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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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@ -618,13 +618,13 @@ void EnFish_Cutscene_WiggleFlyingThroughAir(EnFish* this, PlayState* play) {
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void EnFish_UpdateCutscene(EnFish* this, PlayState* play) {
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s32 pad;
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s32 pad2;
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CsCmdActorAction* csAction = play->csCtx.npcActions[1];
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CsCmdActorCue* cue = play->csCtx.actorCues[1];
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Vec3f startPos;
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Vec3f endPos;
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f32 progress;
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f32 lerp;
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s32 bgId;
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if (csAction == NULL) {
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if (cue == NULL) {
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// "Warning : DEMO ended without dousa (action) 3 termination being called"
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osSyncPrintf("Warning : dousa 3 消滅 が呼ばれずにデモが終了した(%s %d)(arg_data 0x%04x)\n", "../z_en_sakana.c",
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1169, this->actor.params);
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@ -636,7 +636,7 @@ void EnFish_UpdateCutscene(EnFish* this, PlayState* play) {
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this->slowPhase += 0x111;
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this->fastPhase += 0x500;
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switch (csAction->action) {
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switch (cue->id) {
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case 1:
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EnFish_Cutscene_FlopOnGround(this, play);
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break;
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@ -655,18 +655,19 @@ void EnFish_UpdateCutscene(EnFish* this, PlayState* play) {
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break;
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}
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startPos.x = csAction->startPos.x;
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startPos.y = csAction->startPos.y;
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startPos.z = csAction->startPos.z;
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endPos.x = csAction->endPos.x;
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endPos.y = csAction->endPos.y;
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endPos.z = csAction->endPos.z;
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startPos.x = cue->startPos.x;
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startPos.y = cue->startPos.y;
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startPos.z = cue->startPos.z;
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progress = Environment_LerpWeight(csAction->endFrame, csAction->startFrame, play->csCtx.frames);
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endPos.x = cue->endPos.x;
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endPos.y = cue->endPos.y;
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endPos.z = cue->endPos.z;
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this->actor.world.pos.x = (endPos.x - startPos.x) * progress + startPos.x;
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this->actor.world.pos.y = (endPos.y - startPos.y) * progress + startPos.y + D_80A17014;
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this->actor.world.pos.z = (endPos.z - startPos.z) * progress + startPos.z;
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lerp = Environment_LerpWeight(cue->endFrame, cue->startFrame, play->csCtx.curFrame);
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this->actor.world.pos.x = (endPos.x - startPos.x) * lerp + startPos.x;
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this->actor.world.pos.y = (endPos.y - startPos.y) * lerp + startPos.y + D_80A17014;
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this->actor.world.pos.z = (endPos.z - startPos.z) * lerp + startPos.z;
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this->actor.floorHeight =
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BgCheck_EntityRaycastDown4(&play->colCtx, &this->actor.floorPoly, &bgId, &this->actor, &this->actor.world.pos);
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@ -742,7 +743,7 @@ void EnFish_Update(Actor* thisx, PlayState* play) {
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EnFish* this = (EnFish*)thisx;
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if ((D_80A17010 == NULL) && (this->actor.params == FISH_DROPPED) && (play->csCtx.state != 0) &&
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(play->csCtx.npcActions[1] != NULL)) {
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(play->csCtx.actorCues[1] != NULL)) {
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EnFish_SetCutsceneData(this);
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}
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