mirror of
https://github.com/zeldaret/oot.git
synced 2025-07-14 20:05:02 +00:00
Fix misc 19 (#1488)
* "bgs sword" -> "biggoron sword" * Animation_ChangeImpl: last arg is `ANIMTAPER_` enum * TransitionTileStatus -> state * Tiny gbi.h formatting fixups * some cleanup on floormaster * misc float ops cleanup * sunsSongState = SUNSSONG_INACTIVE * continueFlag == CS_CMD_STOP * fix few camera names inconsistency * textual 0 padding? not on my lawn * libultra: construct address from end of dmem rather than oob from imem * more free1 -> 2 fixup
This commit is contained in:
parent
b4c97ce17e
commit
542012efa6
22 changed files with 146 additions and 152 deletions
|
@ -487,12 +487,12 @@ Vec3s* Camera_GetBgCamFuncDataUnderPlayer(Camera* camera, u16* bgCamCount) {
|
|||
CollisionPoly* floorPoly;
|
||||
s32 pad;
|
||||
s32 bgId;
|
||||
PosRot playerPosShape;
|
||||
PosRot playerPosRot;
|
||||
|
||||
Actor_GetWorldPosShapeRot(&playerPosShape, &camera->player->actor);
|
||||
playerPosShape.pos.y += Player_GetHeight(camera->player);
|
||||
Actor_GetWorldPosShapeRot(&playerPosRot, &camera->player->actor);
|
||||
playerPosRot.pos.y += Player_GetHeight(camera->player);
|
||||
|
||||
if (BgCheck_EntityRaycastDown3(&camera->play->colCtx, &floorPoly, &bgId, &playerPosShape.pos) == BGCHECK_Y_MIN) {
|
||||
if (BgCheck_EntityRaycastDown3(&camera->play->colCtx, &floorPoly, &bgId, &playerPosRot.pos) == BGCHECK_Y_MIN) {
|
||||
// no floor
|
||||
return NULL;
|
||||
}
|
||||
|
@ -508,14 +508,14 @@ Vec3s* Camera_GetBgCamFuncDataUnderPlayer(Camera* camera, u16* bgCamCount) {
|
|||
* Returns the camera data index otherwise.
|
||||
*/
|
||||
s32 Camera_GetWaterBoxBgCamIndex(Camera* camera, f32* waterY) {
|
||||
PosRot playerPosShape;
|
||||
PosRot playerPosRot;
|
||||
WaterBox* waterBox;
|
||||
s32 bgCamIndex;
|
||||
|
||||
Actor_GetWorldPosShapeRot(&playerPosShape, &camera->player->actor);
|
||||
*waterY = playerPosShape.pos.y;
|
||||
Actor_GetWorldPosShapeRot(&playerPosRot, &camera->player->actor);
|
||||
*waterY = playerPosRot.pos.y;
|
||||
|
||||
if (!WaterBox_GetSurface1(camera->play, &camera->play->colCtx, playerPosShape.pos.x, playerPosShape.pos.z, waterY,
|
||||
if (!WaterBox_GetSurface1(camera->play, &camera->play->colCtx, playerPosRot.pos.x, playerPosRot.pos.z, waterY,
|
||||
&waterBox)) {
|
||||
// player's position is not in a water box.
|
||||
*waterY = BGCHECK_Y_MIN;
|
||||
|
@ -7144,29 +7144,29 @@ void Camera_Stub80058140(Camera* camera) {
|
|||
}
|
||||
|
||||
void Camera_InitDataUsingPlayer(Camera* camera, Player* player) {
|
||||
PosRot playerPosShape;
|
||||
PosRot playerPosRot;
|
||||
VecGeo eyeNextAtOffset;
|
||||
s32 bgId;
|
||||
Vec3f floorPos;
|
||||
Vec3f floorNorm;
|
||||
s32 upXZ;
|
||||
f32 playerToAtOffsetY;
|
||||
Vec3f* eye = &camera->eye;
|
||||
Vec3f* at = &camera->at;
|
||||
Vec3f* eyeNext = &camera->eyeNext;
|
||||
|
||||
Actor_GetWorldPosShapeRot(&playerPosShape, &player->actor);
|
||||
Actor_GetWorldPosShapeRot(&playerPosRot, &player->actor);
|
||||
playerToAtOffsetY = Player_GetHeight(player);
|
||||
camera->player = player;
|
||||
camera->playerPosRot = playerPosShape;
|
||||
camera->playerPosRot = playerPosRot;
|
||||
camera->dist = eyeNextAtOffset.r = 180.0f;
|
||||
camera->inputDir.y = playerPosShape.rot.y;
|
||||
camera->inputDir.y = playerPosRot.rot.y;
|
||||
eyeNextAtOffset.yaw = camera->inputDir.y - 0x7FFF;
|
||||
camera->inputDir.x = eyeNextAtOffset.pitch = 0x71C;
|
||||
camera->inputDir.z = 0;
|
||||
camera->camDir = camera->inputDir;
|
||||
camera->xzSpeed = 0.0f;
|
||||
camera->playerPosDelta.y = 0.0f;
|
||||
camera->at = playerPosShape.pos;
|
||||
camera->at = playerPosRot.pos;
|
||||
camera->at.y += playerToAtOffsetY;
|
||||
|
||||
camera->playerToAtOffset.x = 0;
|
||||
|
@ -7182,7 +7182,7 @@ void Camera_InitDataUsingPlayer(Camera* camera, Player* player) {
|
|||
camera->up.y = 1.0f;
|
||||
camera->up.x = upXZ;
|
||||
|
||||
if (Camera_GetFloorYNorm(camera, &floorPos, at, &bgId) != BGCHECK_Y_MIN) {
|
||||
if (Camera_GetFloorYNorm(camera, &floorNorm, at, &bgId) != BGCHECK_Y_MIN) {
|
||||
camera->bgId = bgId;
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue