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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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parent
28cfd82a4f
commit
9b4482314a
233 changed files with 3949 additions and 7571 deletions
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@ -151,7 +151,7 @@ void EnTr_DoNothing(EnTr* this, GlobalContext* globalCtx) {
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}
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void EnTr_ChooseAction2(EnTr* 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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if (globalCtx->csCtx.npcActions[this->actionIndex] != NULL) {
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switch (globalCtx->csCtx.npcActions[this->actionIndex]->action) {
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@ -189,7 +189,7 @@ void EnTr_FlyKidnapCutscene(EnTr* this, GlobalContext* globalCtx) {
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s16 actionIndex;
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originalPos = this->actor.world.pos;
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if (globalCtx->csCtx.state != 0) {
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if (globalCtx->csCtx.state != CS_STATE_IDLE) {
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actionIndex = this->actionIndex;
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if (globalCtx->csCtx.npcActions[actionIndex] != NULL) {
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@ -313,7 +313,7 @@ void EnTr_Reappear(EnTr* this, GlobalContext* globalCtx) {
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}
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void EnTr_WaitToReappear(EnTr* 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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if ((globalCtx->csCtx.npcActions[this->actionIndex] != NULL) &&
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((globalCtx->csCtx.npcActions[this->actionIndex]->action == 3) ||
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(globalCtx->csCtx.npcActions[this->actionIndex]->action == 5))) {
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@ -331,7 +331,7 @@ void EnTr_WaitToReappear(EnTr* this, GlobalContext* globalCtx) {
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void EnTr_TakeOff(EnTr* this, GlobalContext* globalCtx) {
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f32 lastFrame = Animation_GetLastFrame(D_80B24378[this->actor.params]);
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if (globalCtx->csCtx.state != 0) {
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if (globalCtx->csCtx.state != CS_STATE_IDLE) {
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if ((globalCtx->csCtx.npcActions[this->actionIndex] != NULL) &&
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(globalCtx->csCtx.npcActions[this->actionIndex]->action == 3)) {
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Animation_Change(&this->skelAnime, D_80B24378[this->actor.params], 1.0f, 0.0f, lastFrame, ANIMMODE_LOOP,
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@ -345,7 +345,7 @@ void EnTr_TakeOff(EnTr* this, GlobalContext* globalCtx) {
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void EnTr_TurnLookOverShoulder(EnTr* this, GlobalContext* globalCtx) {
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f32 lastFrame = Animation_GetLastFrame(D_80B24368[this->actor.params]);
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if (globalCtx->csCtx.state != 0) {
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if (globalCtx->csCtx.state != CS_STATE_IDLE) {
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if ((globalCtx->csCtx.npcActions[this->actionIndex] != NULL) &&
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(globalCtx->csCtx.npcActions[this->actionIndex]->action == 2)) {
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Animation_Change(&this->skelAnime, D_80B24368[this->actor.params], 1.0f, 0.0f, lastFrame, ANIMMODE_ONCE,
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@ -359,7 +359,7 @@ void EnTr_TurnLookOverShoulder(EnTr* this, GlobalContext* globalCtx) {
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void EnTr_ChooseAction1(EnTr* this, GlobalContext* globalCtx) {
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u32 frames = globalCtx->gameplayFrames;
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if (globalCtx->csCtx.state != 0) {
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if (globalCtx->csCtx.state != CS_STATE_IDLE) {
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if (globalCtx->csCtx.npcActions[this->actionIndex] != NULL) {
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switch (globalCtx->csCtx.npcActions[this->actionIndex]->action) {
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case 1:
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@ -437,8 +437,8 @@ s32 EnTr_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
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if ((child != NULL) && (limbIndex == 19)) {
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Matrix_MultVec3f(&src, &dest);
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dest.x -= (10.0f * Math_SinS(Camera_GetCamDirYaw(globalCtx->cameraPtrs[globalCtx->activeCamera])));
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dest.z -= (10.0f * Math_CosS(Camera_GetCamDirYaw(globalCtx->cameraPtrs[globalCtx->activeCamera])));
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dest.x -= (10.0f * Math_SinS(Camera_GetCamDirYaw(ACTIVE_CAM)));
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dest.z -= (10.0f * Math_CosS(Camera_GetCamDirYaw(ACTIVE_CAM)));
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child->world.pos = dest;
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}
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return 0;
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@ -450,7 +450,7 @@ void EnTr_Draw(Actor* thisx, GlobalContext* globalCtx) {
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if (1) {}
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if ((globalCtx->csCtx.state == 0) || (globalCtx->csCtx.npcActions[this->actionIndex] == 0)) {
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if ((globalCtx->csCtx.state == CS_STATE_IDLE) || (globalCtx->csCtx.npcActions[this->actionIndex] == 0)) {
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this->actor.shape.shadowDraw = NULL;
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return;
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}
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