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Fix Link eyes left/right (#2558)

* Fix gLinkAdultEyes Left/Right Tex names

* swap PLAYER_EYES_ LEFT/RIGHT and related

* comment on gLinkChildEyesLeftTex/Right appearing swapped
This commit is contained in:
Dragorn421 2025-05-31 09:48:19 +02:00 committed by GitHub
parent 8a95f90b20
commit ae0396f83b
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GPG key ID: B5690EEEBB952194
5 changed files with 25 additions and 19 deletions

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@ -984,12 +984,12 @@ PlayerFaceIndices sPlayerFaces[PLAYER_FACE_MAX] = {
{ PLAYER_EYES_CLOSED, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_CLOSED_2
// The rest of these faces go unused. Face data encoded within animations handles all other faces.
{ PLAYER_EYES_RIGHT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_RIGHT
{ PLAYER_EYES_LEFT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_LEFT
{ PLAYER_EYES_WIDE, PLAYER_MOUTH_HALF }, // PLAYER_FACE_SURPRISED
{ PLAYER_EYES_WINCING, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_HURT
{ PLAYER_EYES_OPEN, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_GASP
{ PLAYER_EYES_LEFT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_LEFT
{ PLAYER_EYES_RIGHT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_RIGHT_2
{ PLAYER_EYES_RIGHT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_RIGHT
{ PLAYER_EYES_LEFT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_LEFT_2
{ PLAYER_EYES_CLOSED, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_EYES_CLOSED_MOUTH_OPEN
{ PLAYER_EYES_HALF, PLAYER_MOUTH_HALF }, // PLAYER_FACE_OPENING
{ PLAYER_EYES_OPEN, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_EYES_AND_MOUTH_OPEN
@ -1007,8 +1007,8 @@ void* sEyeTextures[PLAYER_EYES_MAX] = {
gLinkAdultEyesOpenTex, // PLAYER_EYES_OPEN
gLinkAdultEyesHalfTex, // PLAYER_EYES_HALF
gLinkAdultEyesClosedfTex, // PLAYER_EYES_CLOSED
gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT
gLinkAdultEyesRightTex, // PLAYER_EYES_RIGHT
gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT
gLinkAdultEyesWideTex, // PLAYER_EYES_WIDE
gLinkAdultEyesDownTex, // PLAYER_EYES_DOWN
gLinkAdultEyesWincingTex, // PLAYER_EYES_WINCING
@ -1027,8 +1027,8 @@ void* sEyeTextures[][PLAYER_EYES_MAX] = {
gLinkAdultEyesOpenTex, // PLAYER_EYES_OPEN
gLinkAdultEyesHalfTex, // PLAYER_EYES_HALF
gLinkAdultEyesClosedfTex, // PLAYER_EYES_CLOSED
gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT
gLinkAdultEyesRightTex, // PLAYER_EYES_RIGHT
gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT
gLinkAdultEyesWideTex, // PLAYER_EYES_WIDE
gLinkAdultEyesDownTex, // PLAYER_EYES_DOWN
gLinkAdultEyesWincingTex, // PLAYER_EYES_WINCING
@ -1037,8 +1037,14 @@ void* sEyeTextures[][PLAYER_EYES_MAX] = {
gLinkChildEyesOpenTex, // PLAYER_EYES_OPEN
gLinkChildEyesHalfTex, // PLAYER_EYES_HALF
gLinkChildEyesClosedfTex, // PLAYER_EYES_CLOSED
gLinkChildEyesLeftTex, // PLAYER_EYES_LEFT
gLinkChildEyesRightTex, // PLAYER_EYES_RIGHT
/*
Note `PLAYER_EYES_RIGHT` corresponds to the "left" eyes texture, and vice-versa with the "right" eyes textures.
This is because on the textures Link appears to look left/right as if facing outwards the screen,
but the image is mirrored by the child Link model's UVs, reversing the direction actually looked in,
which results in-game in the correct eyes direction.
*/
gLinkChildEyesLeftTex, // PLAYER_EYES_RIGHT
gLinkChildEyesRightTex, // PLAYER_EYES_LEFT
gLinkChildEyesWideTex, // PLAYER_EYES_WIDE
gLinkChildEyesDownTex, // PLAYER_EYES_DOWN
gLinkChildEyesWincingTex, // PLAYER_EYES_WINCING