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Retail z_player_lib.c
OK (#1689)
* z_player_lib OK * space * line break
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1 changed files with 39 additions and 38 deletions
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@ -1107,9 +1107,13 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx**
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Matrix_RotateZ(BINANG_TO_RAD(this->unk_6C0), MTXMODE_APPLY);
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}
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} else if (limbIndex == PLAYER_LIMB_L_THIGH) {
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s32 pad;
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func_8008F87C(play, this, &this->skelAnime, pos, rot, PLAYER_LIMB_L_THIGH, PLAYER_LIMB_L_SHIN,
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PLAYER_LIMB_L_FOOT);
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} else if (limbIndex == PLAYER_LIMB_R_THIGH) {
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s32 pad;
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func_8008F87C(play, this, &this->skelAnime, pos, rot, PLAYER_LIMB_R_THIGH, PLAYER_LIMB_R_SHIN,
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PLAYER_LIMB_R_FOOT);
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} else {
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@ -1407,42 +1411,6 @@ Color_RGB8 sBottleColors[] = {
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{ 80, 80, 255 }, // Fairy
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};
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Vec3f D_80126128 = { 398.0f, 1419.0f, 244.0f };
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BowSlingshotStringData sBowSlingshotStringData[] = {
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{ gLinkAdultBowStringDL, { 0.0f, -360.4f, 0.0f } }, // Bow
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{ gLinkChildSlingshotStringDL, { 606.0f, 236.0f, 0.0f } }, // Slingshot
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};
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// Coordinates of the shield quad collider vertices, in the right hand limb's own model space.
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Vec3f sRightHandLimbModelShieldQuadVertices[] = {
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{ -4500.0f, -3000.0f, -600.0f },
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{ 1500.0f, -3000.0f, -600.0f },
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{ -4500.0f, 3000.0f, -600.0f },
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{ 1500.0f, 3000.0f, -600.0f },
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};
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Vec3f D_80126184 = { 100.0f, 1500.0f, 0.0f };
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Vec3f D_80126190 = { 100.0f, 1640.0f, 0.0f };
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// Coordinates of the shield quad collider vertices, in the sheath limb's own model space.
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Vec3f sSheathLimbModelShieldQuadVertices[] = {
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{ -3000.0f, -3000.0f, -900.0f },
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{ 3000.0f, -3000.0f, -900.0f },
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{ -3000.0f, 3000.0f, -900.0f },
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{ 3000.0f, 3000.0f, -900.0f },
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};
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// Position and rotation of the shield on Link's back, in the sheath limb's own model space.
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Vec3f sSheathLimbModelShieldOnBackPos = { 630.0f, 100.0f, -30.0f };
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Vec3s sSheathLimbModelShieldOnBackZyxRot = { 0, 0, 0x7FFF };
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// Position of Link's foot, in the foot limb's own model space.
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Vec3f sLeftRightFootLimbModelFootPos[] = {
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{ 200.0f, 300.0f, 0.0f },
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{ 200.0f, 200.0f, 0.0f },
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};
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void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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Player* this = (Player*)thisx;
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@ -1507,6 +1475,8 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
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if (this->actor.scale.y >= 0.0f) {
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if (!Player_HoldsHookshot(this) && ((hookedActor = this->heldActor) != NULL)) {
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if (this->stateFlags1 & PLAYER_STATE1_9) {
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static Vec3f D_80126128 = { 398.0f, 1419.0f, 244.0f };
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Matrix_MultVec3f(&D_80126128, &hookedActor->world.pos);
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Matrix_RotateZYX(0x69E8, -0x5708, 0x458E, MTXMODE_APPLY);
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Matrix_Get(&sp14C);
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@ -1536,6 +1506,10 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
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Matrix_Get(&this->shieldMf);
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} else if ((this->rightHandType == PLAYER_MODELTYPE_RH_BOW_SLINGSHOT) ||
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(this->rightHandType == PLAYER_MODELTYPE_RH_BOW_SLINGSHOT_2)) {
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static BowSlingshotStringData sBowSlingshotStringData[] = {
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{ gLinkAdultBowStringDL, { 0.0f, -360.4f, 0.0f } }, // Bow
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{ gLinkChildSlingshotStringDL, { 606.0f, 236.0f, 0.0f } }, // Slingshot
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};
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BowSlingshotStringData* stringData = &sBowSlingshotStringData[gSaveContext.save.linkAge];
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OPEN_DISPS(play->state.gfxCtx, "../z_player_lib.c", 2783);
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@ -1577,15 +1551,26 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
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CLOSE_DISPS(play->state.gfxCtx, "../z_player_lib.c", 2809);
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} else if ((this->actor.scale.y >= 0.0f) && (this->rightHandType == PLAYER_MODELTYPE_RH_SHIELD)) {
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// Coordinates of the shield quad collider vertices, in the right hand limb's own model space.
