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z_play
: Camera Docs and Cleanup (#1460)
* begin docs * More suggestions * more docs * timer to duration * partial PR review * init data with player * consistent comments * withPlayer to usingPlayer
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parent
aa48c66e10
commit
934d488420
30 changed files with 362 additions and 260 deletions
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@ -857,7 +857,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
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Math_ApproachF(&this->subCamAt.x, player->actor.world.pos.x, 0.5f, 50.0f);
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Math_ApproachF(&this->subCamAt.y, player->actor.world.pos.y, 0.5f, 50.0f);
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Math_ApproachF(&this->subCamAt.z, player->actor.world.pos.z, 0.5f, 50.0f);
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Play_CameraSetAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
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Play_SetCameraAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
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}
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break;
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case MO_TENT_CUT:
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@ -893,13 +893,13 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
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Math_ApproachF(&this->subCamAt.x, player->actor.world.pos.x, 0.5f, 50.0f);
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Math_ApproachF(&this->subCamAt.y, player->actor.world.pos.y, 0.5f, 50.0f);
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Math_ApproachF(&this->subCamAt.z, player->actor.world.pos.z, 0.5f, 50.0f);
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Play_CameraSetAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
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Play_SetCameraAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
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if (player->actor.world.pos.y <= 42.0f) {
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mainCam2 = Play_GetCamera(play, CAM_ID_MAIN);
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mainCam2->eye = this->subCamEye;
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mainCam2->eyeNext = this->subCamEye;
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mainCam2->at = this->subCamAt;
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func_800C08AC(play, this->subCamId, 0);
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Play_ReturnToMainCam(play, this->subCamId, 0);
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this->subCamId = SUB_CAM_ID_DONE;
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func_80064534(play, &play->csCtx);
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}
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@ -1442,7 +1442,7 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
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mainCam2->eye = this->subCamEye;
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mainCam2->eyeNext = this->subCamEye;
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mainCam2->at = this->subCamAt;
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func_800C08AC(play, this->subCamId, 0);
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Play_ReturnToMainCam(play, this->subCamId, 0);
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// MO_BATTLE / SUB_CAM_ID_DONE
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this->csState = this->subCamId = 0;
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func_80064534(play, &play->csCtx);
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@ -1481,11 +1481,11 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) {
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this->subCamUp.x = this->subCamUp.z =
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sinf(this->work[MO_TENT_VAR_TIMER] * 0.03f) * this->subCamYawShake * (-2.0f);
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this->subCamUp.y = 1.0f;
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Play_CameraSetAtEyeUp(play, this->subCamId, &this->subCamAt, &this->subCamEye, &this->subCamUp);
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Play_SetCameraAtEyeUp(play, this->subCamId, &this->subCamAt, &this->subCamEye, &this->subCamUp);
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mainCam->eye = this->subCamEye;
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mainCam->eyeNext = this->subCamEye;
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mainCam->at = this->subCamAt;
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Play_CameraSetFov(play, this->subCamId, this->subCamFov);
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Play_SetCameraFov(play, this->subCamId, this->subCamFov);
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}
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if ((this->csState > MO_INTRO_START) && (this->work[MO_TENT_MOVE_TIMER] > 540)) {
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@ -1678,7 +1678,7 @@ void BossMo_DeathCs(BossMo* this, PlayState* play) {
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mainCam->eye = this->subCamEye;
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mainCam->eyeNext = this->subCamEye;
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mainCam->at = this->subCamAt;
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func_800C08AC(play, this->subCamId, 0);
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Play_ReturnToMainCam(play, this->subCamId, 0);
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this->subCamId = SUB_CAM_ID_DONE;
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func_80064534(play, &play->csCtx);
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func_8002DF54(play, &this->actor, PLAYER_CSMODE_7);
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@ -1727,7 +1727,7 @@ void BossMo_DeathCs(BossMo* this, PlayState* play) {
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this->subCamAtVel.y * this->subCamVelFactor);
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Math_ApproachF(&this->subCamVelFactor, 1.0f, 1.0f, this->subCamAccel);
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}
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Play_CameraSetAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
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Play_SetCameraAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
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}
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}
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