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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

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@ -262,7 +262,7 @@ void func_80AEAECC(EnRu1* this, GlobalContext* globalCtx) {
}
s32 func_80AEAF38(GlobalContext* globalCtx) {
if (globalCtx->csCtx.state == 0) {
if (globalCtx->csCtx.state == CS_STATE_IDLE) {
return 1;
}
return 0;
@ -811,7 +811,7 @@ void func_80AEC40C(EnRu1* this) {
f32 unk_26C = this->unk_26C;
if (unk_26C < 8.0f) {
this->actor.speedXZ = (((kREG(3) * 0.01f) + 2.7f) * 0.125f) * unk_26C;
this->actor.speedXZ = (((kREG(3) * 0.01f) + 2.7f) / 8.0f) * unk_26C;
} else {
this->actor.speedXZ = (kREG(3) * 0.01f) + 2.7f;
}
@ -830,8 +830,8 @@ void func_80AEC4F4(EnRu1* this) {
if (this->unk_26C < 8.0f) {
*unk_26C += 1.0f;
*speedXZ *= (8.0f - *unk_26C) * 0.125f;
this->actor.velocity.y = -*unk_26C * (((kREG(4) * 0.01f) + 13.0f) * 0.125f);
*speedXZ *= (8.0f - *unk_26C) / 8.0f;
this->actor.velocity.y = -*unk_26C * (((kREG(4) * 0.01f) + 13.0f) / 8.0f);
} else {
*speedXZ = 0.0f;
this->actor.velocity.y = -((kREG(4) * 0.01f) + 13.0f);
@ -1000,7 +1000,7 @@ void func_80AECC1C(EnRu1* this, GlobalContext* globalCtx) {
}
void func_80AECC84(EnRu1* this, GlobalContext* globalCtx) {
if (globalCtx->csCtx.state == 0) {
if (globalCtx->csCtx.state == CS_STATE_IDLE) {
Actor_Kill(&this->actor);
}
}
@ -1078,7 +1078,7 @@ s32 func_80AECF6C(EnRu1* this, GlobalContext* globalCtx) {
shapeRotY = &player->actor.shape.rot.y;
temp1 = this->actor.world.pos.x - player->actor.world.pos.x;
temp2 = this->actor.world.pos.z - player->actor.world.pos.z;
temp_f16 = Math_FAtan2F(temp1, temp2) * 10430.3779296875f;
temp_f16 = Math_FAtan2F(temp1, temp2) * (0x8000 / M_PI);
if (*shapeRotY != temp_f16) {
Math_SmoothStepToS(shapeRotY, temp_f16, 0x14, 0x1838, 0x64);
player->actor.world.rot.y = *shapeRotY;