActorEntry* list;
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/* 0x04 */ TransitionActorEntry* list;
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} TransitionActorContext;
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} TransitionActorContext; // size = 0x8
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typedef enum {
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typedef enum {
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/* 0 */ PAUSE_BG_PRERENDER_OFF, // Inactive, do nothing.
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/* 0 */ PAUSE_BG_PRERENDER_OFF, // Inactive, do nothing.
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@ -1086,8 +1086,8 @@ typedef struct DebugDispObject {
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} DebugDispObject; // size = 0x2C
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} DebugDispObject; // size = 0x2C
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typedef enum {
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typedef enum {
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MTXMODE_NEW, // generates a new matrix
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/* 0 */ MTXMODE_NEW, // generates a new matrix
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MTXMODE_APPLY // applies transformation to the current matrix
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/* 1 */ MTXMODE_APPLY // applies transformation to the current matrix
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} MatrixMode;
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} MatrixMode;
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typedef struct StackEntry {
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typedef struct StackEntry {
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@ -1101,9 +1101,9 @@ typedef struct StackEntry {
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} StackEntry;
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} StackEntry;
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typedef enum {
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typedef enum {
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STACK_STATUS_OK = 0,
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/* 0 */ STACK_STATUS_OK,
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STACK_STATUS_WARNING = 1,
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/* 1 */ STACK_STATUS_WARNING,
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STACK_STATUS_OVERFLOW = 2
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/* 2 */ STACK_STATUS_OVERFLOW
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} StackStatus;
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} StackStatus;
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typedef struct {
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typedef struct {
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@ -1328,22 +1328,22 @@ typedef enum {
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} ViModeEditState;
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} ViModeEditState;
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typedef struct {
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typedef struct {
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/* 0x0000 */ OSViMode customViMode;
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/* 0x00 */ OSViMode customViMode;
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/* 0x0050 */ s32 viHeight;
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/* 0x50 */ s32 viHeight;
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/* 0x0054 */ s32 viWidth;
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/* 0x54 */ s32 viWidth;
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/* 0x0058 */ s32 rightAdjust;
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/* 0x58 */ s32 rightAdjust;
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/* 0x005C */ s32 leftAdjust;
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/* 0x5C */ s32 leftAdjust;
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/* 0x0060 */ s32 lowerAdjust;
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/* 0x60 */ s32 lowerAdjust;
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/* 0x0064 */ s32 upperAdjust;
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/* 0x64 */ s32 upperAdjust;
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/* 0x0068 */ s32 editState;
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/* 0x68 */ s32 editState;
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/* 0x006C */ s32 tvType;
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/* 0x6C */ s32 tvType;
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/* 0x0070 */ u32 loRes;
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/* 0x70 */ u32 loRes;
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/* 0x0074 */ u32 antialiasOff;
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/* 0x74 */ u32 antialiasOff;
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/* 0x0078 */ u32 modeN; // Controls interlacing, the meaning of this mode is different based on choice of resolution
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/* 0x78 */ u32 modeN; // Controls interlacing, the meaning of this mode is different based on choice of resolution
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/* 0x007C */ u32 fb16Bit;
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/* 0x7C */ u32 fb16Bit;
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/* 0x0080 */ u32 viFeatures;
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/* 0x80 */ u32 viFeatures;
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/* 0x0084 */ u32 unk_84;
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/* 0x84 */ u32 unk_84;
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} ViMode;
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} ViMode; // size = 0x88
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// Vis...
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// Vis...
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typedef struct {
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typedef struct {
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@ -292,12 +292,12 @@ typedef enum {
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} ButtonStatus;
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} ButtonStatus;
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typedef enum {
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typedef enum {
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/* 0x00 */ CHAMBER_CS_FOREST,
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/* 0 */ CHAMBER_CS_FOREST,
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/* 0x01 */ CHAMBER_CS_FIRE,
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/* 1 */ CHAMBER_CS_FIRE,
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/* 0x02 */ CHAMBER_CS_WATER,
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/* 2 */ CHAMBER_CS_WATER,
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/* 0x03 */ CHAMBER_CS_SPIRIT,
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/* 3 */ CHAMBER_CS_SPIRIT,
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/* 0x04 */ CHAMBER_CS_SHADOW,
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/* 4 */ CHAMBER_CS_SHADOW,
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/* 0x05 */ CHAMBER_CS_LIGHT
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/* 5 */ CHAMBER_CS_LIGHT
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} ChamberCutsceneNum;
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} ChamberCutsceneNum;
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typedef enum {
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typedef enum {
