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DbCamera to DebugCamera (#1482)

* better dbCam prefix

* missed some

* PR Suggestions

* alignment

* more debug

* cleanup
This commit is contained in:
engineer124 2023-01-12 16:06:31 -05:00 committed by GitHub
parent 542012efa6
commit 1149530c92
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GPG key ID: 4AEE18F83AFDEB23
15 changed files with 1050 additions and 1076 deletions

View file

@ -155,7 +155,7 @@ void func_80A58DD4(EnHoll* this, PlayState* play) {
// Horizontal Planes
void func_80A59014(EnHoll* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s32 useViewEye = gDbgCamEnabled || play->csCtx.state != CS_STATE_IDLE;
s32 useViewEye = gDebugCamEnabled || play->csCtx.state != CS_STATE_IDLE;
Vec3f vec;
s32 temp;
f32 planeHalfWidth;

View file

@ -957,7 +957,7 @@ s32 EnKo_AdultSaved(EnKo* this, PlayState* play) {
void func_80A9877C(EnKo* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if ((play->csCtx.state != 0) || (gDbgCamEnabled != 0)) {
if ((play->csCtx.state != 0) || gDebugCamEnabled) {
this->interactInfo.trackPos = play->view.eye;
this->interactInfo.yOffset = 40.0f;
if (ENKO_TYPE != ENKO_TYPE_CHILD_0) {
@ -1097,7 +1097,7 @@ void func_80A98DB4(EnKo* this, PlayState* play) {
this->modelAlpha = 255.0f;
return;
}
if (play->csCtx.state != 0 || gDbgCamEnabled != 0) {
if ((play->csCtx.state != CS_STATE_IDLE) || gDebugCamEnabled) {
dist = Math_Vec3f_DistXYZ(&this->actor.world.pos, &play->view.eye) * 0.25f;
} else {
dist = this->actor.xzDistToPlayer;

View file

@ -568,7 +568,7 @@ void func_80AAB158(EnMd* this, PlayState* play) {
temp2 = 1;
}
if ((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) {
if ((play->csCtx.state != CS_STATE_IDLE) || gDebugCamEnabled) {
this->interactInfo.trackPos = play->view.eye;
this->interactInfo.yOffset = 40.0f;
trackingMode = NPC_TRACKING_HEAD_AND_TORSO;

View file

@ -13195,7 +13195,7 @@ s32 func_8084FCAC(Player* this, PlayState* play) {
speed = 20.0f;
}
DbCamera_ScreenText(3, 2, "DEBUG MODE");
DebugCamera_ScreenText(3, 2, "DEBUG MODE");
if (!CHECK_BTN_ALL(sControlInput->cur.button, BTN_L)) {
if (CHECK_BTN_ALL(sControlInput->cur.button, BTN_B)) {