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Gameplay_ -> Play_ and this (#1229)
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parent
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commit
aadb5f9c47
78 changed files with 1059 additions and 1078 deletions
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@ -119,7 +119,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
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break;
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case 5010:
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func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_ATTENTION);
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Gameplay_CameraSetAtEye(globalCtx, subCamId, &mainCam->at, &mainCam->eye);
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Play_CameraSetAtEye(globalCtx, subCamId, &mainCam->at, &mainCam->eye);
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subCam->roll = 0;
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break;
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case 9500:
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@ -255,7 +255,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
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csInfo->keyFrames = D_801211D4;
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csInfo->keyFrameCnt = 2;
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}
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Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3);
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Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3);
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func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
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} break;
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case 2290: {
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@ -298,8 +298,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
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spD0.pitch = 0x3E8;
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OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
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Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
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Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
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Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
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Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
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func_8002DF54(globalCtx, NULL, 8);
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subCam->roll = 0;
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subCam->fov = 50.0f;
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@ -322,19 +322,19 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
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func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
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break;
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case 1010:
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Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
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Gameplay_CameraSetAtEye(globalCtx, subCamId, &childCam->at, &childCam->eye);
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Gameplay_CameraSetFov(globalCtx, subCamId, childCam->fov);
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Gameplay_SetCameraRoll(globalCtx, subCamId, childCam->roll);
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Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
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Play_CameraSetAtEye(globalCtx, subCamId, &childCam->at, &childCam->eye);
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Play_CameraSetFov(globalCtx, subCamId, childCam->fov);
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Play_SetCameraRoll(globalCtx, subCamId, childCam->roll);
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break;
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case 9601:
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Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
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Gameplay_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting);
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Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
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Play_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting);
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OnePointCutscene_SetCsCamPoints(subCam, D_80120430 | 0x1000, D_8012042C, D_80120308, D_80120398);
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break;
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case 9602:
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Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
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Gameplay_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting);
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Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
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Play_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting);
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OnePointCutscene_SetCsCamPoints(subCam, D_80120430 | 0x1000, D_8012042C, D_80120308, D_80120434);
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break;
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case 4175:
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@ -350,8 +350,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
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spB4.x = -1979.0f;
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spB4.y = 703.0f;
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spB4.z = -269.0f;
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Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
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Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
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Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
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Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
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subCam->roll = 6;
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subCam->fov = 75.0f;
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func_8002DF54(globalCtx, NULL, 8);
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@ -422,7 +422,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
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Actor_GetFocus(&spA0, actor);
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spC0 = spA0.pos;
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func_800C0808(globalCtx, subCamId, player, CAM_SET_PIVOT_VERTICAL);
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Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
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Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
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subCam->roll = 0;
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subCam->fov = 70.0f;
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func_8002DF54(globalCtx, NULL, 8);
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@ -448,7 +448,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
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func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
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break;
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case 3050:
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Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
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Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
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func_8002DF54(globalCtx, &player->actor, 5);
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OnePointCutscene_SetCsCamPoints(subCam, D_80120304 | 0x2000, D_80120300, D_8012013C, D_8012021C);
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func_80078884(NA_SE_SY_CORRECT_CHIME);
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@ -506,8 +506,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
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spB4.x = 1729.0f;
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spB4.y = 995.0f;
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spB4.z = -1405.0f;
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Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
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Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
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Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
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Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
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subCam->roll = 0x50;
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subCam->fov = 55.0f;
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func_8002DF38(globalCtx, &player->actor, 8);
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@ -521,9 +521,9 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
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Actor_GetWorld(&spA0, &player->actor);
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spD0.yaw = OnePointCutscene_Vec3fYaw(&spC0, &spA0.pos) - 0x7D0;
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OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
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Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
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Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
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Gameplay_CopyCamera(globalCtx, CAM_ID_MAIN, subCamId);
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Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
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Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
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Play_CopyCamera(globalCtx, CAM_ID_MAIN, subCamId);
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subCam->roll = -1;
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subCam->fov = 55.0f;
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func_8002DF38(globalCtx, actor, 1);
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@ -535,8 +535,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
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spD0.yaw = spA0.rot.y;
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spD0.r = 150.0f;
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OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
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Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
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Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
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Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
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Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
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subCam->roll = 0;
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subCam->fov = 55.0f;
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func_8002DF38(globalCtx, &player->actor, 8);
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@ -549,14 +549,14 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
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spD0.yaw = spA0.rot.y;
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spD0.pitch = -0xAF0;
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OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
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Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
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Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
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Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
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Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
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subCam->roll = 0;
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subCam->fov = 60.0f;
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func_8002DF38(globalCtx, actor, 1);
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break;
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case 3190:
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Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FOREST_DEFEAT_POE);
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Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FOREST_DEFEAT_POE);
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Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
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func_8002DF38(globalCtx, actor, 0xC);
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break;
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@ -567,8 +567,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
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spB4.x = 80.0f;
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spB4.y = 445.0f;
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spB4.z = -1425.0f;
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Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
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Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
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Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
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Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
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subCam->roll = 0x1E;
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subCam->fov = 75.0f;
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func_8002DF38(globalCtx, &player->actor, 8);
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spD0.pitch = 0x5DC;
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spD0.r = 120.0f;
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OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
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Gameplay_CameraSetAtEye(globalCtx, CAM_ID_MAIN, &spC0, &spB4);
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Play_CameraSetAtEye(globalCtx, CAM_ID_MAIN, &spC0, &spB4);
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i = Quake_Add(subCam, 3);
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Quake_SetSpeed(i, 22000);
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@ -596,8 +596,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
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spD0.yaw = spA0.rot.y + 0x7FFF;
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spD0.r = 300.0f;
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OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
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Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
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Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
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Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
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Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
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subCam->roll = 0;
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subCam->fov = 45.0f;
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func_8002DF38(globalCtx, &player->actor, 8);
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@ -612,7 +612,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
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spD0.r = 400.0f;
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OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
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spB4.y = spA0.pos.y + 60.0f;
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Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
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Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
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subCam->roll = 0;
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subCam->fov = 75.0f;
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player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = spD0.yaw + 0x7FFF;
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func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
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break;
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case 6001:
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Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
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Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
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func_8002DF54(globalCtx, NULL, 8);
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Actor_GetWorld(&spA0, actor);
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if (spA0.pos.z > -750.0f) {
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@ -643,7 +643,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
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Quake_SetCountdown(i, D_801208E4 - 10);
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break;
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case 3400:
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Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
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Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
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func_8002DF38(globalCtx, &player->actor, 8);
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OnePointCutscene_SetCsCamPoints(subCam, D_8012069C | 0x2000, D_80120698, D_801204D4, D_801205B4);
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OnePointCutscene_Vec3sToVec3f(&mainCam->eye, &D_801205B4[D_80120694 - 2].pos);
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func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
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break;
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case 3310:
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Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FIRE_STAIRCASE);
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Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FIRE_STAIRCASE);
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func_8002DF54(globalCtx, NULL, 8);
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Gameplay_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN);
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Play_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN);
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i = Quake_Add(subCam, 1);
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Quake_SetSpeed(i, 32000);
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func_800C0808(globalCtx, subCamId, player, CAM_SET_TURN_AROUND);
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subCam->data2 = 0xC;
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} else {
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Gameplay_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN);
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Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
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Play_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN);
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Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
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}
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break;
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case 9908:
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subCam->parentCamId = CAM_ID_MAIN;
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subCam->childCamId = subCam->parentCamId;
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subCam->timer = -1;
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Gameplay_ClearCamera(subCam->globalCtx, subCam->camId);
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Play_ClearCamera(subCam->globalCtx, subCam->camId);
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return nextCamId;
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}
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if (parentCamId == CAM_ID_NONE) {
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parentCamId = globalCtx->activeCamId;
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}
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subCamId = Gameplay_CreateSubCamera(globalCtx);
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subCamId = Play_CreateSubCamera(globalCtx);
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if (subCamId == CAM_ID_NONE) {
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osSyncPrintf(VT_COL(RED, WHITE) "onepoint demo: error: too many cameras ... give up! type=%d\n" VT_RST, csId);
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return CAM_ID_NONE;
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@ -1185,12 +1185,12 @@ s16 OnePointCutscene_Init(GlobalContext* globalCtx, s16 csId, s16 timer, Actor*
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subCam->csId = csId;
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if (parentCamId == CAM_ID_MAIN) {
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Gameplay_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_UNK3);
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Play_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_UNK3);
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} else {
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Gameplay_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_WAIT);
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Play_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_WAIT);
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}
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OnePointCutscene_SetInfo(globalCtx, subCamId, csId, actor, timer);
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Gameplay_ChangeCameraStatus(globalCtx, subCamId, vSubCamStatus);
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Play_ChangeCameraStatus(globalCtx, subCamId, vSubCamStatus);
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// Removes all lower priority cutscenes in front of this cutscene from the queue.
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vCurCamId = subCamId;
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@ -1205,7 +1205,7 @@ s16 OnePointCutscene_Init(GlobalContext* globalCtx, s16 csId, s16 timer, Actor*
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vNextCamId, nextCsId, thisCsId);
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if (globalCtx->cameraPtrs[vNextCamId]->csId != 5010) {
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if ((vNextCamId = OnePointCutscene_RemoveCamera(globalCtx, vNextCamId)) != CAM_ID_NONE) {
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Gameplay_ChangeCameraStatus(globalCtx, vNextCamId, CAM_STAT_ACTIVE);
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Play_ChangeCameraStatus(globalCtx, vNextCamId, CAM_STAT_ACTIVE);
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}
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} else {
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vCurCamId = vNextCamId;
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