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Document NPC talking and player tracking (#1426)
* Rename npc dialog state variable * Rename and doc NPC actor talking funtion * Introduce NpcTalkState enum * Rename NPC_TALK_STATE enum values * Document NpcPlayerInteractionState and related functions * Rename player tracking opt enum variants * Rename npc functions, interact info * Minor npc actor function tweaks * Minor comment fixes for npc * Generalize NPC player tracking to point tracking * Change unused NpcInteractInfo field type and name Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * Rename headRot and torsoRot * Rename GetTalkState to UpdateTalkState * Minor comment fixes * Rename rotateActorShape and clarify related comments * Remove unneeded parentheses in z_en_heishi4.c * Reformat * Remove unclear comment * Rename yPosOffset to yOffset Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
This commit is contained in:
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66 changed files with 936 additions and 808 deletions
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@ -3659,24 +3659,40 @@ Hilite* func_8003435C(Vec3f* object, PlayState* play) {
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return func_8002EB44(object, &play->view.eye, &lightDir, play->state.gfxCtx);
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}
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s32 func_800343CC(PlayState* play, Actor* actor, s16* arg2, f32 interactRange, callback1_800343CC unkFunc1,
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callback2_800343CC unkFunc2) {
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/**
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* Updates NPC talking state. Checks for a talk request and updates
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* the talkState parameter when a dialog is ongoing. Otherwise checks if
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* the actor is onscreen, advertises the interaction in a range and sets
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* the current text id if necessary.
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*
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* The talk state values are defined in the NpcTalkState enum.
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*
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* @see NpcTalkState
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*
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* @param[in,out] talkState Talk state
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* @param interactRange The interact (talking) range for the actor
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* @param getTextId Callback for getting the next text id
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* @param updateTalkState Callback for getting the next talkState value
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* @return True if a new dialog was started (player talked to the actor). False otherwise.
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*/
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s32 Npc_UpdateTalking(PlayState* play, Actor* actor, s16* talkState, f32 interactRange, NpcGetTextIdFunc getTextId,
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NpcUpdateTalkStateFunc updateTalkState) {
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s16 x;
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s16 y;
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if (Actor_ProcessTalkRequest(actor, play)) {
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*arg2 = 1;
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*talkState = NPC_TALK_STATE_TALKING;
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return true;
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}
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if (*arg2 != 0) {
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*arg2 = unkFunc2(play, actor);
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if (*talkState != NPC_TALK_STATE_IDLE) {
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*talkState = updateTalkState(play, actor);
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return false;
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}
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Actor_GetScreenPos(play, actor, &x, &y);
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if ((x < 0) || (x > SCREEN_WIDTH) || (y < 0) || (y > SCREEN_HEIGHT)) {
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// Actor is offscreen
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return false;
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}
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@ -3684,162 +3700,242 @@ s32 func_800343CC(PlayState* play, Actor* actor, s16* arg2, f32 interactRange, c
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return false;
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}
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actor->textId = unkFunc1(play, actor);
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actor->textId = getTextId(play, actor);
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return false;
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}
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typedef struct {
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/* 0x00 */ s16 unk_00;
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/* 0x02 */ s16 unk_02;
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/* 0x04 */ s16 unk_04;
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/* 0x06 */ s16 unk_06;
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/* 0x08 */ s16 unk_08;
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/* 0x0A */ s16 unk_0A;
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/* 0x0C */ u8 unk_0C;
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} struct_80116130_0; // size = 0x10
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/* 0x00 */ s16 maxHeadYaw;
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/* 0x02 */ s16 minHeadPitch;
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/* 0x04 */ s16 maxHeadPitch;
