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Create Macros for Cutscene Data (#63)
* Added additional (potentially unused) fields to macros, now builds OK * Ran formatter, attempted better macro formatting * Formatted unknown fields as hex, further cleanups * Rename and prefix macros, use command base macros, format cutscenes with indents * Move command macros into a new file and include it globally * Generate cutscene command macros for Bg_Toki_Swd, Cleanups * Rename CS_TEXTBOX commands to CS_TEXT, fix typo ic command_macros_base.h * Introduce CS_CMD_CONTINUE and CS_CMD_STOP * Remove apparently redundant arguments in certain commands, include the values in the macros directly * Re-add cutscene terminator destination enum values to example cutscene data * Format what should be floats as hex, Change actorAnim to actorAction * Allow floating-point representation of values in cutscene data (asm-processor hack) * Include cutscene commands only where necessary, documentation fixes * Rename actor actions to npc actions, separate player action from npc actions * Remove PlayerActionIDs for now as relevant information on it is not yet decompiled * Generate cutscene data for en_ru1, remove apparent redundancies in CS_LIGHTING and CS_PLAY/STOP/FADE_BGM commands, relax static requirement in asm-processor CutsceneData float conversion
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2bccbe7679
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15 changed files with 1538 additions and 506 deletions
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@ -211,7 +211,7 @@ void func_809B0994(EnAni* this, GlobalContext* globalCtx) {
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GenericAnimationHeader* objSegFrameCount = &D_060070F0.genericHeader;
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AnimationHeader* objSegChangeAnime = &D_060070F0;
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if (globalCtx->csCtx.actorActions[0]->action == 4) {
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if (globalCtx->csCtx.npcActions[0]->action == 4) {
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SkelAnime_ChangeAnim(&this->skelAnime, objSegChangeAnime, 1.0f, 0.0f,
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(f32)SkelAnime_GetFrameCount(objSegFrameCount), 2, -4.0f);
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this->unk_2AA += 1;
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@ -229,7 +229,7 @@ void func_809B0A6C(EnAni* this, GlobalContext* globalCtx) {
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime) != 0) {
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this->skelAnime.animCurrentFrame = 0.0f;
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}
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if (globalCtx->csCtx.actorActions[0]->action == 2) {
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if (globalCtx->csCtx.npcActions[0]->action == 2) {
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SkelAnime_ChangeAnim(&this->skelAnime, &D_060067B8, 1.0f, 0.0f,
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SkelAnime_GetFrameCount(&D_060067B8.genericHeader), 2, 0.0f);
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this->actor.shape.shadowDrawFunc = NULL;
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@ -245,7 +245,7 @@ void EnAni_Update(Actor* thisx, GlobalContext* globalCtx) {
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider);
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Actor_MoveForward(&this->actor);
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func_8002E4B4(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
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if ((globalCtx->csCtx.state != 0) && (globalCtx->csCtx.actorActions[0] != NULL)) {
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if ((globalCtx->csCtx.state != 0) && (globalCtx->csCtx.npcActions[0] != NULL)) {
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switch (this->unk_2AA) {
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case 0:
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func_809B0A6C(this, globalCtx);
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