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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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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
break;
case 5010:
func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_ATTENTION);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &mainCam->at, &mainCam->eye);
Play_CameraSetAtEye(globalCtx, subCamId, &mainCam->at, &mainCam->eye);
subCam->roll = 0;
break;
case 9500:
@ -255,7 +255,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
csInfo->keyFrames = D_801211D4;
csInfo->keyFrameCnt = 2;
}
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3);
func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
} break;
case 2290: {
@ -298,8 +298,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spD0.pitch = 0x3E8;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
func_8002DF54(globalCtx, NULL, 8);
subCam->roll = 0;
subCam->fov = 50.0f;
@ -322,19 +322,19 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
break;
case 1010:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &childCam->at, &childCam->eye);
Gameplay_CameraSetFov(globalCtx, subCamId, childCam->fov);
Gameplay_SetCameraRoll(globalCtx, subCamId, childCam->roll);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &childCam->at, &childCam->eye);
Play_CameraSetFov(globalCtx, subCamId, childCam->fov);
Play_SetCameraRoll(globalCtx, subCamId, childCam->roll);
break;
case 9601:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
Gameplay_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
Play_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting);
OnePointCutscene_SetCsCamPoints(subCam, D_80120430 | 0x1000, D_8012042C, D_80120308, D_80120398);
break;
case 9602:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
Gameplay_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
Play_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting);
OnePointCutscene_SetCsCamPoints(subCam, D_80120430 | 0x1000, D_8012042C, D_80120308, D_80120434);
break;
case 4175:
@ -350,8 +350,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spB4.x = -1979.0f;
spB4.y = 703.0f;
spB4.z = -269.0f;
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 6;
subCam->fov = 75.0f;
func_8002DF54(globalCtx, NULL, 8);
@ -422,7 +422,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
Actor_GetFocus(&spA0, actor);
spC0 = spA0.pos;
func_800C0808(globalCtx, subCamId, player, CAM_SET_PIVOT_VERTICAL);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 0;
subCam->fov = 70.0f;
func_8002DF54(globalCtx, NULL, 8);
@ -448,7 +448,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
break;
case 3050:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
func_8002DF54(globalCtx, &player->actor, 5);
OnePointCutscene_SetCsCamPoints(subCam, D_80120304 | 0x2000, D_80120300, D_8012013C, D_8012021C);
func_80078884(NA_SE_SY_CORRECT_CHIME);
@ -506,8 +506,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spB4.x = 1729.0f;
spB4.y = 995.0f;
spB4.z = -1405.0f;
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 0x50;
subCam->fov = 55.0f;
func_8002DF38(globalCtx, &player->actor, 8);
@ -521,9 +521,9 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
Actor_GetWorld(&spA0, &player->actor);
spD0.yaw = OnePointCutscene_Vec3fYaw(&spC0, &spA0.pos) - 0x7D0;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Gameplay_CopyCamera(globalCtx, CAM_ID_MAIN, subCamId);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CopyCamera(globalCtx, CAM_ID_MAIN, subCamId);
subCam->roll = -1;
subCam->fov = 55.0f;
func_8002DF38(globalCtx, actor, 1);
@ -535,8 +535,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spD0.yaw = spA0.rot.y;
spD0.r = 150.0f;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 0;
subCam->fov = 55.0f;
func_8002DF38(globalCtx, &player->actor, 8);
@ -549,14 +549,14 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spD0.yaw = spA0.rot.y;
spD0.pitch = -0xAF0;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 0;
subCam->fov = 60.0f;
func_8002DF38(globalCtx, actor, 1);
break;
case 3190:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FOREST_DEFEAT_POE);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FOREST_DEFEAT_POE);
Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
func_8002DF38(globalCtx, actor, 0xC);
break;
