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OnePointDemo OK (#719)
* matches * more matches * progress? * it's time * so close * organize declarations * docs * more fixes * more fixes * fix stage 1 * more fixes * first try * demo ids in decimal * final cleanup * one more thing * fixes * more cleanup * onepointcs * OnePointCutscene Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
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28cfd82a4f
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233 changed files with 3949 additions and 7571 deletions
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@ -42,7 +42,7 @@ void ActorShadow_Draw(Actor* actor, Lights* lights, GlobalContext* globalCtx, Gf
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Matrix_Put(&sp60);
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if (dlist != gCircleShadowDL) {
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Matrix_RotateY(actor->shape.rot.y * (M_PI / 32768), MTXMODE_APPLY);
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Matrix_RotateY(actor->shape.rot.y * (M_PI / 0x8000), MTXMODE_APPLY);
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}
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temp2 = (1.0f - (temp1 * (1.0f / 350))) * actor->shape.shadowScale;
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@ -407,7 +407,7 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
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Matrix_Translate(actor->focus.pos.x, actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y) + 17.0f,
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actor->focus.pos.z, MTXMODE_NEW);
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Matrix_RotateY((f32)((u16)(globalCtx->gameplayFrames * 3000)) * (M_PI / 32768), MTXMODE_APPLY);
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Matrix_RotateY((f32)((u16)(globalCtx->gameplayFrames * 3000)) * (M_PI / 0x8000), MTXMODE_APPLY);
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Matrix_Scale((iREG(27) + 35) / 1000.0f, (iREG(28) + 60) / 1000.0f, (iREG(29) + 50) / 1000.0f, MTXMODE_APPLY);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, naviColor->inner.r, naviColor->inner.g, naviColor->inner.b, 255);
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@ -1898,7 +1898,7 @@ void func_8002FBAC(GlobalContext* globalCtx) {
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spD4 = spCC * 0.200000000000000011102230246252 + 1.0f;
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}
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if ((globalCtx->csCtx.state == 0) &&
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if ((globalCtx->csCtx.state == CS_STATE_IDLE) &&
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(gSaveContext.respawn[RESPAWN_MODE_TOP].entranceIndex == gSaveContext.entranceIndex) &&
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(globalCtx->roomCtx.curRoom.num == gSaveContext.respawn[RESPAWN_MODE_TOP].roomIndex)) {
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POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x19);
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@ -2430,7 +2430,7 @@ void func_800315AC(GlobalContext* globalCtx, ActorContext* actorCtx) {
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if ((HREG(64) != 1) || (HREG(72) != 0)) {
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if (globalCtx->actorCtx.unk_03 != 0) {
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func_8003115C(globalCtx, invisibleActorCounter, invisibleActors);
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if ((globalCtx->csCtx.state != 0) || Player_InCsMode(globalCtx)) {
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if ((globalCtx->csCtx.state != CS_STATE_IDLE) || Player_InCsMode(globalCtx)) {
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func_800304B0(globalCtx);
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}
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}
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@ -3842,7 +3842,7 @@ s16 func_80034DD4(Actor* actor, GlobalContext* globalCtx, s16 arg2, f32 arg3) {
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Player* player = PLAYER;
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f32 var;
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if ((globalCtx->csCtx.state != 0) || (gDbgCamEnabled != 0)) {
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if ((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) {
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var = Math_Vec3f_DistXYZ(&actor->world.pos, &globalCtx->view.eye) * 0.25f;
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} else {
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var = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos);
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@ -5488,7 +5488,7 @@ s32 func_80038154(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
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actor->focus.pos = actor->world.pos;
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actor->focus.pos.y += arg4;
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if (!(((globalCtx->csCtx.state != 0) || (gDbgCamEnabled != 0)) && (gSaveContext.entranceIndex == 0x00EE))) {
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if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE))) {
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var = actor->yawTowardsPlayer - actor->shape.rot.y;
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abs_var = ABS(var);
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if (abs_var >= 0x4300) {
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@ -5497,7 +5497,7 @@ s32 func_80038154(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
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}
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}
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if (((globalCtx->csCtx.state != 0) || (gDbgCamEnabled != 0)) && (gSaveContext.entranceIndex == 0x00EE)) {
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if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE)) {
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sp2C = globalCtx->view.eye;
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} else {
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sp2C = player->actor.focus.pos;
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@ -5517,7 +5517,7 @@ s32 func_80038290(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
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actor->focus.pos = arg4;
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if (!(((globalCtx->csCtx.state != 0) || (gDbgCamEnabled != 0)) && (gSaveContext.entranceIndex == 0x00EE))) {
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if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE))) {
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var = actor->yawTowardsPlayer - actor->shape.rot.y;
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abs_var = ABS(var);
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if (abs_var >= 0x4300) {
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@ -5526,7 +5526,7 @@ s32 func_80038290(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
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}
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}
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if (((globalCtx->csCtx.state != 0) || (gDbgCamEnabled != 0)) && (gSaveContext.entranceIndex == 0x00EE)) {
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if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE)) {
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sp24 = globalCtx->view.eye;
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} else {
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sp24 = player->actor.focus.pos;
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