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z_demo documentation (#1327)
* commit old stuff * progress * progress * progress * progress * more progress, renaming cues next * small changes * enum values added for all actions * hardcoded values removed when possible * commands renamed * first pass of action -> cue * fix some matches * some more cleanup * scriptPtr * forgot one * remove cue rot union * more changes * some more stuff * more stuff * fix matching issues * some more things * progress, starting to rename destinations * small changes * name some destinations * more names * need to switch branch * progress * first pass of destination names * usages fixed * use destination enum * fix csdis * format * command descriptions * revert accidental zap changes * forgot some things * use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner) * typo * review1 * clarify ruby/sapphire comment * remove endframe for commands that dont use it * some more review * most review, but not all * scriptPtr -> script, and another small change * ocarina action * remove +1 from light settings command, change comment * actionIndex -> cueIdTemp (i guess) * _SetCueX -> _SetXFromCue * format * tweak fade out seq arg names * use spline terminology * more dragorn and engineer review * misc start/end frame note * cleanup StartPosRotFromCue vs PosRotFromCue * cleanup spline terminology * sPrevCamId -> sReturnToCamId * comment on debug cs data address * Cutscene_Init -> Cutscene_InitContext * single point types are not a list * remove todo comment * some more review * rumble struct names * some review * more review * missed one * reword pointer comment * even more review * match transition terminology with z_play * change condition and format * frame count * command specific structs with alignment * anon review * remove unneeded arg from time macro * yeet `CsCmdGeneric` * remove unused from single point types * typo * compromise attempt -- name endFrame everywhere * fixes * fix again * copied the wrong note * cutscene data note * review, format * compat defines * idk whats going on man Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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130 changed files with 6392 additions and 5954 deletions
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@ -774,7 +774,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
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this->mashCounter = 0;
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this->sfxTimer = 30;
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Audio_ResetIncreasingTranspose();
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func_80064520(play, &play->csCtx);
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Cutscene_StartManual(play, &play->csCtx);
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this->subCamId = Play_CreateSubCamera(play);
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Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
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Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
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@ -901,7 +901,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
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mainCam2->at = this->subCamAt;
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Play_ReturnToMainCam(play, this->subCamId, 0);
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this->subCamId = SUB_CAM_ID_DONE;
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func_80064534(play, &play->csCtx);
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Cutscene_StopManual(play, &play->csCtx);
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}
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}
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for (indS1 = 0; indS1 < 41; indS1++) {
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@ -1224,7 +1224,7 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
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((fabsf(player->actor.world.pos.z - -180.0f) < 40.0f) &&
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(fabsf(player->actor.world.pos.x - -180.0f) < 40.0f))) {
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// checks if Link is on one of the four platforms
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func_80064520(play, &play->csCtx);
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Cutscene_StartManual(play, &play->csCtx);
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func_8002DF54(play, &this->actor, PLAYER_CSMODE_8);
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this->subCamId = Play_CreateSubCamera(play);
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Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
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@ -1445,7 +1445,7 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
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Play_ReturnToMainCam(play, this->subCamId, 0);
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// MO_BATTLE / SUB_CAM_ID_DONE
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this->csState = this->subCamId = 0;
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func_80064534(play, &play->csCtx);
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Cutscene_StopManual(play, &play->csCtx);
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func_8002DF54(play, &this->actor, PLAYER_CSMODE_7);
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}
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break;
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@ -1510,7 +1510,7 @@ void BossMo_DeathCs(BossMo* this, PlayState* play) {
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switch (this->csState) {
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case MO_DEATH_START:
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func_80064520(play, &play->csCtx);
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Cutscene_StartManual(play, &play->csCtx);
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func_8002DF54(play, &this->actor, PLAYER_CSMODE_8);
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this->subCamId = Play_CreateSubCamera(play);
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Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
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@ -1680,7 +1680,7 @@ void BossMo_DeathCs(BossMo* this, PlayState* play) {
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mainCam->at = this->subCamAt;
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Play_ReturnToMainCam(play, this->subCamId, 0);
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this->subCamId = SUB_CAM_ID_DONE;
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func_80064534(play, &play->csCtx);
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Cutscene_StopManual(play, &play->csCtx);
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func_8002DF54(play, &this->actor, PLAYER_CSMODE_7);
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sMorphaTent1->actor.world.pos.y = -1000.0f;
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}
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