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@ -2880,21 +2880,25 @@ void DynaPoly_AddBgActorToLookup(PlayState* play, DynaCollisionContext* dyna, s3
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if (!(dyna->bitFlag & DYNAPOLY_INVALIDATE_LOOKUP) &&
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if (!(dyna->bitFlag & DYNAPOLY_INVALIDATE_LOOKUP) &&
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(BgActor_IsTransformUnchanged(&dyna->bgActors[bgId]) == true)) {
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(BgActor_IsTransformUnchanged(&dyna->bgActors[bgId]) == true)) {
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s32 pi;
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s32 pi;
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for (pi = *polyStartIndex; pi < *polyStartIndex + pbgdata->numPolygons; pi++) {
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for (pi = *polyStartIndex; pi < *polyStartIndex + pbgdata->numPolygons; pi++) {
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CollisionPoly* poly = &dyna->polyList[pi];
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CollisionPoly* poly = &dyna->polyList[pi];
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s16 normalY = poly->normal.y;
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s16 normalY = poly->normal.y;
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if (normalY > COLPOLY_SNORMAL(0.5f)) {
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if (normalY > COLPOLY_SNORMAL(0.5f)) {
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s16 polyIndex = pi;
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s16 polyIndex = pi;
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DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.floor, &polyIndex);
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DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.floor, &polyIndex);
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} else if (normalY < COLPOLY_SNORMAL(-0.8f)) {
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} else if (normalY < COLPOLY_SNORMAL(-0.8f)) {
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if (!(dyna->bgActorFlags[bgId] & BGACTOR_CEILING_COLLISION_DISABLED)) {
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if (!(dyna->bgActorFlags[bgId] & BGACTOR_CEILING_COLLISION_DISABLED)) {
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s16 polyIndex = pi;
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s16 polyIndex = pi;
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DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.ceiling,
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DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.ceiling,
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&polyIndex);
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&polyIndex);
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}
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}
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} else {
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} else {
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s16 polyIndex = pi;
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s16 polyIndex = pi;
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DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.wall, &polyIndex);
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DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.wall, &polyIndex);
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}
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}
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}
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}
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@ -2914,6 +2918,7 @@ void DynaPoly_AddBgActorToLookup(PlayState* play, DynaCollisionContext* dyna, s3
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for (i = 0; i < pbgdata->numVertices; i++) {
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for (i = 0; i < pbgdata->numVertices; i++) {
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Vec3f vtx;
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Vec3f vtx;
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Vec3f vtxT; // Vtx after mtx transform
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Vec3f vtxT; // Vtx after mtx transform
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Math_Vec3s_ToVec3f(&vtx, &pbgdata->vtxList[i]);
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Math_Vec3s_ToVec3f(&vtx, &pbgdata->vtxList[i]);
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SkinMatrix_Vec3fMtxFMultXYZ(&mtx, &vtx, &vtxT);
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SkinMatrix_Vec3fMtxFMultXYZ(&mtx, &vtx, &vtxT);
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BgCheck_Vec3fToVec3s(&dyna->vtxList[*vtxStartIndex + i], &vtxT);
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BgCheck_Vec3fToVec3s(&dyna->vtxList[*vtxStartIndex + i], &vtxT);
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@ -2936,7 +2941,7 @@ void DynaPoly_AddBgActorToLookup(PlayState* play, DynaCollisionContext* dyna, s3
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sphere->center.x = newCenterPoint.x;
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sphere->center.x = newCenterPoint.x;
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sphere->center.y = newCenterPoint.y;
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sphere->center.y = newCenterPoint.y;
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sphere->center.z = newCenterPoint.z;
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sphere->center.z = newCenterPoint.z;
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newRadiusSq = -100.0f;
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newRadiusSq = -SQ(10.0f);
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for (i = 0; i < pbgdata->numVertices; i++) {
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for (i = 0; i < pbgdata->numVertices; i++) {
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f32 radiusSq;
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f32 radiusSq;
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@ -2989,12 +2994,15 @@ void DynaPoly_AddBgActorToLookup(PlayState* play, DynaCollisionContext* dyna, s3
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newPoly->dist = -DOTXYZ(newNormal, dVtxList[(u32)COLPOLY_VTX_INDEX(newPoly->flags_vIA)]);
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newPoly->dist = -DOTXYZ(newNormal, dVtxList[(u32)COLPOLY_VTX_INDEX(newPoly->flags_vIA)]);
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if (newNormal.y > 0.5f) {
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if (newNormal.y > 0.5f) {
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s16 polyId = *polyStartIndex + i;
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s16 polyId = *polyStartIndex + i;
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DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.floor, &polyId);
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DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.floor, &polyId);
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} else if (newNormal.y < -0.8f) {
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} else if (newNormal.y < -0.8f) {
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s16 polyId = *polyStartIndex + i;
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s16 polyId = *polyStartIndex + i;
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DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.ceiling, &polyId);
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DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.ceiling, &polyId);
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} else {
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} else {
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s16 polyId = *polyStartIndex + i;
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s16 polyId = *polyStartIndex + i;
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DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.wall, &polyId);
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DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.wall, &polyId);
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}
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}
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}
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}
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@ -3013,7 +3021,7 @@ void DynaPoly_UnsetAllInteractFlags(PlayState* play, DynaCollisionContext* dyna,
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dynaActor = DynaPoly_GetActor(&play->colCtx, i);
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dynaActor = DynaPoly_GetActor(&play->colCtx, i);
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if (dynaActor != NULL && &dynaActor->actor == actor) {
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if (dynaActor != NULL && &dynaActor->actor == actor) {
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DynaPolyActor_UnsetAllInteractFlags((DynaPolyActor*)actor);
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DynaPolyActor_UnsetAllInteractFlags((DynaPolyActor*)actor);
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return;
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break;
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}
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}
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}
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}
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}
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}
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@ -14,7 +14,7 @@ void SaveContext_Init(void) {
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gSaveContext.forcedSeqId = NA_BGM_GENERAL_SFX;
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gSaveContext.forcedSeqId = NA_BGM_GENERAL_SFX;
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gSaveContext.nextCutsceneIndex = 0xFFEF;
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gSaveContext.nextCutsceneIndex = 0xFFEF;
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gSaveContext.cutsceneTrigger = 0;
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gSaveContext.cutsceneTrigger = 0;
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gSaveContext.chamberCutsceneNum = 0;
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gSaveContext.chamberCutsceneNum = CHAMBER_CS_FOREST;
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gSaveContext.nextDayTime = NEXT_TIME_NONE;
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gSaveContext.nextDayTime = NEXT_TIME_NONE;
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gSaveContext.skyboxTime = 0;
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gSaveContext.skyboxTime = 0;
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gSaveContext.dogIsLost = true;
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gSaveContext.dogIsLost = true;
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@ -790,7 +790,7 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
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case CS_DEST_CHAMBER_OF_SAGES_FOREST_MEDALLION:
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case CS_DEST_CHAMBER_OF_SAGES_FOREST_MEDALLION:
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play->nextEntranceIndex = ENTR_CHAMBER_OF_THE_SAGES_0;
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play->nextEntranceIndex = ENTR_CHAMBER_OF_THE_SAGES_0;
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play->transitionTrigger = TRANS_TRIGGER_START;
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play->transitionTrigger = TRANS_TRIGGER_START;
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gSaveContext.chamberCutsceneNum = 0;
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gSaveContext.chamberCutsceneNum = CHAMBER_CS_FOREST;
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play->transitionType = TRANS_TYPE_FADE_WHITE;
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play->transitionType = TRANS_TYPE_FADE_WHITE;
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break;
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break;
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@ -799,14 +799,14 @@ void CutsceneCmd_Destination(PlayState* play, CutsceneContext* csCtx, CsCmdDesti
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play->transitionTrigger = TRANS_TRIGGER_START;
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play->transitionTrigger = TRANS_TRIGGER_START;
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play->transitionType = TRANS_TYPE_FADE_WHITE;
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play->transitionType = TRANS_TYPE_FADE_WHITE;
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Item_Give(play, ITEM_MEDALLION_FIRE);
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Item_Give(play, ITEM_MEDALLION_FIRE);
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gSaveContext.chamberCutsceneNum = 1;
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gSaveContext.chamberCutsceneNum = CHAMBER_CS_FIRE;
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break;
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break;
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case CS_DEST_CHAMBER_OF_SAGES_WATER_MEDALLION:
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case CS_DEST_CHAMBER_OF_SAGES_WATER_MEDALLION:
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play->nextEntranceIndex = ENTR_CHAMBER_OF_THE_SAGES_0;
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play->nextEntranceIndex = ENTR_CHAMBER_OF_THE_SAGES_0;
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play->transitionTrigger = TRANS_TRIGGER_START;
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play->transitionTrigger = TRANS_TRIGGER_START;
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play->transitionType = TRANS_TYPE_FADE_WHITE;
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play->transitionType = TRANS_TYPE_FADE_WHITE;
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gSaveContext.chamberCutsceneNum = 2;
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gSaveContext.chamberCutsceneNum = CHAMBER_CS_WATER;
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break;
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break;
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case CS_DEST_HYRULE_FIELD_FLASHBACK:
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case CS_DEST_HYRULE_FIELD_FLASHBACK:
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@ -1378,7 +1378,7 @@ void Environment_DrawSunAndMoon(PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx, "../z_kankyo.c", 2266);
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OPEN_DISPS(play->state.gfxCtx, "../z_kankyo.c", 2266);
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if (play->csCtx.state != 0) {
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if (play->csCtx.state != CS_STATE_IDLE) {
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Math_SmoothStepToF(&play->envCtx.sunPos.x,
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Math_SmoothStepToF(&play->envCtx.sunPos.x,
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-(Math_SinS(((void)0, gSaveContext.dayTime) - CLOCK_TIME(12, 0)) * 120.0f) * 25.0f, 1.0f,