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/* 0x06 */ s16 maxTorsoYaw;
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/* 0x08 */ s16 minTorsoPitch;
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/* 0x0A */ s16 maxTorsoPitch;
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/* 0x0C */ u8 rotateYaw;
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} NpcTrackingRotLimits; // size = 0x10
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typedef struct {
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/* 0x00 */ struct_80116130_0 sub_00;
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/* 0x10 */ f32 unk_10;
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/* 0x14 */ s16 unk_14;
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} struct_80116130; // size = 0x18
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/* 0x00 */ NpcTrackingRotLimits rotLimits;
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// Fields specific to NPC_TRACKING_PLAYER_AUTO_TURN mode
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/* 0x10 */ f32 autoTurnDistanceRange; // Max distance to player to enable tracking and auto-turn
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/* 0x14 */ s16 maxYawForPlayerTracking; // Player is tracked if within this yaw
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} NpcTrackingParams; // size = 0x18
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static struct_80116130 D_80116130[] = {
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{ { 0x2AA8, 0xF1C8, 0x18E2, 0x1554, 0x0000, 0x0000, 1 }, 170.0f, 0x3FFC },
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{ { 0x2AA8, 0xEAAC, 0x1554, 0x1554, 0xF8E4, 0x0E38, 1 }, 170.0f, 0x3FFC },
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{ { 0x31C4, 0xE390, 0x0E38, 0x0E38, 0xF1C8, 0x071C, 1 }, 170.0f, 0x3FFC },
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{ { 0x1554, 0xF1C8, 0x0000, 0x071C, 0xF8E4, 0x0000, 1 }, 170.0f, 0x3FFC },
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{ { 0x2AA8, 0xF8E4, 0x071C, 0x0E38, 0xD558, 0x2AA8, 1 }, 170.0f, 0x3FFC },
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{ { 0x0000, 0xE390, 0x2AA8, 0x3FFC, 0xF1C8, 0x0E38, 1 }, 170.0f, 0x3FFC },
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{ { 0x2AA8, 0xF1C8, 0x0E38, 0x0E38, 0x0000, 0x0000, 1 }, 0.0f, 0x0000 },
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{ { 0x2AA8, 0xF1C8, 0x0000, 0x0E38, 0x0000, 0x1C70, 1 }, 0.0f, 0x0000 },
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{ { 0x2AA8, 0xF1C8, 0xF1C8, 0x0000, 0x0000, 0x0000, 1 }, 0.0f, 0x0000 },
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{ { 0x071C, 0xF1C8, 0x0E38, 0x1C70, 0x0000, 0x0000, 1 }, 0.0f, 0x0000 },
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{ { 0x0E38, 0xF1C8, 0x0000, 0x1C70, 0x0000, 0x0E38, 1 }, 0.0f, 0x0000 },
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{ { 0x2AA8, 0xE390, 0x1C70, 0x0E38, 0xF1C8, 0x0E38, 1 }, 0.0f, 0x0000 },
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{ { 0x18E2, 0xF1C8, 0x0E38, 0x0E38, 0x0000, 0x0000, 1 }, 0.0f, 0x0000 },
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/**
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* Npc tracking angle limit presets to use with Npc_TrackPoint.
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*
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* @see Npc_TrackPoint
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*/
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static NpcTrackingParams sNpcTrackingPresets[] = {
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{ { 0x2AA8, -0x0E38, 0x18E2, 0x1554, 0x0000, 0x0000, true }, 170.0f, 0x3FFC },
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{ { 0x2AA8, -0x1554, 0x1554, 0x1554, -0x071C, 0x0E38, true }, 170.0f, 0x3FFC },
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{ { 0x31C4, -0x1C70, 0x0E38, 0x0E38, -0x0E38, 0x071C, true }, 170.0f, 0x3FFC },
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{ { 0x1554, -0x0E38, 0x0000, 0x071C, -0x071C, 0x0000, true }, 170.0f, 0x3FFC },
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{ { 0x2AA8, -0x071C, 0x071C, 0x0E38, -0x2AA8, 0x2AA8, true }, 170.0f, 0x3FFC },
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{ { 0x0000, -0x1C70, 0x2AA8, 0x3FFC, -0x0E38, 0x0E38, true }, 170.0f, 0x3FFC },
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{ { 0x2AA8, -0x0E38, 0x0E38, 0x0E38, 0x0000, 0x0000, true }, 0.0f, 0x0000 },
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{ { 0x2AA8, -0x0E38, 0x0000, 0x0E38, 0x0000, 0x1C70, true }, 0.0f, 0x0000 },
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{ { 0x2AA8, -0x0E38, -0x0E38, 0x0000, 0x0000, 0x0000, true }, 0.0f, 0x0000 },
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{ { 0x071C, -0x0E38, 0x0E38, 0x1C70, 0x0000, 0x0000, true }, 0.0f, 0x0000 },
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{ { 0x0E38, -0x0E38, 0x0000, 0x1C70, 0x0000, 0x0E38, true }, 0.0f, 0x0000 },
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{ { 0x2AA8, -0x1C70, 0x1C70, 0x0E38, -0x0E38, 0x0E38, true }, 0.0f, 0x0000 },
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{ { 0x18E2, -0x0E38, 0x0E38, 0x0E38, 0x0000, 0x0000, true }, 0.0f, 0x0000 },
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};
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void func_800344BC(Actor* actor, struct_80034A14_arg1* arg1, s16 arg2, s16 arg3, s16 arg4, s16 arg5, s16 arg6, s16 arg7,
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u8 arg8) {
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s16 sp46;
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s16 sp44;
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s16 temp2;
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s16 sp40;
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s16 temp1;
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Vec3f sp30;
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/**
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* Smoothly turns the actor's whole body and updates torso and head rotations in
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* NpcInteractInfo so that the actor tracks the point specified in NpcInteractInfo.trackPos.
