mirror of
https://github.com/zeldaret/oot.git
synced 2025-07-04 06:54:33 +00:00
Introduce DEFINE_ENTRANCE for entrance table and create entrance enum (#1213)
* entrance table OK * entrance enum fixed * most entrances using enum, still need to do conditionals * more entrances * entrance_table.h cleanups * some review * remove _0 from first entrance in a group of setups * change table description * typo * wens spellcheck in vscode * remove extra line
This commit is contained in:
parent
95b4317931
commit
2efd00863a
43 changed files with 2478 additions and 2231 deletions
|
@ -5550,7 +5550,8 @@ s32 func_80038154(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
|
|||
actor->focus.pos = actor->world.pos;
|
||||
actor->focus.pos.y += arg4;
|
||||
|
||||
if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE))) {
|
||||
if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) &&
|
||||
(gSaveContext.entranceIndex == ENTR_SPOT04_0))) {
|
||||
var = actor->yawTowardsPlayer - actor->shape.rot.y;
|
||||
abs_var = ABS(var);
|
||||
if (abs_var >= 0x4300) {
|
||||
|
@ -5559,7 +5560,8 @@ s32 func_80038154(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
|
|||
}
|
||||
}
|
||||
|
||||
if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE)) {
|
||||
if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) &&
|
||||
(gSaveContext.entranceIndex == ENTR_SPOT04_0)) {
|
||||
sp2C = globalCtx->view.eye;
|
||||
} else {
|
||||
sp2C = player->actor.focus.pos;
|
||||
|
@ -5579,7 +5581,8 @@ s32 func_80038290(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
|
|||
|
||||
actor->focus.pos = arg4;
|
||||
|
||||
if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE))) {
|
||||
if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) &&
|
||||
(gSaveContext.entranceIndex == ENTR_SPOT04_0))) {
|
||||
var = actor->yawTowardsPlayer - actor->shape.rot.y;
|
||||
abs_var = ABS(var);
|
||||
if (abs_var >= 0x4300) {
|
||||
|
@ -5588,7 +5591,8 @@ s32 func_80038290(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
|
|||
}
|
||||
}
|
||||
|
||||
if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE)) {
|
||||
if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) &&
|
||||
(gSaveContext.entranceIndex == ENTR_SPOT04_0)) {
|
||||
sp24 = globalCtx->view.eye;
|
||||
} else {
|
||||
sp24 = player->actor.focus.pos;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue