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Gameplay_ -> Play_ and this (#1229)

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fig02 2022-05-17 18:41:50 -04:00 committed by GitHub
parent f6c472ae5e
commit aadb5f9c47
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GPG key ID: 4AEE18F83AFDEB23
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
break;
case 118:
gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex = ENTR_GANON_DEMO_0;
Gameplay_TriggerVoidOut(globalCtx);
Play_TriggerVoidOut(globalCtx);
gSaveContext.respawnFlag = -2;
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
break;
@ -1346,11 +1346,11 @@ s32 Cutscene_Command_CameraEyePoints(GlobalContext* globalCtx, CutsceneContext*
if (csCtx->unk_1A != 0) {
csCtx->unk_18 = cmdBase->startFrame;
if (D_8015FCC8 != 0) {
Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0);
Gameplay_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Camera_ResetAnim(Gameplay_GetCamera(globalCtx, csCtx->subCamId));
Camera_SetCSParams(Gameplay_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints,
Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0);
Play_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Camera_ResetAnim(Play_GetCamera(globalCtx, csCtx->subCamId));
Camera_SetCSParams(Play_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints,
csCtx->subCamEyePoints, GET_PLAYER(globalCtx), relativeToLink);
}
}
@ -1383,11 +1383,11 @@ s32 Cutscene_Command_CameraLookAtPoints(GlobalContext* globalCtx, CutsceneContex
if (csCtx->unk_1B != 0) {
D_8015FCC0 = cmdBase->startFrame;
if (D_8015FCC8 != 0) {
Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0);
Gameplay_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Camera_ResetAnim(Gameplay_GetCamera(globalCtx, csCtx->subCamId));
Camera_SetCSParams(Gameplay_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints,
Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0);
Play_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Camera_ResetAnim(Play_GetCamera(globalCtx, csCtx->subCamId));
Camera_SetCSParams(Play_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints,
csCtx->subCamEyePoints, GET_PLAYER(globalCtx), relativeToLink);
}
}
@ -1423,11 +1423,11 @@ s32 Cutscene_Command_07(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cm
if (csCtx->unk_1A != 0) {
D_8015FCC2 = cmdBase->startFrame;
if (D_8015FCC8 != 0) {
subCam = Gameplay_GetCamera(globalCtx, csCtx->subCamId);
subCam = Play_GetCamera(globalCtx, csCtx->subCamId);
subCam->player = NULL;
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0);
sp28 = csCtx->subCamLookAtPoints->cameraRoll * 1.40625f;
Camera_SetParam(subCam, 64, &sp28);
sp3C.x = csCtx->subCamLookAtPoints->pos.x;
@ -1436,8 +1436,8 @@ s32 Cutscene_Command_07(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cm
sp30.x = csCtx->subCamEyePoints->pos.x;
sp30.y = csCtx->subCamEyePoints->pos.y;
sp30.z = csCtx->subCamEyePoints->pos.z;
Gameplay_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30);
Gameplay_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
Play_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30);
Play_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
}
}
}
@ -1466,19 +1466,19 @@ s32 Cutscene_Command_08(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cm
if (csCtx->unk_1B != 0) {
D_8015FCC4 = cmdBase->startFrame;
if (D_8015FCC8 != 0) {
subCam = Gameplay_GetCamera(globalCtx, csCtx->subCamId);
subCam = Play_GetCamera(globalCtx, csCtx->subCamId);
subCam->player = NULL;
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0);
sp3C.x = csCtx->subCamLookAtPoints->pos.x;
sp3C.y = csCtx->subCamLookAtPoints->pos.y;
sp3C.z = csCtx->subCamLookAtPoints->pos.z;
sp30.x = csCtx->subCamEyePoints->pos.x;
sp30.y = csCtx->subCamEyePoints->pos.y;
sp30.z = csCtx->subCamEyePoints->pos.z;
Gameplay_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30);
Gameplay_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
Play_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30);
Play_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
}
}
}
@ -1967,11 +1967,11 @@ void func_80068DC0(GlobalContext* globalCtx, CutsceneContext* csCtx) {
case 0x028E:
case 0x0292:
case 0x0476:
Gameplay_CopyCamera(globalCtx, sReturnToCamId, csCtx->subCamId);
Play_CopyCamera(globalCtx, sReturnToCamId, csCtx->subCamId);
}
Gameplay_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_ACTIVE);
Gameplay_ClearCamera(globalCtx, csCtx->subCamId);
Play_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_ACTIVE);
Play_ClearCamera(globalCtx, csCtx->subCamId);
func_8005B1A4(globalCtx->cameraPtrs[sReturnToCamId]);
}
@ -2014,7 +2014,7 @@ void func_80068ECC(GlobalContext* globalCtx, CutsceneContext* csCtx) {
sReturnToCamId = globalCtx->activeCamId;
if (D_8015FCC8 != 0) {
csCtx->subCamId = Gameplay_CreateSubCamera(globalCtx);
csCtx->subCamId = Play_CreateSubCamera(globalCtx);
}
if (gSaveContext.cutsceneTrigger == 0) {