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Document Camera BgCamData (#1232)
* Document bgCamData * More changes and cleanup * More docs * Clarify comments * PR Feedback, rename bgcheck functions * remove fallthrough cleanup (other pr that deals with that) * PR Suggestions * bug report * bgCamDataIndexBeforeUnderwater * PR/Discord Discussions * Missed some * sync function header args * Another suggestion * cleanup * Comments * Change bgCamData to s16 for now * PR suggestions * the * use "info" * Missed a suggestion * Discord Discussion * Revert bgCamFuncData to Vec3s * format
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15 changed files with 384 additions and 330 deletions
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@ -16,7 +16,7 @@ u64 D_801614D0[0xA00];
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void Play_SpawnScene(PlayState* this, s32 sceneNum, s32 spawn);
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void func_800BC450(PlayState* this) {
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Camera_ChangeDataIdx(GET_ACTIVE_CAM(this), this->unk_1242B - 1);
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Camera_ChangeBgCamIndex(GET_ACTIVE_CAM(this), this->unk_1242B - 1);
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}
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void func_800BC490(PlayState* this, s16 point) {
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@ -201,7 +201,7 @@ void Play_Init(GameState* thisx) {
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u32 zAllocAligned;
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size_t zAllocSize;
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Player* player;
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s32 playerStartCamId;
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s32 playerStartBgCamIndex;
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s32 i;
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u8 tempSetupIndex;
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s32 pad[2];
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@ -388,10 +388,10 @@ void Play_Init(GameState* thisx) {
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Camera_InitPlayerSettings(&this->mainCamera, player);
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Camera_ChangeMode(&this->mainCamera, CAM_MODE_NORMAL);
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playerStartCamId = player->actor.params & 0xFF;
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if (playerStartCamId != 0xFF) {
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osSyncPrintf("player has start camera ID (" VT_FGCOL(BLUE) "%d" VT_RST ")\n", playerStartCamId);
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Camera_ChangeDataIdx(&this->mainCamera, playerStartCamId);
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playerStartBgCamIndex = player->actor.params & 0xFF;
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if (playerStartBgCamIndex != 0xFF) {
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osSyncPrintf("player has start camera ID (" VT_FGCOL(BLUE) "%d" VT_RST ")\n", playerStartBgCamIndex);
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Camera_ChangeBgCamIndex(&this->mainCamera, playerStartBgCamIndex);
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}
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if (YREG(15) == 32) {
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