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-(Math_SinS(((void)0, gSaveContext.dayTime) - CLOCK_TIME(12, 0)) * 120.0f) * 25.0f, 1.0f,
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0.8f, 0.8f);
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0.8f, 0.8f);
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@ -127,7 +127,7 @@ void func_808AC908(BgSpot02Objects* this, PlayState* play) {
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static Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
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static Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
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Vec3f pos;
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Vec3f pos;
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if (play->csCtx.state != 0) {
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if (play->csCtx.state != CS_STATE_IDLE) {
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if (play->csCtx.actorCues[3] != NULL && play->csCtx.actorCues[3]->id == 2) {
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if (play->csCtx.actorCues[3] != NULL && play->csCtx.actorCues[3]->id == 2) {
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_GRAVE_EXPLOSION);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_GRAVE_EXPLOSION);
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SET_EVENTCHKINF(EVENTCHKINF_1D);
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SET_EVENTCHKINF(EVENTCHKINF_1D);
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@ -199,7 +199,7 @@ void BgSpot02Objects_Draw(Actor* thisx, PlayState* play) {
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}
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}
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void func_808ACC34(BgSpot02Objects* this, PlayState* play) {
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void func_808ACC34(BgSpot02Objects* this, PlayState* play) {
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if (play->csCtx.state != 0 && play->csCtx.actorCues[0] != NULL && play->csCtx.actorCues[0]->id == 2) {
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if (play->csCtx.state != CS_STATE_IDLE && play->csCtx.actorCues[0] != NULL && play->csCtx.actorCues[0]->id == 2) {
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this->unk_16A++;
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this->unk_16A++;
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if (this->unk_16A >= 12) {
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if (this->unk_16A >= 12) {
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@ -225,7 +225,7 @@ void func_808ACCB8(Actor* thisx, PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx, "../z_bg_spot02_objects.c", 600);
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OPEN_DISPS(play->state.gfxCtx, "../z_bg_spot02_objects.c", 600);
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if (play->csCtx.state != 0 && play->csCtx.actorCues[0] != NULL && play->csCtx.actorCues[0]->id == 2) {
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if (play->csCtx.state != CS_STATE_IDLE && play->csCtx.actorCues[0] != NULL && play->csCtx.actorCues[0]->id == 2) {
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if (this->unk_16A < 5) {
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if (this->unk_16A < 5) {
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rate = (this->unk_16A / 5.0f);
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rate = (this->unk_16A / 5.0f);
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redPrim = greenPrim = bluePrim = 255;
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redPrim = greenPrim = bluePrim = 255;
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@ -265,7 +265,7 @@ void func_808ACCB8(Actor* thisx, PlayState* play) {
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}
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}
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void func_808AD3D4(BgSpot02Objects* this, PlayState* play) {
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void func_808AD3D4(BgSpot02Objects* this, PlayState* play) {
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if (play->csCtx.state != 0 && play->csCtx.actorCues[2] != NULL && play->csCtx.actorCues[2]->id == 2) {
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if (play->csCtx.state != CS_STATE_IDLE && play->csCtx.actorCues[2] != NULL && play->csCtx.actorCues[2]->id == 2) {
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if (this->timer == 2) {
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if (this->timer == 2) {
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Actor_PlaySfx(&this->dyna.actor, NA_SE_IT_EXPLOSION_ICE);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_IT_EXPLOSION_ICE);
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}
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}
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@ -285,7 +285,7 @@ void func_808AD450(Actor* thisx, PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx, "../z_bg_spot02_objects.c", 736);
|
OPEN_DISPS(play->state.gfxCtx, "../z_bg_spot02_objects.c", 736);
|
||||||
|
|
||||||
if (play->csCtx.state != 0 && play->csCtx.actorCues[2] != NULL) {
|
if (play->csCtx.state != CS_STATE_IDLE && play->csCtx.actorCues[2] != NULL) {
|
||||||
u16 temp_v1 = CAM_BINANG_TO_DEG(play->csCtx.actorCues[2]->rot.z);
|
u16 temp_v1 = CAM_BINANG_TO_DEG(play->csCtx.actorCues[2]->rot.z);
|
||||||
|
|
||||||
if (this->unk_170 != temp_v1) {
|
if (this->unk_170 != temp_v1) {
|
||||||
|
|
|
@ -194,7 +194,7 @@ void func_80969FB4(DemoDu* this, PlayState* play) {
|
||||||
void DemoDu_CsFireMedallion_AdvanceTo01(DemoDu* this, PlayState* play) {
|
void DemoDu_CsFireMedallion_AdvanceTo01(DemoDu* this, PlayState* play) {
|
||||||
s32 pad[2];
|
s32 pad[2];
|
||||||
|
|
||||||
if ((gSaveContext.chamberCutsceneNum == 1) && !IS_CUTSCENE_LAYER) {
|
if ((gSaveContext.chamberCutsceneNum == CHAMBER_CS_FIRE) && !IS_CUTSCENE_LAYER) {
|
||||||
Player* player = GET_PLAYER(play);
|
Player* player = GET_PLAYER(play);
|
||||||
|
|
||||||
this->updateIndex = CS_FIREMEDALLION_SUBSCENE(1);
|
this->updateIndex = CS_FIREMEDALLION_SUBSCENE(1);
|
||||||
|
|
|
@ -786,7 +786,7 @@ void func_8097FCE4(DemoGt* this, PlayState* play) {
|
||||||
Vec3f vec;
|
Vec3f vec;
|
||||||
u16 csCurFrame = play->csCtx.curFrame;
|
u16 csCurFrame = play->csCtx.curFrame;
|
||||||
|
|
||||||
if (csCurFrame == 0x1F7 || kREG(1) == 4) {
|
if (csCurFrame == 503 || kREG(1) == 4) {
|
||||||
vec.x = this->dyna.actor.world.pos.x + 300.0f;
|
vec.x = this->dyna.actor.world.pos.x + 300.0f;
|
||||||
vec.y = this->dyna.actor.world.pos.y + 560.0f;
|
vec.y = this->dyna.actor.world.pos.y + 560.0f;
|
||||||
vec.z = this->dyna.actor.world.pos.z - 377.0f;
|
vec.z = this->dyna.actor.world.pos.z - 377.0f;
|
||||||
|
|
|
@ -326,7 +326,7 @@ void func_80985430(DemoIm* this, PlayState* play) {
|
||||||
void func_8098544C(DemoIm* this, PlayState* play) {
|
void func_8098544C(DemoIm* this, PlayState* play) {
|
||||||
s32 pad[2];
|
s32 pad[2];
|
||||||
|
|
||||||
if ((gSaveContext.chamberCutsceneNum == 4) && !IS_CUTSCENE_LAYER) {
|
if ((gSaveContext.chamberCutsceneNum == CHAMBER_CS_SHADOW) && !IS_CUTSCENE_LAYER) {
|
||||||
Player* player = GET_PLAYER(play);
|
Player* player = GET_PLAYER(play);
|
||||||
|
|
||||||
this->action = 1;
|
this->action = 1;
|
||||||
|
|
|
@ -253,7 +253,7 @@ void func_8098E960(DemoSa* this, PlayState* play) {
|
||||||
s32 pad[2];
|
s32 pad[2];
|
||||||
Player* player;
|
Player* player;
|
||||||
|
|
||||||
if ((gSaveContext.chamberCutsceneNum == 0) && !IS_CUTSCENE_LAYER) {
|
if ((gSaveContext.chamberCutsceneNum == CHAMBER_CS_FOREST) && !IS_CUTSCENE_LAYER) {
|
||||||
player = GET_PLAYER(play);
|
player = GET_PLAYER(play);
|
||||||
this->action = 1;
|
this->action = 1;
|
||||||
