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