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https://github.com/zeldaret/oot.git
synced 2024-11-29 03:34:07 +00:00
parent
35c635781d
commit
41b6509fec
4 changed files with 25 additions and 23 deletions
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@ -547,22 +547,22 @@ Gfx* EnDivingGame_EmptyDList(GraphicsContext* gfxCtx) {
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return displayList;
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return displayList;
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}
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}
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s32 EnDivingGame_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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s32 EnDivingGame_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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EnDivingGame* this = (EnDivingGame*)thisx;
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EnDivingGame* this = (EnDivingGame*)thisx;
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s32 pad;
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s32 pad;
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if (limb == 6) {
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if (limbIndex == 6) {
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rot->x += this->torsoRot.y;
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rot->x += this->torsoRot.y;
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}
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}
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if (limb == 15) {
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if (limbIndex == 15) {
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rot->x += this->headRot.y;
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rot->x += this->headRot.y;
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rot->z += this->headRot.z;
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rot->z += this->headRot.z;
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}
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}
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if (this->notPlayingMinigame && (limb == 8 || limb == 9 || limb == 12)) {
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if (this->notPlayingMinigame && (limbIndex == 8 || limbIndex == 9 || limbIndex == 12)) {
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rot->y += Math_SinS((play->state.frames * (limb * FIDGET_FREQ_LIMB + FIDGET_FREQ_Y))) * FIDGET_AMPLITUDE;
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rot->y += Math_SinS((play->state.frames * (limbIndex * FIDGET_FREQ_LIMB + FIDGET_FREQ_Y))) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS((play->state.frames * (limb * FIDGET_FREQ_LIMB + FIDGET_FREQ_Z))) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS((play->state.frames * (limbIndex * FIDGET_FREQ_LIMB + FIDGET_FREQ_Z))) * FIDGET_AMPLITUDE;
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}
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}
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return 0;
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return 0;
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@ -257,14 +257,14 @@ void EnFu_Update(Actor* thisx, PlayState* play) {
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}
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}
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}
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}
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s32 EnFu_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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s32 EnFu_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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EnFu* this = (EnFu*)thisx;
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EnFu* this = (EnFu*)thisx;
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s32 pad;
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s32 pad;
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if (limb == FU_LIMB_UNK) {
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if (limbIndex == FU_LIMB_UNK) {
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return false;
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return false;
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}
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}
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switch (limb) {
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switch (limbIndex) {
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case FU_LIMB_HEAD:
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case FU_LIMB_HEAD:
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rot->x += this->lookAngleOffset.y;
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rot->x += this->lookAngleOffset.y;
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rot->z += this->lookAngleOffset.x;
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rot->z += this->lookAngleOffset.x;
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@ -277,9 +277,9 @@ s32 EnFu_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos, Ve
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return false;
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return false;
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}
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}
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if (limb == FU_LIMB_CHEST_MUSIC_BOX) {
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if (limbIndex == FU_LIMB_CHEST_MUSIC_BOX) {
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rot->y += Math_SinS((play->state.frames * (limb * FIDGET_FREQ_LIMB + FIDGET_FREQ_Y))) * FIDGET_AMPLITUDE;
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rot->y += Math_SinS((play->state.frames * (limbIndex * FIDGET_FREQ_LIMB + FIDGET_FREQ_Y))) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS((play->state.frames * (limb * FIDGET_FREQ_LIMB + FIDGET_FREQ_Z))) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS((play->state.frames * (limbIndex * FIDGET_FREQ_LIMB + FIDGET_FREQ_Z))) * FIDGET_AMPLITUDE;
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}
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}
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return false;
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return false;
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}
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}
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@ -760,11 +760,11 @@ void EnGe1_StopFidget(EnGe1* this) {
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}
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}
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}
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}
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s32 EnGe1_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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s32 EnGe1_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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s32 pad;
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s32 pad;
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EnGe1* this = (EnGe1*)thisx;
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EnGe1* this = (EnGe1*)thisx;
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if (limb == GE1_LIMB_HEAD) {
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if (limbIndex == GE1_LIMB_HEAD) {
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rot->x += this->headRot.y;
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rot->x += this->headRot.y;
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rot->z += this->headRot.x;
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rot->z += this->headRot.x;
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}
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}
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@ -776,9 +776,9 @@ s32 EnGe1_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos, V
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// The purpose of the state flag GE1_STATE_STOP_FIDGET is to skip this code, which this actor has in lieu of an idle
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// The purpose of the state flag GE1_STATE_STOP_FIDGET is to skip this code, which this actor has in lieu of an idle
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// animation.
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// animation.
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if ((limb == GE1_LIMB_TORSO) || (limb == GE1_LIMB_L_FOREARM) || (limb == GE1_LIMB_R_FOREARM)) {
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if ((limbIndex == GE1_LIMB_TORSO) || (limbIndex == GE1_LIMB_L_FOREARM) || (limbIndex == GE1_LIMB_R_FOREARM)) {
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rot->y += Math_SinS(play->state.frames * (limb * FIDGET_FREQ_LIMB + FIDGET_FREQ_Y)) * FIDGET_AMPLITUDE;
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rot->y += Math_SinS(play->state.frames * (limbIndex * FIDGET_FREQ_LIMB + FIDGET_FREQ_Y)) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS(play->state.frames * (limb * FIDGET_FREQ_LIMB + FIDGET_FREQ_Z)) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS(play->state.frames * (limbIndex * FIDGET_FREQ_LIMB + FIDGET_FREQ_Z)) * FIDGET_AMPLITUDE;
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}
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}
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return 0;
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return 0;
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}
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}
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@ -565,21 +565,23 @@ Gfx* EnNiwLady_EmptyDList(GraphicsContext* gfxCtx) {
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return dList;
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return dList;
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}
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}
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s32 EnNiwLady_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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s32 EnNiwLady_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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EnNiwLady* this = (EnNiwLady*)thisx;
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EnNiwLady* this = (EnNiwLady*)thisx;
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s32 pad;
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s32 pad;
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if (limb == 15) {
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if (limbIndex == 15) {
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rot->x += this->headRot.y;
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rot->x += this->headRot.y;
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rot->z += this->headRot.x;
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rot->z += this->headRot.x;
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}
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}
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if (limb == 8) {
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if (limbIndex == 8) {
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rot->x += this->torsoRot.y;
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rot->x += this->torsoRot.y;
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}
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}
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if (this->unk_275 != 0) {
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if (this->unk_275 != 0) {
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if ((limb == 8) || (limb == 10) || (limb == 13)) {
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if ((limbIndex == 8) || (limbIndex == 10) || (limbIndex == 13)) {
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rot->y += Math_SinS((play->state.frames * (limb * FIDGET_FREQ_LIMB + FIDGET_FREQ_Y))) * FIDGET_AMPLITUDE;
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// clang-format off
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rot->z += Math_CosS((play->state.frames * (limb * FIDGET_FREQ_LIMB + FIDGET_FREQ_Z))) * FIDGET_AMPLITUDE;
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rot->y += Math_SinS((play->state.frames * (limbIndex * FIDGET_FREQ_LIMB + FIDGET_FREQ_Y))) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS((play->state.frames * (limbIndex * FIDGET_FREQ_LIMB + FIDGET_FREQ_Z))) * FIDGET_AMPLITUDE;
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// clang-format on
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}
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}
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}
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}
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return false;
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return false;
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