play->csCtx.script = D_8099010C;
|
play->csCtx.script = D_8099010C;
|
||||||
|
|
|
@ -50,7 +50,7 @@ void EfcErupc_UpdateAction(EfcErupc* this, PlayState* play) {
|
||||||
Vec3f accel;
|
Vec3f accel;
|
||||||
s32 i;
|
s32 i;
|
||||||
|
|
||||||
if (play->csCtx.state != 0) {
|
if (play->csCtx.state != CS_STATE_IDLE) {
|
||||||
if (play->csCtx.actorCues[1] != NULL) {
|
if (play->csCtx.actorCues[1] != NULL) {
|
||||||
if (play->csCtx.actorCues[1]->id == 2) {
|
if (play->csCtx.actorCues[1]->id == 2) {
|
||||||
if (this->unk_150 == 30) {
|
if (this->unk_150 == 30) {
|
||||||
|
@ -73,7 +73,7 @@ void EfcErupc_UpdateAction(EfcErupc* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (play->csCtx.state != 0) {
|
if (play->csCtx.state != CS_STATE_IDLE) {
|
||||||
if (play->csCtx.actorCues[2] != NULL) {
|
if (play->csCtx.actorCues[2] != NULL) {
|
||||||
switch (play->csCtx.actorCues[2]->id) {
|
switch (play->csCtx.actorCues[2]->id) {
|
||||||
case 2:
|
case 2:
|
||||||
|
@ -135,7 +135,7 @@ void EfcErupc_Draw(Actor* thisx, PlayState* play) {
|
||||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_efc_erupc.c", 321),
|
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_efc_erupc.c", 321),
|
||||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||||
|
|
||||||
if (play->csCtx.state != 0) {
|
if (play->csCtx.state != CS_STATE_IDLE) {
|
||||||
if ((play->csCtx.actorCues[1] != NULL) && (play->csCtx.actorCues[1]->id == 2)) {
|
if ((play->csCtx.actorCues[1] != NULL) && (play->csCtx.actorCues[1]->id == 2)) {
|
||||||
gSPDisplayList(POLY_XLU_DISP++, object_efc_erupc_DL_002570);
|
gSPDisplayList(POLY_XLU_DISP++, object_efc_erupc_DL_002570);
|
||||||
}
|
}
|
||||||
|
@ -144,7 +144,7 @@ void EfcErupc_Draw(Actor* thisx, PlayState* play) {
|
||||||
Matrix_Scale(3.4f, 3.4f, 3.4f, MTXMODE_APPLY);
|
Matrix_Scale(3.4f, 3.4f, 3.4f, MTXMODE_APPLY);
|
||||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_efc_erupc.c", 333),
|
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_efc_erupc.c", 333),
|
||||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||||
if (play->csCtx.state != 0) {
|
if (play->csCtx.state != CS_STATE_IDLE) {
|
||||||
CsCmdActorCue* cue = play->csCtx.actorCues[2];
|
CsCmdActorCue* cue = play->csCtx.actorCues[2];
|
||||||
|
|
||||||
if (cue != NULL) {
|
if (cue != NULL) {
|
||||||
|
|
|
@ -742,7 +742,7 @@ void EnFish_RespawningUpdate(EnFish* this, PlayState* play) {
|
||||||
void EnFish_Update(Actor* thisx, PlayState* play) {
|
void EnFish_Update(Actor* thisx, PlayState* play) {
|
||||||
EnFish* this = (EnFish*)thisx;
|
EnFish* this = (EnFish*)thisx;
|
||||||
|
|
||||||
if ((D_80A17010 == NULL) && (this->actor.params == FISH_DROPPED) && (play->csCtx.state != 0) &&
|
if ((D_80A17010 == NULL) && (this->actor.params == FISH_DROPPED) && (play->csCtx.state != CS_STATE_IDLE) &&
|
||||||
(play->csCtx.actorCues[1] != NULL)) {
|
(play->csCtx.actorCues[1] != NULL)) {
|
||||||
EnFish_SetCutsceneData(this);
|
EnFish_SetCutsceneData(this);
|
||||||
}
|
}
|
||||||
|
|
|
@ -427,7 +427,7 @@ s32 EnGo_IsCameraModified(EnGo* this, PlayState* play) {
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
xyzDistSq = (this->actor.scale.x / 0.01f) * 10000.0f;
|
xyzDistSq = (this->actor.scale.x / 0.01f) * SQ(100.0f);
|
||||||
if ((this->actor.params & 0xF0) == 0x90) {
|
if ((this->actor.params & 0xF0) == 0x90) {
|
||||||
Camera_ChangeSetting(mainCam, CAM_SET_DIRECTED_YAW);
|
Camera_ChangeSetting(mainCam, CAM_SET_DIRECTED_YAW);
|
||||||
xyzDistSq *= 4.8f;
|
xyzDistSq *= 4.8f;
|
||||||
|
|
|
@ -148,10 +148,10 @@ static ColliderJntSphInit sJntSphInit = {
|
||||||
static CollisionCheckInfoInit D_80A65F38 = { 10, 35, 100, MASS_HEAVY };
|
static CollisionCheckInfoInit D_80A65F38 = { 10, 35, 100, MASS_HEAVY };
|
||||||
|
|
||||||
typedef struct {
|
typedef struct {
|
||||||
s16 sceneId;
|
/* 0x0 */ s16 sceneId;
|
||||||
Vec3s pos;
|
/* 0x2 */ Vec3s pos;
|
||||||
s16 angle;
|
/* 0x8 */ s16 angle;
|
||||||
} EnHorseSpawnpoint;
|
} EnHorseSpawnpoint; // size = 0xA
|
||||||
|
|
||||||
static EnHorseSpawnpoint sHorseSpawns[] = {
|
static EnHorseSpawnpoint sHorseSpawns[] = {
|
||||||
{ SCENE_HYRULE_FIELD, 16, 0, 1341, 0 },
|
{ SCENE_HYRULE_FIELD, 16, 0, 1341, 0 },
|
||||||
|
@ -330,18 +330,15 @@ static EnHorseSpawnpoint sHorseSpawns[] = {
|
||||||
};
|
};
|
||||||
|
|
||||||
typedef struct {
|
typedef struct {
|
||||||
s16 zMin;
|
/* 0x00 */ s16 zMin;
|
||||||
s16 zMax;
|
/* 0x02 */ s16 zMax;
|
||||||
|
/* 0x04 */ s16 xMin;
|
||||||
s16 xMin;
|
/* 0x06 */ s16 xMax;
|
||||||
s16 xMax;
|
/* 0x08 */ s16 xOffset;
|
||||||
s16 xOffset;
|
/* 0x0A */ s16 angle;
|
||||||
|
/* 0x0C */ s16 angleRange;
|
||||||
s16 angle;
|
/* 0x0E */ Vec3s pos;
|
||||||
s16 angleRange;
|
} BridgeJumpPoint; // size = 0x14
|
||||||
|
|
||||||
Vec3s pos;
|
|
||||||
} BridgeJumpPoint;
|
|
||||||
|
|
||||||
static BridgeJumpPoint sBridgeJumps[] = {
|
static BridgeJumpPoint sBridgeJumps[] = {
|
||||||
{ -195, -40, 225, 120, 360, -0x4000, 0x7D0, -270, -52, -117 },
|
{ -195, -40, 225, 120, 360, -0x4000, 0x7D0, -270, -52, -117 },
|
||||||
|
@ -349,17 +346,17 @@ static BridgeJumpPoint sBridgeJumps[] = {
|
||||||
};
|
};
|
||||||
|
|
||||||
typedef struct {
|
typedef struct {
|
||||||
s16 x;
|
/* 0x0 */ s16 x;
|
||||||
s16 y;
|
/* 0x2 */ s16 y;
|
||||||
s16 z;
|
/* 0x4 */ s16 z;
|
||||||
s16 speedXZ;
|
/* 0x6 */ s16 speedXZ;
|
||||||
s16 angle;
|
/* 0x8 */ s16 angle;
|
||||||
} RaceWaypoint;
|
} RaceWaypoint; // size = 0xA
|
||||||
|
|
||||||
typedef struct {
|
typedef struct {
|
||||||
s32 numWaypoints;
|
/* 0x0 */ s32 numWaypoints;
|
||||||
RaceWaypoint* waypoints;
|
/* 0x4 */ RaceWaypoint* waypoints;
|
||||||
} RaceInfo;
|
} RaceInfo; // size = 0x8
|
||||||
|
|
||||||
static RaceWaypoint sIngoRaceWaypoints[] = {
|
static RaceWaypoint sIngoRaceWaypoints[] = {
|
||||||
{ 1056, 1, -1540, 11, 0x2A8D }, { 1593, 1, -985, 10, 0xFC27 }, { 1645, 1, -221, 11, 0xE891 },
|
{ 1056, 1, -1540, 11, 0x2A8D }, { 1593, 1, -985, 10, 0xFC27 }, { 1645, 1, -221, 11, 0xE891 },
|
||||||
|
@ -407,9 +404,9 @@ static EnHorseCsFunc sCutsceneActionFuncs[] = {
|
||||||
};
|
};
|
||||||
|
|
||||||
typedef struct {
|
typedef struct {
|
||||||
s32 cueId;
|
/* 0x0 */ s32 cueId;
|
||||||
s32 csFuncIdx;
|
/* 0x4 */ s32 csFuncIdx;
|
||||||
} CsActionEntry;
|
} CsActionEntry; // size = 0x8
|
||||||
|
|
||||||
static CsActionEntry sCsActionTable[] = {
|
static CsActionEntry sCsActionTable[] = {
|
||||||
{ 36, 1 }, { 37, 2 }, { 38, 3 }, { 64, 4 }, { 65, 5 },
|
{ 36, 1 }, { 37, 2 }, { 38, 3 }, { 64, 4 }, { 65, 5 },
|
||||||
|
@ -420,29 +417,29 @@ static RaceWaypoint sHbaWaypoints[] = {
|
||||||
{ 3600, 1413, -4100, 11, 0x0000 }, { 3600, 1413, 360, 11, 0x0000 },
|
{ 3600, 1413, -4100, 11, 0x0000 }, { 3600, 1413, 360, 11, 0x0000 },
|
||||||
};
|
};
|
||||||
|
|
||||||
static RaceInfo sHbaInfo = { 5, sHbaWaypoints };
|
static RaceInfo sHbaInfo = { ARRAY_COUNT(sHbaWaypoints), sHbaWaypoints };
|
||||||
|
|
||||||
static EnHorseActionFunc sActionFuncs[] = {
|
static EnHorseActionFunc sActionFuncs[] = {
|
||||||
EnHorse_Frozen,
|
EnHorse_Frozen, // ENHORSE_ACT_FROZEN
|
||||||
EnHorse_Inactive,
|
EnHorse_Inactive, // ENHORSE_ACT_INACTIVE
|
||||||
EnHorse_Idle,
|
EnHorse_Idle, // ENHORSE_ACT_IDLE
|
||||||
EnHorse_FollowPlayer,
|
EnHorse_FollowPlayer, // ENHORSE_ACT_FOLLOW_PLAYER
|
||||||
EnHorse_UpdateIngoRace,
|
EnHorse_UpdateIngoRace, // ENHORSE_ACT_INGO_RACE
|
||||||
EnHorse_MountedIdle,
|
EnHorse_MountedIdle, // ENHORSE_ACT_MOUNTED_IDLE
|
||||||
EnHorse_MountedIdleWhinneying,
|
EnHorse_MountedIdleWhinneying, // ENHORSE_ACT_MOUNTED_IDLE_WHINNEYING
|
||||||
EnHorse_MountedTurn,
|
EnHorse_MountedTurn, // ENHORSE_ACT_MOUNTED_TURN
|
||||||
EnHorse_MountedWalk,
|
EnHorse_MountedWalk, // ENHORSE_ACT_MOUNTED_WALK
|
||||||
EnHorse_MountedTrot,
|
EnHorse_MountedTrot, // ENHORSE_ACT_MOUNTED_TROT
|
||||||
EnHorse_MountedGallop,
|
EnHorse_MountedGallop, // ENHORSE_ACT_MOUNTED_GALLOP
