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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
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43 changed files with 2478 additions and 2231 deletions
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@ -541,7 +541,7 @@ void DemoKankyo_DrawRain(Actor* thisx, GlobalContext* globalCtx) {
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switch (this->unk_150[i].unk_22) {
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case 0:
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func_80989B54(thisx, globalCtx, i);
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if (gSaveContext.entranceIndex == 0x00A0) { // Cutscene Map
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if (gSaveContext.entranceIndex == ENTR_HIRAL_DEMO_0) {
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this->unk_150[i].unk_0.y = Rand_ZeroOne() * 500.0f;
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} else {
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this->unk_150[i].unk_0.y = Rand_ZeroOne() * -500.0f;
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@ -550,16 +550,16 @@ void DemoKankyo_DrawRain(Actor* thisx, GlobalContext* globalCtx) {
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break;
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case 1:
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temp_f12_2 = globalCtx->view.eye.y + (dy / norm) * 150.0f;
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if (gSaveContext.entranceIndex == 0x00A0) { // Cutscene Map
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if (gSaveContext.entranceIndex == ENTR_HIRAL_DEMO_0) {
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this->unk_150[i].unk_0.y -= this->unk_150[i].unk_18;
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} else {
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this->unk_150[i].unk_0.y += this->unk_150[i].unk_18;
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}
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if (gSaveContext.entranceIndex == 0x00A0) { // Cutscene Map
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if (gSaveContext.entranceIndex == ENTR_HIRAL_DEMO_0) {
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if (this->unk_150[i].unk_C.y + this->unk_150[i].unk_0.y < temp_f12_2 - 300.0f) {
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this->unk_150[i].unk_22++;
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}
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} else if (gSaveContext.entranceIndex == 0x00CD) { // Hyrule Field
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} else if (gSaveContext.entranceIndex == ENTR_SPOT00_0) {
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if (temp_f12_2 + 300.0f < this->unk_150[i].unk_C.y + this->unk_150[i].unk_0.y) {
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this->unk_150[i].unk_22++;
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}
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@ -578,12 +578,14 @@ void DemoKankyo_DrawRain(Actor* thisx, GlobalContext* globalCtx) {
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Matrix_Translate(this->unk_150[i].unk_C.x + this->unk_150[i].unk_0.x,
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this->unk_150[i].unk_C.y + this->unk_150[i].unk_0.y,
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this->unk_150[i].unk_C.z + this->unk_150[i].unk_0.z, MTXMODE_NEW);
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if (gSaveContext.entranceIndex != 0x00A0) { // Cutscene Map
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if (gSaveContext.entranceIndex != ENTR_HIRAL_DEMO_0) {
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Matrix_RotateX(M_PI, MTXMODE_APPLY);
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}
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gDPPipeSync(POLY_XLU_DISP++);
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if (gSaveContext.entranceIndex == 0x00CD) { // Hyrule Field
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if (gSaveContext.entranceIndex == ENTR_SPOT00_0) {
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 255);
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gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 0, 255);
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} else {
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