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* Rotations are limited to specified angles.
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*
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* Head and torso rotation angles are determined by calculating the pitch and yaw
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* from the actor position to the given target position.
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*
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* The y position of the actor is offset by NpcInteractInfo.yOffset
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* before calculating the angles. It can be used to configure the height difference
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* between the actor and the target.
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*
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* @param maxHeadYaw maximum head yaw difference from neutral position
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* @param maxHeadPitch maximum head pitch angle
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* @param minHeadPitch minimum head pitch angle
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* @param maxTorsoYaw maximum torso yaw difference from neutral position
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* @param maxTorsoPitch maximum torso pitch angle
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* @param minTorsoPitch minimum torso pitch angle
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* @param rotateYaw if true, the actor's yaw (shape.rot.y) is updated to turn the actor's whole body
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*/
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void Npc_TrackPointWithLimits(Actor* actor, NpcInteractInfo* interactInfo, s16 maxHeadYaw, s16 maxHeadPitch,
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s16 minHeadPitch, s16 maxTorsoYaw, s16 maxTorsoPitch, s16 minTorsoPitch, u8 rotateYaw) {
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s16 pitchTowardsTarget;
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s16 yawTowardsTarget;
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s16 torsoPitch;
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s16 bodyYawDiff;
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s16 temp;
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Vec3f offsetActorPos;
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sp30.x = actor->world.pos.x;
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sp30.y = actor->world.pos.y + arg1->unk_14;
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sp30.z = actor->world.pos.z;
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offsetActorPos.x = actor->world.pos.x;
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offsetActorPos.y = actor->world.pos.y + interactInfo->yOffset;
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offsetActorPos.z = actor->world.pos.z;
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sp46 = Math_Vec3f_Pitch(&sp30, &arg1->unk_18);
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sp44 = Math_Vec3f_Yaw(&sp30, &arg1->unk_18);
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sp40 = Math_Vec3f_Yaw(&actor->world.pos, &arg1->unk_18) - actor->shape.rot.y;
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pitchTowardsTarget = Math_Vec3f_Pitch(&offsetActorPos, &interactInfo->trackPos);
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yawTowardsTarget = Math_Vec3f_Yaw(&offsetActorPos, &interactInfo->trackPos);
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bodyYawDiff = Math_Vec3f_Yaw(&actor->world.pos, &interactInfo->trackPos) - actor->shape.rot.y;
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temp1 = CLAMP(sp40, -arg2, arg2);
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Math_SmoothStepToS(&arg1->unk_08.y, temp1, 6, 2000, 1);
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temp = CLAMP(bodyYawDiff, -maxHeadYaw, maxHeadYaw);
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Math_SmoothStepToS(&interactInfo->headRot.y, temp, 6, 2000, 1);
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temp1 = (ABS(sp40) >= 0x8000) ? 0 : ABS(sp40);
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arg1->unk_08.y = CLAMP(arg1->unk_08.y, -temp1, temp1);
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temp = (ABS(bodyYawDiff) >= 0x8000) ? 0 : ABS(bodyYawDiff);
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interactInfo->headRot.y = CLAMP(interactInfo->headRot.y, -temp, temp);
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sp40 -= arg1->unk_08.y;
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bodyYawDiff -= interactInfo->headRot.y;
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temp1 = CLAMP(sp40, -arg5, arg5);
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Math_SmoothStepToS(&arg1->unk_0E.y, temp1, 6, 2000, 1);
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temp = CLAMP(bodyYawDiff, -maxTorsoYaw, maxTorsoYaw);
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Math_SmoothStepToS(&interactInfo->torsoRot.y, temp, 6, 2000, 1);
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temp1 = (ABS(sp40) >= 0x8000) ? 0 : ABS(sp40);
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arg1->unk_0E.y = CLAMP(arg1->unk_0E.y, -temp1, temp1);
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temp = (ABS(bodyYawDiff) >= 0x8000) ? 0 : ABS(bodyYawDiff);
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interactInfo->torsoRot.y = CLAMP(interactInfo->torsoRot.y, -temp, temp);
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if (arg8) {
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Math_SmoothStepToS(&actor->shape.rot.y, sp44, 6, 2000, 1);
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if (rotateYaw) {
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Math_SmoothStepToS(&actor->shape.rot.y, yawTowardsTarget, 6, 2000, 1);
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}
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temp1 = CLAMP(sp46, arg4, (s16)(u16)arg3);
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Math_SmoothStepToS(&arg1->unk_08.x, temp1, 6, 2000, 1);
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temp = CLAMP(pitchTowardsTarget, minHeadPitch, (s16)(u16)maxHeadPitch);
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Math_SmoothStepToS(&interactInfo->headRot.x, temp, 6, 2000, 1);
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temp2 = sp46 - arg1->unk_08.x;
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torsoPitch = pitchTowardsTarget - interactInfo->headRot.x;
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temp1 = CLAMP(temp2, arg7, arg6);
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Math_SmoothStepToS(&arg1->unk_0E.x, temp1, 6, 2000, 1);
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temp = CLAMP(torsoPitch, minTorsoPitch, maxTorsoPitch);
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Math_SmoothStepToS(&interactInfo->torsoRot.x, temp, 6, 2000, 1);
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}
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s16 func_800347E8(s16 arg0) {
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return D_80116130[arg0].unk_14;
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s16 Npc_GetTrackingPresetMaxPlayerYaw(s16 presetIndex) {
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return sNpcTrackingPresets[presetIndex].maxYawForPlayerTracking;
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}
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s16 func_80034810(Actor* actor, struct_80034A14_arg1* arg1, f32 arg2, s16 arg3, s16 arg4) {
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/**
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* Handles NPC tracking modes and auto-turning towards the player when
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* NPC_TRACKING_PLAYER_AUTO_TURN tracking mode is used.
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*
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* Returns a tracking mode that will determine which actor limbs
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* will be rotated towards the target.
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*
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* When the player is behind the actor (i.e. not in the yaw range in front of the actor
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* defined by maxYawForPlayerTracking), the actor will start an auto-turn sequence:
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* - look forward for 30-60 frames
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* - turn head to look at the player for 10-20 frames
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* - look forward for 30-60 frames
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* - turn the entire body to face the player
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*
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* @param distanceRange Max distance to player that tracking and auto-turning will be active for
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* @param maxYawForPlayerTracking Maximum angle for tracking the player.
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* @param trackingMode The tracking mode selected by the actor. If this is not
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* NPC_TRACKING_PLAYER_AUTO_TURN this function does nothing
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*
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* @return The tracking mode (NpcTrackingMode) to use for the current frame.
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*/
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s16 Npc_UpdateAutoTurn(Actor* actor, NpcInteractInfo* interactInfo, f32 distanceRange, s16 maxYawForPlayerTracking,
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s16 trackingMode) {
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s32 pad;
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s16 var;
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s16 abs_var;
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s16 yaw;
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s16 yawDiff;
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if (arg4 != 0) {
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return arg4;
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if (trackingMode != NPC_TRACKING_PLAYER_AUTO_TURN) {
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return trackingMode;
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}
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if (arg1->unk_00 != 0) {
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return 4;
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if (interactInfo->talkState != NPC_TALK_STATE_IDLE) {
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// When talking, always fully turn to face the player
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return NPC_TRACKING_FULL_BODY;
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}
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if (arg2 < Math_Vec3f_DistXYZ(&actor->world.pos, &arg1->unk_18)) {
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arg1->unk_04 = 0;
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arg1->unk_06 = 0;
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return 1;
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if (distanceRange < Math_Vec3f_DistXYZ(&actor->world.pos, &interactInfo->trackPos)) {
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// Player is too far away, do not track
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interactInfo->autoTurnTimer = 0;
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interactInfo->autoTurnState = 0;
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return NPC_TRACKING_NONE;
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}
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var = Math_Vec3f_Yaw(&actor->world.pos, &arg1->unk_18);
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abs_var = ABS((s16)((f32)var - actor->shape.rot.y));
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if (arg3 >= abs_var) {
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arg1->unk_04 = 0;
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arg1->unk_06 = 0;
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return 2;
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yaw = Math_Vec3f_Yaw(&actor->world.pos, &interactInfo->trackPos);
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yawDiff = ABS((s16)((f32)yaw - actor->shape.rot.y));
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if (maxYawForPlayerTracking >= yawDiff) {
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// Player is in front of the actor, track with the head and the torso
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interactInfo->autoTurnTimer = 0;
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interactInfo->autoTurnState = 0;
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return NPC_TRACKING_HEAD_AND_TORSO;
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}
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if (DECR(arg1->unk_04) != 0) {
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return arg1->unk_02;
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// Player is behind the actor, run the auto-turn sequence.