|
||||||
EnHorse_MountedRearing,
|
EnHorse_MountedRearing, // ENHORSE_ACT_MOUNTED_REARING
|
||||||
EnHorse_Stopping,
|
EnHorse_Stopping, // ENHORSE_ACT_STOPPING
|
||||||
EnHorse_Reverse,
|
EnHorse_Reverse, // ENHORSE_ACT_REVERSE
|
||||||
EnHorse_LowJump,
|
EnHorse_LowJump, // ENHORSE_ACT_LOW_JUMP
|
||||||
EnHorse_HighJump,
|
EnHorse_HighJump, // ENHORSE_ACT_HIGH_JUMP
|
||||||
EnHorse_BridgeJump,
|
EnHorse_BridgeJump, // ENHORSE_ACT_BRIDGE_JUMP
|
||||||
EnHorse_CutsceneUpdate,
|
EnHorse_CutsceneUpdate, // ENHORSE_ACT_CS_UPDATE
|
||||||
EnHorse_UpdateHorsebackArchery,
|
EnHorse_UpdateHorsebackArchery, // ENHORSE_ACT_HBA
|
||||||
EnHorse_FleePlayer,
|
EnHorse_FleePlayer, // ENHORSE_ACT_FLEE_PLAYER
|
||||||
};
|
};
|
||||||
|
|
||||||
s32 EnHorse_BgCheckBridgeJumpPoint(EnHorse* this, PlayState* play) {
|
s32 EnHorse_BgCheckBridgeJumpPoint(EnHorse* this, PlayState* play) {
|
||||||
|
@ -460,7 +457,7 @@ s32 EnHorse_BgCheckBridgeJumpPoint(EnHorse* this, PlayState* play) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
for (i = 0; i < 2; i++) {
|
for (i = 0; i < ARRAY_COUNT(sBridgeJumps); i++) {
|
||||||
xMin = sBridgeJumps[i].xMin;
|
xMin = sBridgeJumps[i].xMin;
|
||||||
xMax = (xMin + sBridgeJumps[i].xMax) + sBridgeJumps[i].xOffset;
|
xMax = (xMin + sBridgeJumps[i].xMax) + sBridgeJumps[i].xOffset;
|
||||||
if (xMax < xMin) {
|
if (xMax < xMin) {
|
||||||
|
@ -492,7 +489,7 @@ s32 EnHorse_CheckBridgeJumps(EnHorse* this, PlayState* play) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
for (i = 0; i != 2; i++) {
|
for (i = 0; i < ARRAY_COUNT(sBridgeJumps); i++) {
|
||||||
xMin = sBridgeJumps[i].xMin;
|
xMin = sBridgeJumps[i].xMin;
|
||||||
xMax = sBridgeJumps[i].xMax + xMin;
|
xMax = sBridgeJumps[i].xMax + xMin;
|
||||||
|
|
||||||
|
@ -518,10 +515,10 @@ s32 EnHorse_CheckBridgeJumps(EnHorse* this, PlayState* play) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnHorse_RaceWaypointPos(RaceWaypoint* waypoints, s32 idx, Vec3f* pos) {
|
void EnHorse_RaceWaypointPos(RaceWaypoint* waypoints, s32 index, Vec3f* pos) {
|
||||||
pos->x = waypoints[idx].x;
|
pos->x = waypoints[index].x;
|
||||||
pos->y = waypoints[idx].y;
|
pos->y = waypoints[index].y;
|
||||||
pos->z = waypoints[idx].z;
|
pos->z = waypoints[index].z;
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnHorse_RotateToPoint(EnHorse* this, PlayState* play, Vec3f* pos, s16 turnAmount) {
|
void EnHorse_RotateToPoint(EnHorse* this, PlayState* play, Vec3f* pos, s16 turnAmount) {
|
||||||
|
@ -672,7 +669,7 @@ s32 EnHorse_Spawn(EnHorse* this, PlayState* play) {
|
||||||
Player* player;
|
Player* player;
|
||||||
Vec3f spawnPos;
|
Vec3f spawnPos;
|
||||||
|
|
||||||
for (i = 0; i < 169; i++) {
|
for (i = 0; i < ARRAY_COUNT(sHorseSpawns); i++) {
|
||||||
if (sHorseSpawns[i].sceneId == play->sceneId) {
|
if (sHorseSpawns[i].sceneId == play->sceneId) {
|
||||||
player = GET_PLAYER(play);
|
player = GET_PLAYER(play);
|
||||||
if (play->sceneId != SCENE_LON_LON_RANCH ||
|
if (play->sceneId != SCENE_LON_LON_RANCH ||
|
||||||
|
@ -690,7 +687,7 @@ s32 EnHorse_Spawn(EnHorse* this, PlayState* play) {
|
||||||
dist = Math3D_Vec3f_DistXYZ(&player->actor.world.pos, &spawnPos);
|
dist = Math3D_Vec3f_DistXYZ(&player->actor.world.pos, &spawnPos);
|
||||||
|
|
||||||
if (play->sceneId) {}
|
if (play->sceneId) {}
|
||||||
if (!(minDist < dist) && !func_80A5BBBC(play, this, &spawnPos)) {
|
if (!((minDist < dist) || func_80A5BBBC(play, this, &spawnPos))) {
|
||||||
minDist = dist;
|
minDist = dist;
|
||||||
this->actor.world.pos.x = sHorseSpawns[i].pos.x;
|
this->actor.world.pos.x = sHorseSpawns[i].pos.x;
|
||||||
this->actor.world.pos.y = sHorseSpawns[i].pos.y;
|
this->actor.world.pos.y = sHorseSpawns[i].pos.y;
|
||||||
|
@ -723,7 +720,7 @@ s32 EnHorse_PlayerCanMove(EnHorse* this, PlayState* play) {
|
||||||
|
|
||||||
if ((player->stateFlags1 & PLAYER_STATE1_0) || func_8002DD78(GET_PLAYER(play)) == 1 ||
|
if ((player->stateFlags1 & PLAYER_STATE1_0) || func_8002DD78(GET_PLAYER(play)) == 1 ||
|
||||||
(player->stateFlags1 & PLAYER_STATE1_20) || ((this->stateFlags & ENHORSE_FLAG_19) && !this->inRace) ||
|
(player->stateFlags1 & PLAYER_STATE1_20) || ((this->stateFlags & ENHORSE_FLAG_19) && !this->inRace) ||
|
||||||
this->action == ENHORSE_ACT_HBA || player->actor.flags & ACTOR_FLAG_8 || play->csCtx.state != 0) {
|
this->action == ENHORSE_ACT_HBA || player->actor.flags & ACTOR_FLAG_8 || play->csCtx.state != CS_STATE_IDLE) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
return true;
|
return true;
|
||||||
|
@ -945,7 +942,7 @@ void EnHorse_Frozen(EnHorse* this, PlayState* play) {
|
||||||
EnHorse_StartMountedIdleResetAnim(this);
|
EnHorse_StartMountedIdleResetAnim(this);
|
||||||
} else if (this->actor.params == 9) {
|
} else if (this->actor.params == 9) {
|
||||||
this->actor.params = 5;
|
this->actor.params = 5;
|
||||||
if (play->csCtx.state != 0) {
|
if (play->csCtx.state != CS_STATE_IDLE) {
|
||||||
EnHorse_StartMountedIdle(this);
|
EnHorse_StartMountedIdle(this);
|
||||||
} else {
|
} else {
|
||||||
this->actor.speed = 8.0f;
|
this->actor.speed = 8.0f;
|
||||||
|
@ -1998,17 +1995,17 @@ void EnHorse_InitIngoHorse(EnHorse* this) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnHorse_SetIngoAnimation(s32 idx, f32 curFrame, s32 arg2, s16* animIdxOut, f32* curFrameOut) {
|
void EnHorse_SetIngoAnimation(s32 index, f32 curFrame, s32 arg2, s16* animIdxOut, f32* curFrameOut) {
|
||||||
*animIdxOut = sIngoAnimations[idx];
|
*animIdxOut = sIngoAnimations[index];
|
||||||
*curFrameOut = curFrame;
|
*curFrameOut = curFrame;
|
||||||
if (idx == 3 || idx == 7 || idx == 8 || idx == 4) {
|
if ((index == 3) || (index == 7) || (index == 8) || (index == 4)) {
|
||||||
*curFrameOut = 0.0f;
|
*curFrameOut = 0.0f;
|
||||||
}
|
}
|
||||||
if (arg2 == 1) {
|
if (arg2 == 1) {
|
||||||
if (idx == 5) {
|
if (index == 5) {
|
||||||
*animIdxOut = 4;
|
*animIdxOut = 4;
|
||||||
*curFrameOut = curFrame;
|
*curFrameOut = curFrame;
|
||||||
} else if (idx == 6) {
|
} else if (index == 6) {
|
||||||
*animIdxOut = 3;
|
*animIdxOut = 3;
|
||||||
*curFrameOut = curFrame;
|
*curFrameOut = curFrame;
|
||||||
}
|
}
|
||||||
|
|
|
@ -957,7 +957,7 @@ s32 EnKo_AdultSaved(EnKo* this, PlayState* play) {
|
||||||
void func_80A9877C(EnKo* this, PlayState* play) {
|
void func_80A9877C(EnKo* this, PlayState* play) {
|
||||||
Player* player = GET_PLAYER(play);
|
Player* player = GET_PLAYER(play);
|
||||||
|
|
||||||
if ((play->csCtx.state != 0) || gDebugCamEnabled) {
|
if ((play->csCtx.state != CS_STATE_IDLE) || gDebugCamEnabled) {
|
||||||
this->interactInfo.trackPos = play->view.eye;
|
this->interactInfo.trackPos = play->view.eye;
|
||||||
this->interactInfo.yOffset = 40.0f;
|
this->interactInfo.yOffset = 40.0f;
|
||||||
if (ENKO_TYPE != ENKO_TYPE_CHILD_0) {
|
if (ENKO_TYPE != ENKO_TYPE_CHILD_0) {
|
||||||
|
|
|
@ -341,7 +341,7 @@ void EnNb_SetupChamberCsImpl(EnNb* this, PlayState* play) {
|
||||||
s32 pad[2];
|
s32 pad[2];
|
||||||
Player* player;
|
Player* player;
|
||||||
|
|
||||||
if ((gSaveContext.chamberCutsceneNum == 3) && !IS_CUTSCENE_LAYER) {
|
if ((gSaveContext.chamberCutsceneNum == CHAMBER_CS_SPIRIT) && !IS_CUTSCENE_LAYER) {
|
||||||
player = GET_PLAYER(play);
|
player = GET_PLAYER(play);
|
||||||
this->action = NB_CHAMBER_UNDERGROUND;
|
this->action = NB_CHAMBER_UNDERGROUND;
|
||||||
play->csCtx.script = D_80AB431C;
|
play->csCtx.script = D_80AB431C;
|
||||||
|
|
|
@ -753,7 +753,7 @@ void func_80ACB748(EnOwl* this, PlayState* play) {
|
||||||
case 8:
|
case 8:
|
||||||
case 9:
|
case 9:
|
||||||
func_800F436C(&D_80ACD62C, NA_SE_EV_FLYING_AIR - SFX_FLAG, weight * 2.0f);
|
func_800F436C(&D_80ACD62C, NA_SE_EV_FLYING_AIR - SFX_FLAG, weight * 2.0f);
|
||||||
if ((play->csCtx.curFrame >= 420) || ((0xC1 < play->csCtx.curFrame && (play->csCtx.curFrame <= 280)))) {
|
