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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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@ -631,7 +631,7 @@ void BossFd2_UpdateCamera(BossFd2* this, GlobalContext* globalCtx) {
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this->subCamAtVel.z * this->subCamVelFactor);
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Math_ApproachF(&this->subCamVelFactor, 1.0f, 1.0f, this->subCamAccel);
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this->subCamAt.y += this->subCamAtYOffset;
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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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Math_ApproachF(&this->subCamAtYOffset, 0.0f, 1.0f, 0.1f);
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}
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}
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@ -641,7 +641,7 @@ void BossFd2_Death(BossFd2* this, GlobalContext* globalCtx) {
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Vec3f sp70;
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Vec3f sp64;
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BossFd* bossFd = (BossFd*)this->actor.parent;
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Camera* mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
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Camera* mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
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f32 pad3;
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f32 pad2;
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f32 pad1;
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@ -654,9 +654,9 @@ void BossFd2_Death(BossFd2* this, GlobalContext* globalCtx) {
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this->deathState = DEATH_RETREAT;
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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_WAIT);
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Gameplay_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
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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->subCamEye = mainCam->eye;
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this->subCamAt = mainCam->at;
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this->subCamEyeVel.x = 100.0f;
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@ -1211,7 +1211,7 @@ void BossFd2_Draw(Actor* thisx, GlobalContext* globalCtx) {
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SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
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this->skelAnime.dListCount, BossFd2_OverrideLimbDraw, BossFd2_PostLimbDraw, &this->actor);
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BossFd2_DrawMane(this, globalCtx);
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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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}
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_boss_fd2.c", 2688);
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}
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