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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
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GPG key ID: 4AEE18F83AFDEB23
233 changed files with 3949 additions and 7571 deletions

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@ -487,8 +487,8 @@ void EnDaiku_InitSubCamera(EnDaiku* this, GlobalContext* globalCtx) {
this->subCamAtTarget.z = this->subCamAt.z = this->actor.world.pos.z;
this->subCamId = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, 0, 1);
Gameplay_ChangeCameraStatus(globalCtx, this->subCamId, 7);
Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
Gameplay_CameraSetFov(globalCtx, this->subCamId, globalCtx->mainCamera.fov);
@ -515,7 +515,7 @@ void EnDaiku_EscapeSuccess(EnDaiku* this, GlobalContext* globalCtx) {
Vec3f vec;
Gameplay_ClearCamera(globalCtx, this->subCamId);
Gameplay_ChangeCameraStatus(globalCtx, 0, 7);
Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_ACTIVE);
this->subCamActive = false;
if ((gSaveContext.eventChkInf[9] & 0xF) == 0xF) {