if ((play->csCtx.curFrame >= 420) || ((193 < play->csCtx.curFrame && (play->csCtx.curFrame <= 280)))) {
|
||||||
func_800F4414(&D_80ACD62C, NA_SE_EN_OWL_FLUTTER, weight * 2.0f);
|
func_800F4414(&D_80ACD62C, NA_SE_EN_OWL_FLUTTER, weight * 2.0f);
|
||||||
}
|
}
|
||||||
if (play->csCtx.curFrame == 217) {
|
if (play->csCtx.curFrame == 217) {
|
||||||
|
|
|
@ -536,7 +536,6 @@ void EnReeba_CheckDamage(EnReeba* this, PlayState* play) {
|
||||||
this->stunType = LEEVER_STUN_NONE;
|
this->stunType = LEEVER_STUN_NONE;
|
||||||
|
|
||||||
switch (this->actor.colChkInfo.damageEffect) {
|
switch (this->actor.colChkInfo.damageEffect) {
|
||||||
|
|
||||||
case LEEVER_DMGEFF_UNUSED:
|
case LEEVER_DMGEFF_UNUSED:
|
||||||
case LEEVER_DMGEFF_BOOMERANG:
|
case LEEVER_DMGEFF_BOOMERANG:
|
||||||
if ((this->actor.colChkInfo.health > 1) && (this->stunType != LEEVER_STUN_OTHER)) {
|
if ((this->actor.colChkInfo.health > 1) && (this->stunType != LEEVER_STUN_OTHER)) {
|
||||||
|
|
|
@ -7,6 +7,7 @@
|
||||||
#include "z_en_ru1.h"
|
#include "z_en_ru1.h"
|
||||||
#include "assets/objects/object_ru1/object_ru1.h"
|
#include "assets/objects/object_ru1/object_ru1.h"
|
||||||
#include "terminal.h"
|
#include "terminal.h"
|
||||||
|
#include "overlays/actors/ovl_Demo_Effect/z_demo_effect.h"
|
||||||
|
|
||||||
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_4 | ACTOR_FLAG_26)
|
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_4 | ACTOR_FLAG_26)
|
||||||
|
|
||||||
|
@ -324,7 +325,7 @@ Actor* func_80AEB124(PlayState* play) {
|
||||||
Actor* actorIt = play->actorCtx.actorLists[ACTORCAT_BOSS].head;
|
Actor* actorIt = play->actorCtx.actorLists[ACTORCAT_BOSS].head;
|
||||||
|
|
||||||
while (actorIt != NULL) {
|
while (actorIt != NULL) {
|
||||||
if ((actorIt->id == ACTOR_DEMO_EFFECT) && ((actorIt->params & 0xFF) == 0x15)) {
|
if ((actorIt->id == ACTOR_DEMO_EFFECT) && ((actorIt->params & 0xFF) == DEMO_EFFECT_JEWEL_ZORA)) {
|
||||||
return actorIt;
|
return actorIt;
|
||||||
}
|
}
|
||||||
actorIt = actorIt->next;
|
actorIt = actorIt->next;
|
||||||
|
@ -586,7 +587,7 @@ void func_80AEBBF4(EnRu1* this) {
|
||||||
void func_80AEBC30(PlayState* play) {
|
void func_80AEBC30(PlayState* play) {
|
||||||
Player* player;
|
Player* player;
|
||||||
|
|
||||||
if (play->csCtx.curFrame == 0xCD) {
|
if (play->csCtx.curFrame == 205) {
|
||||||
player = GET_PLAYER(play);
|
player = GET_PLAYER(play);
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_DIVE_INTO_WATER, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
Audio_PlaySfxGeneral(NA_SE_EV_DIVE_INTO_WATER, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
||||||
|
@ -594,7 +595,7 @@ void func_80AEBC30(PlayState* play) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void func_80AEBC84(EnRu1* this, PlayState* play) {
|
void func_80AEBC84(EnRu1* this, PlayState* play) {
|
||||||
if (play->csCtx.curFrame == 0x82) {
|
if (play->csCtx.curFrame == 130) {
|
||||||
func_80078914(&this->actor.projectedPos, NA_SE_VO_RT_LAUGH_0);
|
func_80078914(&this->actor.projectedPos, NA_SE_VO_RT_LAUGH_0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -115,7 +115,7 @@ void func_80AF2608(EnRu2* this) {
|
||||||
s16* unk_2A6 = &this->unk_2A6;
|
s16* unk_2A6 = &this->unk_2A6;
|
||||||
s16* unk_2A4 = &this->unk_2A4;
|
s16* unk_2A4 = &this->unk_2A4;
|
||||||
|
|
||||||
if (!DECR(*unk_2A6)) {
|
if (DECR(*unk_2A6) == 0) {
|
||||||
*unk_2A6 = Rand_S16Offset(0x3C, 0x3C);
|
*unk_2A6 = Rand_S16Offset(0x3C, 0x3C);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -263,7 +263,7 @@ void func_80AF2AB4(EnRu2* this, PlayState* play) {
|
||||||
Player* player;
|
Player* player;
|
||||||
s16 temp;
|
s16 temp;
|
||||||
|
|
||||||
if ((gSaveContext.chamberCutsceneNum == 2) && !IS_CUTSCENE_LAYER) {
|
if ((gSaveContext.chamberCutsceneNum == CHAMBER_CS_WATER) && !IS_CUTSCENE_LAYER) {
|
||||||
player = GET_PLAYER(play);
|
player = GET_PLAYER(play);
|
||||||
this->action = 1;
|
this->action = 1;
|
||||||
play->csCtx.script = D_80AF411C;
|
play->csCtx.script = D_80AF411C;
|
||||||
|
|
|
@ -88,7 +88,7 @@ void EnXc_SetEyePattern(EnXc* this) {
|
||||||
s16* blinkTimer = &this->blinkTimer;
|
s16* blinkTimer = &this->blinkTimer;
|
||||||
s16* eyePattern = &this->eyeIdx;
|
s16* eyePattern = &this->eyeIdx;
|
||||||
|
|
||||||
if (!DECR(*blinkTimer)) {
|
if (DECR(*blinkTimer) == 0) {
|
||||||
*blinkTimer = Rand_S16Offset(60, 60);
|
*blinkTimer = Rand_S16Offset(60, 60);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -120,7 +120,7 @@ s32 EnXc_AnimIsFinished(EnXc* this) {
|
||||||
CsCmdActorCue* EnXc_GetCue(PlayState* play, s32 cueChannel) {
|
CsCmdActorCue* EnXc_GetCue(PlayState* play, s32 cueChannel) {
|
||||||
CsCmdActorCue* cue = NULL;
|
CsCmdActorCue* cue = NULL;
|
||||||
|
|
||||||
if (play->csCtx.state != 0) {
|
if (play->csCtx.state != CS_STATE_IDLE) {
|
||||||
cue = play->csCtx.actorCues[cueChannel];
|
cue = play->csCtx.actorCues[cueChannel];
|
||||||
}
|
}
|
||||||
return cue;
|
return cue;
|
||||||
|
@ -422,15 +422,15 @@ void EnXc_SetColossusAppearSFX(EnXc* this, PlayState* play) {
|
||||||
sceneId = play->sceneId;
|
sceneId = play->sceneId;
|
||||||
if (sceneId == SCENE_DESERT_COLOSSUS) {
|
if (sceneId == SCENE_DESERT_COLOSSUS) {
|
||||||
CutsceneContext* csCtx = &play->csCtx;
|
CutsceneContext* csCtx = &play->csCtx;
|
||||||
u16 frameCount = csCtx->curFrame;
|
u16 csCurFrame = csCtx->curFrame;
|
||||||
f32 wDest[2];
|
f32 wDest[2];
|
||||||
|
|
||||||
if (frameCount == 119) {
|
if (csCurFrame == 119) {
|
||||||
Vec3f pos = { -611.0f, 728.0f, -2.0f };
|
Vec3f pos = { -611.0f, 728.0f, -2.0f };
|
||||||
|
|
||||||
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &pos, &sXyzDist, wDest);
|
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &pos, &sXyzDist, wDest);
|
||||||
func_80078914(&sXyzDist, NA_SE_EV_JUMP_CONC);
|
func_80078914(&sXyzDist, NA_SE_EV_JUMP_CONC);
|
||||||
} else if (frameCount == 164) {
|
} else if (csCurFrame == 164) {
|
||||||
Vec3f pos = { -1069.0f, 38.0f, 0.0f };
|
Vec3f pos = { -1069.0f, 38.0f, 0.0f };
|
||||||
s32 pad;
|
s32 pad;
|
||||||
|
|
||||||
|
@ -462,9 +462,9 @@ void EnXc_SetColossusWindSFX(PlayState* play) {
|
||||||
|
|
||||||
if (sceneId == SCENE_DESERT_COLOSSUS) {
|
if (sceneId == SCENE_DESERT_COLOSSUS) {
|
||||||
CutsceneContext* csCtx = &play->csCtx;
|
CutsceneContext* csCtx = &play->csCtx;
|
||||||
u16 frameCount = csCtx->curFrame;
|
u16 csCurFrame = csCtx->curFrame;
|
||||||
|
|
||||||
if ((frameCount >= 120) && (frameCount < 164)) {
|
if ((csCurFrame >= 120) && (csCurFrame < 164)) {
|
||||||
s32 pad;
|
s32 pad;
|
||||||
Vec3f* eye = &play->view.eye;
|
Vec3f* eye = &play->view.eye;
|
||||||
|
|
||||||
|
@ -723,9 +723,8 @@ void func_80B3DAF0(EnXc* this, PlayState* play) {
|
||||||
cueId = cue->id;
|
cueId = cue->id;
|
||||||
|
|
||||||
if (cueId == 3 || cueId == 11 || cueId == 12 || cueId == 13 || cueId == 23) {
|
if (cueId == 3 || cueId == 11 || cueId == 12 || cueId == 13 || cueId == 23) {
|
||||||
f32 frameCount;
|
f32 frameCount = Animation_GetLastFrame(&gSheikPullingOutHarpAnim);
|
||||||
|
|
||||||
frameCount = Animation_GetLastFrame(&gSheikPullingOutHarpAnim);
|
|
||||||
Animation_Change(&this->skelAnime, &gSheikPullingOutHarpAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, -4.0f);
|
Animation_Change(&this->skelAnime, &gSheikPullingOutHarpAnim, 1.0f, 0.0f, frameCount, ANIMMODE_ONCE, -4.0f);
|
||||||
this->action = SHEIK_ACTION_7;
|
this->action = SHEIK_ACTION_7;
|
||||||
this->drawMode = SHEIK_DRAW_PULLING_OUT_HARP;
|
this->drawMode = SHEIK_DRAW_PULLING_OUT_HARP;
|
||||||
|
@ -765,7 +764,7 @@ void EnXc_SetupPlayingHarpAction(EnXc* this, PlayState* play, s32 animFinished)
|
||||||
void func_80B3DCA8(EnXc* this, PlayState* play) {
|
void func_80B3DCA8(EnXc* this, PlayState* play) {
|
||||||
f32 frameCount;
|
f32 frameCount;
|
||||||
|
|
||||||
if (play->csCtx.state != 0) {
|
if (play->csCtx.state != CS_STATE_IDLE) {
|
||||||
