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Gameplay_ -> Play_ and this (#1229)
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78 changed files with 1059 additions and 1078 deletions
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@ -1217,7 +1217,7 @@ void Cutscene_Command_Terminator(GlobalContext* globalCtx, CutsceneContext* csCt
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break;
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case 118:
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gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex = ENTR_GANON_DEMO_0;
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Gameplay_TriggerVoidOut(globalCtx);
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Play_TriggerVoidOut(globalCtx);
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gSaveContext.respawnFlag = -2;
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gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
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break;
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@ -1346,11 +1346,11 @@ s32 Cutscene_Command_CameraEyePoints(GlobalContext* globalCtx, CutsceneContext*
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if (csCtx->unk_1A != 0) {
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csCtx->unk_18 = cmdBase->startFrame;
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if (D_8015FCC8 != 0) {
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Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0);
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Gameplay_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT);
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Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
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Camera_ResetAnim(Gameplay_GetCamera(globalCtx, csCtx->subCamId));
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Camera_SetCSParams(Gameplay_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints,
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Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0);
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Play_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT);
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Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
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Camera_ResetAnim(Play_GetCamera(globalCtx, csCtx->subCamId));
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Camera_SetCSParams(Play_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints,
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csCtx->subCamEyePoints, GET_PLAYER(globalCtx), relativeToLink);
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}
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}
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@ -1383,11 +1383,11 @@ s32 Cutscene_Command_CameraLookAtPoints(GlobalContext* globalCtx, CutsceneContex
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if (csCtx->unk_1B != 0) {
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D_8015FCC0 = cmdBase->startFrame;
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if (D_8015FCC8 != 0) {
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Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0);
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Gameplay_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT);
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Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
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Camera_ResetAnim(Gameplay_GetCamera(globalCtx, csCtx->subCamId));
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Camera_SetCSParams(Gameplay_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints,
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Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0);
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Play_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT);
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Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
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Camera_ResetAnim(Play_GetCamera(globalCtx, csCtx->subCamId));
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Camera_SetCSParams(Play_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints,
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csCtx->subCamEyePoints, GET_PLAYER(globalCtx), relativeToLink);
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}
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}
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@ -1423,11 +1423,11 @@ s32 Cutscene_Command_07(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cm
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if (csCtx->unk_1A != 0) {
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D_8015FCC2 = cmdBase->startFrame;
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if (D_8015FCC8 != 0) {
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subCam = Gameplay_GetCamera(globalCtx, csCtx->subCamId);
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subCam = Play_GetCamera(globalCtx, csCtx->subCamId);
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subCam->player = NULL;
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Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
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Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
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Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0);
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Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
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Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
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Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0);
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sp28 = csCtx->subCamLookAtPoints->cameraRoll * 1.40625f;
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Camera_SetParam(subCam, 64, &sp28);
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sp3C.x = csCtx->subCamLookAtPoints->pos.x;
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@ -1436,8 +1436,8 @@ s32 Cutscene_Command_07(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cm
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sp30.x = csCtx->subCamEyePoints->pos.x;
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sp30.y = csCtx->subCamEyePoints->pos.y;
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sp30.z = csCtx->subCamEyePoints->pos.z;
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Gameplay_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30);
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Gameplay_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
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Play_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30);
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Play_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
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}
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}
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}
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@ -1466,19 +1466,19 @@ s32 Cutscene_Command_08(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cm
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if (csCtx->unk_1B != 0) {
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D_8015FCC4 = cmdBase->startFrame;
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if (D_8015FCC8 != 0) {
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subCam = Gameplay_GetCamera(globalCtx, csCtx->subCamId);
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subCam = Play_GetCamera(globalCtx, csCtx->subCamId);
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subCam->player = NULL;
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Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
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Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
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Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0);
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Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
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Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
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Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0);
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sp3C.x = csCtx->subCamLookAtPoints->pos.x;
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sp3C.y = csCtx->subCamLookAtPoints->pos.y;
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sp3C.z = csCtx->subCamLookAtPoints->pos.z;
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sp30.x = csCtx->subCamEyePoints->pos.x;
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sp30.y = csCtx->subCamEyePoints->pos.y;
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sp30.z = csCtx->subCamEyePoints->pos.z;
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Gameplay_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30);
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Gameplay_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
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Play_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30);
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Play_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
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}
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}
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}
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@ -1967,11 +1967,11 @@ void func_80068DC0(GlobalContext* globalCtx, CutsceneContext* csCtx) {
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case 0x028E:
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case 0x0292:
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case 0x0476:
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Gameplay_CopyCamera(globalCtx, sReturnToCamId, csCtx->subCamId);
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Play_CopyCamera(globalCtx, sReturnToCamId, csCtx->subCamId);
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}
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Gameplay_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_ACTIVE);
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Gameplay_ClearCamera(globalCtx, csCtx->subCamId);
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Play_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_ACTIVE);
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Play_ClearCamera(globalCtx, csCtx->subCamId);
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func_8005B1A4(globalCtx->cameraPtrs[sReturnToCamId]);
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}
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@ -2014,7 +2014,7 @@ void func_80068ECC(GlobalContext* globalCtx, CutsceneContext* csCtx) {
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sReturnToCamId = globalCtx->activeCamId;
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if (D_8015FCC8 != 0) {
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csCtx->subCamId = Gameplay_CreateSubCamera(globalCtx);
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csCtx->subCamId = Play_CreateSubCamera(globalCtx);
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}
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if (gSaveContext.cutsceneTrigger == 0) {
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