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Macros: PLAYER
-> GET_PLAYER(globalCtx)
, ACTIVE_CAM
-> GET_ACTIVE_CAM(globalCtx)
(#921)
* PLAYER -> GET_PLAYER(globalCtx) * ACTIVE_CAM -> GET_ACTIVE_CAM(globalCtx) * PR Suggestions * formatter * Add brackets * remove from actorfixer.py * Bring back actorfixer.py change
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f8498478c4
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281 changed files with 1013 additions and 979 deletions
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@ -459,7 +459,7 @@ void func_80ADE9BC(EnPoh* this) {
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}
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void EnPoh_MoveTowardsPlayerHeight(EnPoh* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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Math_StepToF(&this->actor.world.pos.y, player->actor.world.pos.y, 1.0f);
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this->actor.world.pos.y += 2.5f * Math_SinS(this->unk_195 * 0x800);
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@ -520,7 +520,7 @@ void func_80ADEC9C(EnPoh* this, GlobalContext* globalCtx) {
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Player* player;
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s16 facingDiff;
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player = PLAYER;
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player = GET_PLAYER(globalCtx);
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SkelAnime_Update(&this->skelAnime);
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if (this->unk_198 != 0) {
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this->unk_198--;
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@ -614,12 +614,16 @@ void func_80ADF15C(EnPoh* this, GlobalContext* globalCtx) {
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if (this->unk_198 < 5) {
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vec.y = Math_SinS((this->unk_198 * 0x1000) - 0x4000) * 23.0f + (this->actor.world.pos.y + 40.0f);
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multiplier = Math_CosS((this->unk_198 * 0x1000) - 0x4000) * 23.0f;
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vec.x = Math_SinS(Camera_GetCamDirYaw(ACTIVE_CAM) + 0x4800) * multiplier + this->actor.world.pos.x;
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vec.z = Math_CosS(Camera_GetCamDirYaw(ACTIVE_CAM) + 0x4800) * multiplier + this->actor.world.pos.z;
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vec.x = Math_SinS(Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) + 0x4800) * multiplier +
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this->actor.world.pos.x;
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vec.z = Math_CosS(Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) + 0x4800) * multiplier +
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this->actor.world.pos.z;
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} else {
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vec.y = (this->actor.world.pos.y + 40.0f) + (15.0f * (this->unk_198 - 5));
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vec.x = Math_SinS(Camera_GetCamDirYaw(ACTIVE_CAM) + 0x4800) * 23.0f + this->actor.world.pos.x;
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vec.z = Math_CosS(Camera_GetCamDirYaw(ACTIVE_CAM) + 0x4800) * 23.0f + this->actor.world.pos.z;
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vec.x =
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Math_SinS(Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) + 0x4800) * 23.0f + this->actor.world.pos.x;
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vec.z =
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Math_CosS(Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) + 0x4800) * 23.0f + this->actor.world.pos.z;
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}
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EffectSsDeadDb_Spawn(globalCtx, &vec, &D_80AE1B60, &D_80AE1B6C, this->unk_198 * 10 + 80, 0, 255, 255, 255, 255,
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0, 0, 255, 1, 9, 1);
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@ -1189,7 +1193,7 @@ void EnPoh_DrawSoul(Actor* thisx, GlobalContext* globalCtx) {
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gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, this->info->primColor.r, this->info->primColor.g,
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this->info->primColor.b, this->lightColor.a);
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gDPSetEnvColor(POLY_XLU_DISP++, this->lightColor.r, this->lightColor.g, this->lightColor.b, 255);
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Matrix_RotateY((s16)(Camera_GetCamDirYaw(ACTIVE_CAM) + 0x8000) * 9.58738e-05f, MTXMODE_APPLY);
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Matrix_RotateY((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) + 0x8000) * 9.58738e-05f, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_poh.c", 2910),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, this->info->soulDisplayList);
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