CsCmdActorCue* cue = play->csCtx.actorCues[4];
|
CsCmdActorCue* cue = play->csCtx.actorCues[4];
|
||||||
|
|
||||||
if (cue != NULL && cue->id == 8) {
|
if (cue != NULL && cue->id == 8) {
|
||||||
|
@ -814,7 +813,7 @@ void func_80B3DE78(EnXc* this, s32 animFinished) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnXc_SetupReverseAccel(EnXc* this, PlayState* play) {
|
void EnXc_SetupReverseAccel(EnXc* this, PlayState* play) {
|
||||||
if (play->csCtx.state != 0) {
|
if (play->csCtx.state != CS_STATE_IDLE) {
|
||||||
CsCmdActorCue* cue = play->csCtx.actorCues[4];
|
CsCmdActorCue* cue = play->csCtx.actorCues[4];
|
||||||
|
|
||||||
if (cue != NULL && cue->id == 4) {
|
if (cue != NULL && cue->id == 4) {
|
||||||
|
@ -866,7 +865,7 @@ void func_80B3E164(EnXc* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnXc_SetupDisappear(EnXc* this, PlayState* play) {
|
void EnXc_SetupDisappear(EnXc* this, PlayState* play) {
|
||||||
if (play->csCtx.state != 0) {
|
if (play->csCtx.state != CS_STATE_IDLE) {
|
||||||
CsCmdActorCue* cue = play->csCtx.actorCues[4];
|
CsCmdActorCue* cue = play->csCtx.actorCues[4];
|
||||||
|
|
||||||
if (cue != NULL && cue->id == 9) {
|
if (cue != NULL && cue->id == 9) {
|
||||||
|
@ -1400,9 +1399,9 @@ void EnXc_LakeHyliaDive(PlayState* play) {
|
||||||
|
|
||||||
void func_80B3F534(PlayState* play) {
|
void func_80B3F534(PlayState* play) {
|
||||||
CutsceneContext* csCtx = &play->csCtx;
|
CutsceneContext* csCtx = &play->csCtx;
|
||||||
u16 frameCount = csCtx->curFrame;
|
u16 csCurFrame = csCtx->curFrame;
|
||||||
|
|
||||||
if (frameCount == 310) {
|
if (csCurFrame == 310) {
|
||||||
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, -1044.0f, -1243.0f, 7458.0f, 0, 0, 0, WARP_DESTINATION);
|
Actor_Spawn(&play->actorCtx, play, ACTOR_DOOR_WARP1, -1044.0f, -1243.0f, 7458.0f, 0, 0, 0, WARP_DESTINATION);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -1233,9 +1233,9 @@ void func_80B5154C(EnZl2* this, PlayState* play) {
|
||||||
EnZl2_UpdateEyes(this);
|
EnZl2_UpdateEyes(this);
|
||||||
} else {
|
} else {
|
||||||
csCtx = &play->csCtx;
|
csCtx = &play->csCtx;
|
||||||
if (csCtx->curFrame < 0x5F0) {
|
if (csCtx->curFrame < 1520) {
|
||||||
func_80B4EBB8(this);
|
func_80B4EBB8(this);
|
||||||
} else if (csCtx->curFrame == 0x5F0) {
|
} else if (csCtx->curFrame == 1520) {
|
||||||
this->unk_27C = 0.0f;
|
this->unk_27C = 0.0f;
|
||||||
} else {
|
} else {
|
||||||
func_80B4EC48(this);
|
func_80B4EC48(this);
|
||||||
|
|
|
@ -722,7 +722,7 @@ void ObjectKankyo_DrawSnow(Actor* thisx, PlayState* play2) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void ObjectKankyo_Lightning(ObjectKankyo* this, PlayState* play) {
|
void ObjectKankyo_Lightning(ObjectKankyo* this, PlayState* play) {
|
||||||
if (play->csCtx.state != 0 && play->csCtx.actorCues[0] != NULL) {
|
if (play->csCtx.state != CS_STATE_IDLE && play->csCtx.actorCues[0] != NULL) {
|
||||||
switch (this->effects[0].state) {
|
switch (this->effects[0].state) {
|
||||||
case 0:
|
case 0:
|
||||||
this->effects[0].timer = 0;
|
this->effects[0].timer = 0;
|
||||||
|
@ -797,7 +797,7 @@ void ObjectKankyo_WaitForSunGraveSparkObject(ObjectKankyo* this, PlayState* play
|
||||||
}
|
}
|
||||||
|
|
||||||
void ObjectKankyo_SunGraveSpark(ObjectKankyo* this, PlayState* play) {
|
void ObjectKankyo_SunGraveSpark(ObjectKankyo* this, PlayState* play) {
|
||||||
if (play->csCtx.state != 0) {
|
if (play->csCtx.state != CS_STATE_IDLE) {
|
||||||
if (play->csCtx.actorCues[1] != NULL && play->csCtx.actorCues[1]->id == 2) {
|
if (play->csCtx.actorCues[1] != NULL && play->csCtx.actorCues[1]->id == 2) {
|
||||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BIRI_SPARK - SFX_FLAG);
|
Actor_PlaySfx(&this->actor, NA_SE_EN_BIRI_SPARK - SFX_FLAG);
|
||||||
if ((s16)this->effects[0].alpha + 20 > 255) {
|
if ((s16)this->effects[0].alpha + 20 > 255) {
|
||||||
|
@ -818,7 +818,7 @@ void ObjectKankyo_DrawSunGraveSpark(Actor* thisx, PlayState* play2) {
|
||||||
f32 weight;
|
f32 weight;
|
||||||
|
|
||||||
OPEN_DISPS(play->state.gfxCtx, "../z_object_kankyo.c", 1324);
|
OPEN_DISPS(play->state.gfxCtx, "../z_object_kankyo.c", 1324);
|
||||||
if (play->csCtx.state != 0) {
|
if (play->csCtx.state != CS_STATE_IDLE) {
|
||||||
if (play->csCtx.actorCues[1] != NULL && play->csCtx.actorCues[1]->id == 2 && this->requiredObjectLoaded) {
|
if (play->csCtx.actorCues[1] != NULL && play->csCtx.actorCues[1]->id == 2 && this->requiredObjectLoaded) {
|
||||||
// apparently, light waves with larger amplitudes look brighter, so the name 'amplitude' kind of works here
|
// apparently, light waves with larger amplitudes look brighter, so the name 'amplitude' kind of works here
|
||||||
if (this->effects[0].state == 0) {
|
if (this->effects[0].state == 0) {
|
||||||
|
@ -896,7 +896,7 @@ void ObjectKankyo_WaitForBeamObject(ObjectKankyo* this, PlayState* play) {
|
||||||
void ObjectKankyo_Beams(ObjectKankyo* this, PlayState* play) {
|
void ObjectKankyo_Beams(ObjectKankyo* this, PlayState* play) {
|
||||||
u8 i;
|
u8 i;
|
||||||
|
|
||||||
if (play->csCtx.state != 0) {
|
if (play->csCtx.state != CS_STATE_IDLE) {
|
||||||
for (i = 0; i < 6; i++) {
|
for (i = 0; i < 6; i++) {
|
||||||
if (play->csCtx.actorCues[i + 1] != NULL && play->csCtx.actorCues[i + 1]->id == 2) {
|
if (play->csCtx.actorCues[i + 1] != NULL && play->csCtx.actorCues[i + 1]->id == 2) {
|
||||||
if (this->effects[i].size == 0.1f) {
|
if (this->effects[i].size == 0.1f) {
|
||||||
|
|
|
@ -11922,9 +11922,9 @@ void func_8084CBF4(Player* this, f32 arg1, f32 arg2) {
|
||||||
if ((this->unk_878 != 0.0f) && (arg2 <= this->skelAnime.curFrame)) {
|
if ((this->unk_878 != 0.0f) && (arg2 <= this->skelAnime.curFrame)) {
|
||||||
if (arg1 < fabsf(this->unk_878)) {
|
if (arg1 < fabsf(this->unk_878)) {
|
||||||
if (this->unk_878 >= 0.0f) {
|
if (this->unk_878 >= 0.0f) {
|
||||||
dir = 1;
|
dir = 1.0f;
|
||||||
} else {
|
} else {
|
||||||
dir = -1;
|
dir = -1.0f;
|
||||||
}
|
}
|
||||||
temp = dir * arg1;
|
temp = dir * arg1;
|
||||||
} else {
|
} else {
|
||||||
|
@ -13052,7 +13052,7 @@ void func_8084F698(Player* this, PlayState* play) {
|
||||||
void func_8084F710(Player* this, PlayState* play) {
|
void func_8084F710(Player* this, PlayState* play) {
|
||||||
s32 pad;
|
s32 pad;
|
||||||
|
|
||||||
if ((this->unk_84F != 0) && (play->csCtx.curFrame < 0x131)) {
|
if ((this->unk_84F != 0) && (play->csCtx.curFrame < 305)) {
|
||||||
this->actor.gravity = 0.0f;
|
this->actor.gravity = 0.0f;
|
||||||
this->actor.velocity.y = 0.0f;
|
this->actor.velocity.y = 0.0f;
|
||||||
} else if (D_80853600 < 150.0f) {
|
} else if (D_80853600 < 150.0f) {
|
||||||
|
|
|
@ -1479,7 +1479,7 @@ void FileSelect_LoadGame(GameState* thisx) {
|
||||||
gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
|
gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
|
||||||
gSaveContext.nextCutsceneIndex = 0xFFEF;
|
gSaveContext.nextCutsceneIndex = 0xFFEF;
|
||||||
gSaveContext.cutsceneTrigger = 0;
|
gSaveContext.cutsceneTrigger = 0;
|
||||||
gSaveContext.chamberCutsceneNum = 0;
|
gSaveContext.chamberCutsceneNum = CHAMBER_CS_FOREST;
|
||||||
gSaveContext.nextDayTime = NEXT_TIME_NONE;
|
gSaveContext.nextDayTime = NEXT_TIME_NONE;
|
||||||
gSaveContext.retainWeatherMode = false;
|
gSaveContext.retainWeatherMode = false;
|
||||||
|
|
||||||
|
|
|
@ -828,7 +828,7 @@ void FileSelect_SetupEraseConfirm2(GameState* thisx) {
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Allow the player to confirm their chioce to erase or return back to erase select.
|
* Allow the player to confirm their choice to erase or return back to erase select.
|
||||||
* Update function for `CM_ERASE_CONFIRM`
|
* Update function for `CM_ERASE_CONFIRM`
|
||||||
*/
|
*/
|
||||||
void FileSelect_EraseConfirm(GameState* thisx) {
|
void FileSelect_EraseConfirm(GameState* thisx) {
|
||||||
|
|
Loading…
Add table
Reference in a new issue