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static Vec3f sRightHandLimbModelShieldQuadVertices[] = {
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{ -4500.0f, -3000.0f, -600.0f },
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{ 1500.0f, -3000.0f, -600.0f },
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{ -4500.0f, 3000.0f, -600.0f },
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{ 1500.0f, 3000.0f, -600.0f },
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};
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Matrix_Get(&this->shieldMf);
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Player_UpdateShieldCollider(play, this, &this->shieldQuad, sRightHandLimbModelShieldQuadVertices);
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}
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if (this->actor.scale.y >= 0.0f) {
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if ((this->heldItemAction == PLAYER_IA_HOOKSHOT) || (this->heldItemAction == PLAYER_IA_LONGSHOT)) {
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static Vec3f D_80126184 = { 100.0f, 1500.0f, 0.0f };
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Matrix_MultVec3f(&D_80126184, &this->unk_3C8);
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if (heldActor != NULL) {
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static Vec3f D_80126190 = { 100.0f, 1640.0f, 0.0f };
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MtxF sp44;
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s32 pad;
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@ -1622,6 +1607,17 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
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if (limbIndex == PLAYER_LIMB_SHEATH) {
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if ((this->rightHandType != PLAYER_MODELTYPE_RH_SHIELD) &&
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(this->rightHandType != PLAYER_MODELTYPE_RH_FF)) {
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// Coordinates of the shield quad collider vertices, in the sheath limb's own model space.
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static Vec3f sSheathLimbModelShieldQuadVertices[] = {
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{ -3000.0f, -3000.0f, -900.0f },
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{ 3000.0f, -3000.0f, -900.0f },
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{ -3000.0f, 3000.0f, -900.0f },
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{ 3000.0f, 3000.0f, -900.0f },
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};
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// Position and rotation of the shield on Link's back, in the sheath limb's own model space.
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static Vec3f sSheathLimbModelShieldOnBackPos = { 630.0f, 100.0f, -30.0f };
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static Vec3s sSheathLimbModelShieldOnBackZyxRot = { 0, 0, 0x7FFF };
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if (Player_IsChildWithHylianShield(this)) {
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Player_UpdateShieldCollider(play, this, &this->shieldQuad, sSheathLimbModelShieldQuadVertices);
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}
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@ -1632,6 +1628,11 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
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} else if (limbIndex == PLAYER_LIMB_HEAD) {
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Matrix_MultVec3f(&sPlayerFocusHeadLimbModelPos, &this->actor.focus.pos);
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} else {
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// Position of Link's foot, in the foot limb's own model space.
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static Vec3f sLeftRightFootLimbModelFootPos[] = {
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{ 200.0f, 300.0f, 0.0f },
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{ 200.0f, 200.0f, 0.0f },
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};
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Vec3f* footPos = &sLeftRightFootLimbModelFootPos[((void)0, gSaveContext.save.linkAge)];
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// The same model position is used for both feet,
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@ -1733,8 +1734,6 @@ void Player_DrawPauseImpl(PlayState* play, void* gameplayKeep, void* linkObject,
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OPEN_DISPS(play->state.gfxCtx, "../z_player_lib.c", 3129);
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{ s32 pad[2]; }
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opaRef = POLY_OPA_DISP;
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POLY_OPA_DISP++;
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@ -1744,6 +1743,8 @@ void Player_DrawPauseImpl(PlayState* play, void* gameplayKeep, void* linkObject,
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gSPDisplayList(WORK_DISP++, POLY_OPA_DISP);
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gSPDisplayList(WORK_DISP++, POLY_XLU_DISP);
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{ s32 pad[2]; }
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gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
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gDPPipeSync(POLY_OPA_DISP++);
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