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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>
This commit is contained in:
fig02 2022-12-24 13:55:17 -05:00 committed by GitHub
parent 92e03cf747
commit 7927e7b330
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GPG key ID: 4AEE18F83AFDEB23
130 changed files with 6392 additions and 5954 deletions

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@ -774,7 +774,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
this->mashCounter = 0;
this->sfxTimer = 30;
Audio_ResetIncreasingTranspose();
func_80064520(play, &play->csCtx);
Cutscene_StartManual(play, &play->csCtx);
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE);
@ -901,7 +901,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
mainCam2->at = this->subCamAt;
Play_ReturnToMainCam(play, this->subCamId, 0);
this->subCamId = SUB_CAM_ID_DONE;
func_80064534(play, &play->csCtx);
Cutscene_StopManual(play, &play->csCtx);
}
}
for (indS1 = 0; indS1 < 41; indS1++) {
@ -1224,7 +1224,7 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
((fabsf(player->actor.world.pos.z - -180.0f) < 40.0f) &&
(fabsf(player->actor.world.pos.x - -180.0f) < 40.0f))) {
// checks if Link is on one of the four platforms
func_80064520(play, &play->csCtx);
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSMODE_8);
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
@ -1445,7 +1445,7 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
Play_ReturnToMainCam(play, this->subCamId, 0);
// MO_BATTLE / SUB_CAM_ID_DONE
this->csState = this->subCamId = 0;
func_80064534(play, &play->csCtx);
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSMODE_7);
}
break;
@ -1510,7 +1510,7 @@ void BossMo_DeathCs(BossMo* this, PlayState* play) {
switch (this->csState) {
case MO_DEATH_START:
func_80064520(play, &play->csCtx);
Cutscene_StartManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSMODE_8);
this->subCamId = Play_CreateSubCamera(play);
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
@ -1680,7 +1680,7 @@ void BossMo_DeathCs(BossMo* this, PlayState* play) {
mainCam->at = this->subCamAt;
Play_ReturnToMainCam(play, this->subCamId, 0);
this->subCamId = SUB_CAM_ID_DONE;
func_80064534(play, &play->csCtx);
Cutscene_StopManual(play, &play->csCtx);
func_8002DF54(play, &this->actor, PLAYER_CSMODE_7);
sMorphaTent1->actor.world.pos.y = -1000.0f;
}