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offset -> quakeOffset

This commit is contained in:
Dragorn421 2022-06-16 19:14:07 +02:00
parent 4c19da0748
commit 4e1a4dcf8a
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GPG key ID: 32B53D2D16FC4118

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@ -367,16 +367,16 @@ void Room_DrawPrerenderSingle(PlayState* play, Room* room, u32 flags) {
gSPLoadUcodeL(POLY_OPA_DISP++, gspS2DEX2d_fifo); gSPLoadUcodeL(POLY_OPA_DISP++, gspS2DEX2d_fifo);
{ {
Vec3f offset; Vec3f quakeOffset;
gfx = POLY_OPA_DISP; gfx = POLY_OPA_DISP;
Camera_GetSkyboxOffset(&offset, activeCam); Camera_GetSkyboxOffset(&quakeOffset, activeCam);
Room_DrawBackground2D(&gfx, meshHeaderPrerenderSingle->source, meshHeaderPrerenderSingle->tlut, Room_DrawBackground2D(&gfx, meshHeaderPrerenderSingle->source, meshHeaderPrerenderSingle->tlut,
meshHeaderPrerenderSingle->width, meshHeaderPrerenderSingle->height, meshHeaderPrerenderSingle->width, meshHeaderPrerenderSingle->height,
meshHeaderPrerenderSingle->fmt, meshHeaderPrerenderSingle->siz, meshHeaderPrerenderSingle->fmt, meshHeaderPrerenderSingle->siz,
meshHeaderPrerenderSingle->tlutMode, meshHeaderPrerenderSingle->tlutCount, meshHeaderPrerenderSingle->tlutMode, meshHeaderPrerenderSingle->tlutCount,
(offset.x + offset.z) * 1.2f + offset.y * 0.6f, (quakeOffset.x + quakeOffset.z) * 1.2f + quakeOffset.y * 0.6f,
offset.y * 2.4f + (offset.x + offset.z) * 0.3f); quakeOffset.y * 2.4f + (quakeOffset.x + quakeOffset.z) * 0.3f);
POLY_OPA_DISP = gfx; POLY_OPA_DISP = gfx;
} }
@ -464,14 +464,14 @@ void Room_DrawPrerenderMulti(PlayState* play, Room* room, u32 flags) {
gSPLoadUcodeL(POLY_OPA_DISP++, gspS2DEX2d_fifo); gSPLoadUcodeL(POLY_OPA_DISP++, gspS2DEX2d_fifo);
{ {
Vec3f offset; Vec3f quakeOffset;
gfx = POLY_OPA_DISP; gfx = POLY_OPA_DISP;
Camera_GetSkyboxOffset(&offset, activeCam); Camera_GetSkyboxOffset(&quakeOffset, activeCam);
Room_DrawBackground2D(&gfx, bgImage->source, bgImage->tlut, bgImage->width, bgImage->height, Room_DrawBackground2D(&gfx, bgImage->source, bgImage->tlut, bgImage->width, bgImage->height,
bgImage->fmt, bgImage->siz, bgImage->tlutMode, bgImage->tlutCount, bgImage->fmt, bgImage->siz, bgImage->tlutMode, bgImage->tlutCount,
(offset.x + offset.z) * 1.2f + offset.y * 0.6f, (quakeOffset.x + quakeOffset.z) * 1.2f + quakeOffset.y * 0.6f,
offset.y * 2.4f + (offset.x + offset.z) * 0.3f); quakeOffset.y * 2.4f + (quakeOffset.x + quakeOffset.z) * 0.3f);
POLY_OPA_DISP = gfx; POLY_OPA_DISP = gfx;
} }