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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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@ -244,7 +244,7 @@ void BossDodongo_IntroCutscene(BossDodongo* this, GlobalContext* globalCtx) {
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Vec3f subCamAt;
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Vec3f subCamUp;
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mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
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mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
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if (this->unk_196 != 0) {
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this->unk_196--;
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@ -270,10 +270,10 @@ void BossDodongo_IntroCutscene(BossDodongo* this, GlobalContext* globalCtx) {
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case 1:
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func_80064520(globalCtx, &globalCtx->csCtx);
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func_8002DF54(globalCtx, &this->actor, 1);
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Gameplay_ClearAllSubCameras(globalCtx);
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this->subCamId = Gameplay_CreateSubCamera(globalCtx);
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Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
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Gameplay_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
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Play_ClearAllSubCameras(globalCtx);
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this->subCamId = Play_CreateSubCamera(globalCtx);
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Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
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Play_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
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this->csState = 2;
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this->unk_196 = 0x3C;
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this->unk_198 = 160;
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@ -445,7 +445,7 @@ void BossDodongo_IntroCutscene(BossDodongo* this, GlobalContext* globalCtx) {
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subCamUp.y = 1.0f;
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subCamUp.z = this->unk_20C;
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Gameplay_CameraSetAtEyeUp(globalCtx, this->subCamId, &subCamAt, &subCamEye, &subCamUp);
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Play_CameraSetAtEyeUp(globalCtx, this->subCamId, &subCamAt, &subCamEye, &subCamUp);
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}
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}
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@ -1136,7 +1136,7 @@ void BossDodongo_Draw(Actor* thisx, GlobalContext* globalCtx) {
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SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, BossDodongo_OverrideLimbDraw,
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BossDodongo_PostLimbDraw, this);
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POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP);
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POLY_OPA_DISP = Play_SetFog(globalCtx, POLY_OPA_DISP);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_boss_dodongo.c", 3981);
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@ -1304,10 +1304,10 @@ void BossDodongo_DeathCutscene(BossDodongo* this, GlobalContext* globalCtx) {
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this->csState = 5;
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func_80064520(globalCtx, &globalCtx->csCtx);
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func_8002DF54(globalCtx, &this->actor, 1);
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this->subCamId = Gameplay_CreateSubCamera(globalCtx);
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Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3);
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Gameplay_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
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mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
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this->subCamId = Play_CreateSubCamera(globalCtx);
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Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3);
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Play_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
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mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
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this->subCamEye.x = mainCam->eye.x;
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this->subCamEye.y = mainCam->eye.y;
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this->subCamEye.z = mainCam->eye.z;
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@ -1604,7 +1604,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, GlobalContext* globalCtx) {
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Math_CosS(this->actor.shape.rot.y) * -50.0f + this->actor.world.pos.z, 0, 0, 0, 0);
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}
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if (this->unk_1DA == 600) {
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mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
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mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
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mainCam->eye = this->subCamEye;
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mainCam->eyeNext = this->subCamEye;
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mainCam->at = this->subCamAt;
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@ -1612,7 +1612,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, GlobalContext* globalCtx) {
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this->unk_1BC = 0;
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this->subCamId = SUB_CAM_ID_DONE;
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this->csState = 100;
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Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
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Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
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func_80064534(globalCtx, &globalCtx->csCtx);
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func_8002DF54(globalCtx, &this->actor, 7);
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Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DOOR_WARP1, -890.0f, -1523.76f,
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@ -1635,7 +1635,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, GlobalContext* globalCtx) {
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break;
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}
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if (this->subCamId != SUB_CAM_ID_DONE) {
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Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
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Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
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}
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}
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