1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2024-11-10 19:20:13 +00:00

Retail z_player_lib.c OK (#1689)

* z_player_lib OK

* space

* line break
This commit is contained in:
engineer124 2024-02-02 11:36:48 +11:00 committed by GitHub
parent a6d5e00925
commit 9289b0211d
No known key found for this signature in database
GPG key ID: B5690EEEBB952194

View file

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