@ -567,8 +567,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spB4.x = 80.0f;
spB4.y = 445.0f;
spB4.z = -1425.0f;
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 0x1E;
subCam->fov = 75.0f;
func_8002DF38(globalCtx, &player->actor, 8);
@ -581,7 +581,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spD0.pitch = 0x5DC;
spD0.r = 120.0f;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraSetAtEye(globalCtx, CAM_ID_MAIN, &spC0, &spB4);
Play_CameraSetAtEye(globalCtx, CAM_ID_MAIN, &spC0, &spB4);
i = Quake_Add(subCam, 3);
Quake_SetSpeed(i, 22000);
@ -596,8 +596,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spD0.yaw = spA0.rot.y + 0x7FFF;
spD0.r = 300.0f;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 0;
subCam->fov = 45.0f;
func_8002DF38(globalCtx, &player->actor, 8);
@ -612,7 +612,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spD0.r = 400.0f;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
spB4.y = spA0.pos.y + 60.0f;
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 0;
subCam->fov = 75.0f;
player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = spD0.yaw + 0x7FFF;
@ -628,7 +628,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
break;
case 6001:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
func_8002DF54(globalCtx, NULL, 8);
Actor_GetWorld(&spA0, actor);
if (spA0.pos.z > -750.0f) {
@ -643,7 +643,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
Quake_SetCountdown(i, D_801208E4 - 10);
break;
case 3400:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
func_8002DF38(globalCtx, &player->actor, 8);
OnePointCutscene_SetCsCamPoints(subCam, D_8012069C | 0x2000, D_80120698, D_801204D4, D_801205B4);
OnePointCutscene_Vec3sToVec3f(&mainCam->eye, &D_801205B4[D_80120694 - 2].pos);
@ -664,9 +664,9 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
break;
case 3310:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FIRE_STAIRCASE);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FIRE_STAIRCASE);
func_8002DF54(globalCtx, NULL, 8);
Gameplay_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN);
Play_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN);
i = Quake_Add(subCam, 1);
Quake_SetSpeed(i, 32000);
@ -958,8 +958,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
func_800C0808(globalCtx, subCamId, player, CAM_SET_TURN_AROUND);
subCam->data2 = 0xC;
} else {
Gameplay_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN);
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
}
break;
case 9908:
@ -1132,7 +1132,7 @@ s32 OnePointCutscene_RemoveCamera(GlobalContext* globalCtx, s16 subCamId) {
subCam->parentCamId = CAM_ID_MAIN;
subCam->childCamId = subCam->parentCamId;
subCam->timer = -1;
Gameplay_ClearCamera(subCam->globalCtx, subCam->camId);
Play_ClearCamera(subCam->globalCtx, subCam->camId);
return nextCamId;
}
@ -1155,7 +1155,7 @@ s16 OnePointCutscene_Init(GlobalContext* globalCtx, s16 csId, s16 timer, Actor*
if (parentCamId == CAM_ID_NONE) {
parentCamId = globalCtx->activeCamId;
}
subCamId = Gameplay_CreateSubCamera(globalCtx);
subCamId = Play_CreateSubCamera(globalCtx);
if (subCamId == CAM_ID_NONE) {
osSyncPrintf(VT_COL(RED, WHITE) "onepoint demo: error: too many cameras ... give up! type=%d\n" VT_RST, csId);
return CAM_ID_NONE;
@ -1185,12 +1185,12 @@ s16 OnePointCutscene_Init(GlobalContext* globalCtx, s16 csId, s16 timer, Actor*
subCam->csId = csId;
if (parentCamId == CAM_ID_MAIN) {
Gameplay_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_UNK3);
Play_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_UNK3);
} else {
Gameplay_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_WAIT);
}
OnePointCutscene_SetInfo(globalCtx, subCamId, csId, actor, timer);
Gameplay_ChangeCameraStatus(globalCtx, subCamId, vSubCamStatus);
Play_ChangeCameraStatus(globalCtx, subCamId, vSubCamStatus);
// Removes all lower priority cutscenes in front of this cutscene from the queue.
vCurCamId = subCamId;
@ -1205,7 +1205,7 @@ s16 OnePointCutscene_Init(GlobalContext* globalCtx, s16 csId, s16 timer, Actor*
vNextCamId, nextCsId, thisCsId);
if (globalCtx->cameraPtrs[vNextCamId]->csId != 5010) {
if ((vNextCamId = OnePointCutscene_RemoveCamera(globalCtx, vNextCamId)) != CAM_ID_NONE) {
Gameplay_ChangeCameraStatus(globalCtx, vNextCamId, CAM_STAT_ACTIVE);
Play_ChangeCameraStatus(globalCtx, vNextCamId, CAM_STAT_ACTIVE);
}
} else {
vCurCamId = vNextCamId;