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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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@ -51,8 +51,8 @@ void EfcErupc_UpdateAction(EfcErupc* this, PlayState* play) {
s32 i;
if (play->csCtx.state != 0) {
if (play->csCtx.npcActions[1] != NULL) {
if (play->csCtx.npcActions[1]->action == 2) {
if (play->csCtx.actorCues[1] != NULL) {
if (play->csCtx.actorCues[1]->id == 2) {
if (this->unk_150 == 30) {
func_800788CC(NA_SE_IT_EARTHQUAKE);
}
@ -74,8 +74,8 @@ void EfcErupc_UpdateAction(EfcErupc* this, PlayState* play) {
}
}
if (play->csCtx.state != 0) {
if (play->csCtx.npcActions[2] != NULL) {
switch (play->csCtx.npcActions[2]->action) {
if (play->csCtx.actorCues[2] != NULL) {
switch (play->csCtx.actorCues[2]->id) {
case 2:
if (this->unk_14E == 0) {
Audio_PlayCutsceneEffectsSequence(SEQ_CS_EFFECTS_LAVA_ERUPT);
@ -112,7 +112,7 @@ void EfcErupc_Update(Actor* thisx, PlayState* play) {
void EfcErupc_Draw(Actor* thisx, PlayState* play) {
EfcErupc* this = (EfcErupc*)thisx;
u16 csAction;
u16 cueId;
OPEN_DISPS(play->state.gfxCtx, "../z_efc_erupc.c", 282);
@ -136,7 +136,7 @@ void EfcErupc_Draw(Actor* thisx, PlayState* play) {
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (play->csCtx.state != 0) {
if ((play->csCtx.npcActions[1] != NULL) && (play->csCtx.npcActions[1]->action == 2)) {
if ((play->csCtx.actorCues[1] != NULL) && (play->csCtx.actorCues[1]->id == 2)) {
gSPDisplayList(POLY_XLU_DISP++, object_efc_erupc_DL_002570);
}
}
@ -145,10 +145,12 @@ void EfcErupc_Draw(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_efc_erupc.c", 333),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (play->csCtx.state != 0) {
CsCmdActorAction* csActorAction = play->csCtx.npcActions[2];
if (csActorAction != NULL) {
csAction = csActorAction->action;
if ((csAction == 2) || (csAction == 3)) {
CsCmdActorCue* cue = play->csCtx.actorCues[2];
if (cue != NULL) {
cueId = cue->id;
if ((cueId == 2) || (cueId == 3)) {
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 200, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 100, 0, 0, 255);
gSPDisplayList(POLY_XLU_DISP++, object_efc_erupc_DL_001720);