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sPlayerFaces as array of structs instead of 2d array (#2559)

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Derek Hensley 2025-05-29 06:17:38 -07:00 committed by GitHub
parent d62bf87542
commit 8a95f90b20
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2 changed files with 7 additions and 8 deletions

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@ -970,7 +970,7 @@ s32 Player_GetEnvironmentalHazard(PlayState* play) {
return envHazard + 1;
}
u8 sPlayerFaces[PLAYER_FACE_MAX][PLAYER_FACEPART_MAX] = {
PlayerFaceIndices sPlayerFaces[PLAYER_FACE_MAX] = {
// The first 6 faces defined must be default blinking faces. See relevant code in `Player_UpdateCommon`.
{ PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL
{ PLAYER_EYES_HALF, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_HALF
@ -1093,7 +1093,7 @@ void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dL
// If the eyes index provided by the animation is negative, use the value provided by the `face` argument instead
if (eyesIndex < 0) {
eyesIndex = sPlayerFaces[face][PLAYER_FACEPART_EYES];
eyesIndex = sPlayerFaces[face].eyeIndex;
}
#ifndef AVOID_UB
@ -1104,7 +1104,7 @@ void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dL
// If the mouth index provided by the animation is negative, use the value provided by the `face` argument instead
if (mouthIndex < 0) {
mouthIndex = sPlayerFaces[face][PLAYER_FACEPART_MOUTH];
mouthIndex = sPlayerFaces[face].mouthIndex;
}
#ifndef AVOID_UB