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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>
This commit is contained in:
petrie911 2021-03-31 11:18:31 -05:00 committed by GitHub
parent 28cfd82a4f
commit 9b4482314a
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
233 changed files with 3949 additions and 7571 deletions

View file

@ -42,7 +42,7 @@ void ActorShadow_Draw(Actor* actor, Lights* lights, GlobalContext* globalCtx, Gf
Matrix_Put(&sp60);
if (dlist != gCircleShadowDL) {
Matrix_RotateY(actor->shape.rot.y * (M_PI / 32768), MTXMODE_APPLY);
Matrix_RotateY(actor->shape.rot.y * (M_PI / 0x8000), MTXMODE_APPLY);
}
temp2 = (1.0f - (temp1 * (1.0f / 350))) * actor->shape.shadowScale;
@ -407,7 +407,7 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
Matrix_Translate(actor->focus.pos.x, actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y) + 17.0f,
actor->focus.pos.z, MTXMODE_NEW);
Matrix_RotateY((f32)((u16)(globalCtx->gameplayFrames * 3000)) * (M_PI / 32768), MTXMODE_APPLY);
Matrix_RotateY((f32)((u16)(globalCtx->gameplayFrames * 3000)) * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_Scale((iREG(27) + 35) / 1000.0f, (iREG(28) + 60) / 1000.0f, (iREG(29) + 50) / 1000.0f, MTXMODE_APPLY);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, naviColor->inner.r, naviColor->inner.g, naviColor->inner.b, 255);
@ -1898,7 +1898,7 @@ void func_8002FBAC(GlobalContext* globalCtx) {
spD4 = spCC * 0.200000000000000011102230246252 + 1.0f;
}
if ((globalCtx->csCtx.state == 0) &&
if ((globalCtx->csCtx.state == CS_STATE_IDLE) &&
(gSaveContext.respawn[RESPAWN_MODE_TOP].entranceIndex == gSaveContext.entranceIndex) &&
(globalCtx->roomCtx.curRoom.num == gSaveContext.respawn[RESPAWN_MODE_TOP].roomIndex)) {
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x19);
@ -2430,7 +2430,7 @@ void func_800315AC(GlobalContext* globalCtx, ActorContext* actorCtx) {
if ((HREG(64) != 1) || (HREG(72) != 0)) {
if (globalCtx->actorCtx.unk_03 != 0) {
func_8003115C(globalCtx, invisibleActorCounter, invisibleActors);
if ((globalCtx->csCtx.state != 0) || Player_InCsMode(globalCtx)) {
if ((globalCtx->csCtx.state != CS_STATE_IDLE) || Player_InCsMode(globalCtx)) {
func_800304B0(globalCtx);
}
}
@ -3842,7 +3842,7 @@ s16 func_80034DD4(Actor* actor, GlobalContext* globalCtx, s16 arg2, f32 arg3) {
Player* player = PLAYER;
f32 var;
if ((globalCtx->csCtx.state != 0) || (gDbgCamEnabled != 0)) {
if ((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) {
var = Math_Vec3f_DistXYZ(&actor->world.pos, &globalCtx->view.eye) * 0.25f;
} else {
var = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos);
@ -5488,7 +5488,7 @@ s32 func_80038154(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
actor->focus.pos = actor->world.pos;
actor->focus.pos.y += arg4;
if (!(((globalCtx->csCtx.state != 0) || (gDbgCamEnabled != 0)) && (gSaveContext.entranceIndex == 0x00EE))) {
if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE))) {
var = actor->yawTowardsPlayer - actor->shape.rot.y;
abs_var = ABS(var);
if (abs_var >= 0x4300) {
@ -5497,7 +5497,7 @@ s32 func_80038154(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
}
}
if (((globalCtx->csCtx.state != 0) || (gDbgCamEnabled != 0)) && (gSaveContext.entranceIndex == 0x00EE)) {
if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE)) {
sp2C = globalCtx->view.eye;
} else {
sp2C = player->actor.focus.pos;
@ -5517,7 +5517,7 @@ s32 func_80038290(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
actor->focus.pos = arg4;
if (!(((globalCtx->csCtx.state != 0) || (gDbgCamEnabled != 0)) && (gSaveContext.entranceIndex == 0x00EE))) {
if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE))) {
var = actor->yawTowardsPlayer - actor->shape.rot.y;
abs_var = ABS(var);
if (abs_var >= 0x4300) {
@ -5526,7 +5526,7 @@ s32 func_80038290(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
}
}
if (((globalCtx->csCtx.state != 0) || (gDbgCamEnabled != 0)) && (gSaveContext.entranceIndex == 0x00EE)) {
if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE)) {
sp24 = globalCtx->view.eye;
} else {
sp24 = player->actor.focus.pos;