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if (DECR(interactInfo->autoTurnTimer) != 0) {
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// While the timer is still running, return the previous tracking mode
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return interactInfo->trackingMode;
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}
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switch (arg1->unk_06) {
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switch (interactInfo->autoTurnState) {
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case 0:
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case 2:
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arg1->unk_04 = Rand_S16Offset(30, 30);
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arg1->unk_06++;
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return 1;
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// Just stand still, not tracking the player
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interactInfo->autoTurnTimer = Rand_S16Offset(30, 30);
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interactInfo->autoTurnState++;
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return NPC_TRACKING_NONE;
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case 1:
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arg1->unk_04 = Rand_S16Offset(10, 10);
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arg1->unk_06++;
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return 3;
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// Glance at the player by only turning the head
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interactInfo->autoTurnTimer = Rand_S16Offset(10, 10);
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interactInfo->autoTurnState++;
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return NPC_TRACKING_HEAD;
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}
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return 4;
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// Auto-turn sequence complete, turn towards the player
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return NPC_TRACKING_FULL_BODY;
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}
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void func_80034A14(Actor* actor, struct_80034A14_arg1* arg1, s16 arg2, s16 arg3) {
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struct_80116130_0 sp38;
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/**
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* Rotates the actor's whole body, torso and head tracking the point specified in NpcInteractInfo.trackPos.
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* Uses angle limits from a preset selected from from sNpcTrackingPresets.
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*
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* The trackingMode parameter controls whether the head and torso are turned towards the target.
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* If not, they are smoothly turned towards zero. Setting the parameter to NPC_TRACKING_FULL_BODY
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* causes the actor's whole body to be rotated to face the target.
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*
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* If NPC_TRACKING_PLAYER_AUTO_TURN is used, the actor will track the player with its head and torso as long
|
||||
* as the player is in front of the actor (within a yaw angle specified in the option preset).
|
||||
* If the player is outside of this angle, the actor will turn to face the player after a while.
|
||||
*
|
||||
* @see Npc_UpdateAutoTurn
|
||||
* @see sNpcTrackingPresets
|
||||
* @see NpcTrackingMode
|
||||
*
|
||||
* @param presetIndex The index to a preset in sNpcTrackingPresets
|
||||
* @param trackingMode A value from NpcTrackingMode enum
|
||||
*/
|
||||
void Npc_TrackPoint(Actor* actor, NpcInteractInfo* interactInfo, s16 presetIndex, s16 trackingMode) {
|
||||
NpcTrackingRotLimits rotLimits;
|
||||
|
||||
arg1->unk_02 = func_80034810(actor, arg1, D_80116130[arg2].unk_10, D_80116130[arg2].unk_14, arg3);
|
||||
interactInfo->trackingMode =
|
||||
Npc_UpdateAutoTurn(actor, interactInfo, sNpcTrackingPresets[presetIndex].autoTurnDistanceRange,
|
||||
sNpcTrackingPresets[presetIndex].maxYawForPlayerTracking, trackingMode);
|
||||
|
||||
sp38 = D_80116130[arg2].sub_00;
|
||||
rotLimits = sNpcTrackingPresets[presetIndex].rotLimits;
|
||||
|
||||
switch (arg1->unk_02) {
|
||||
case 1:
|
||||
sp38.unk_00 = 0;
|
||||
sp38.unk_04 = 0;
|
||||
sp38.unk_02 = 0;
|
||||
switch (interactInfo->trackingMode) {
|
||||
case NPC_TRACKING_NONE:
|
||||
rotLimits.maxHeadYaw = 0;
|
||||
rotLimits.maxHeadPitch = 0;
|
||||
rotLimits.minHeadPitch = 0;
|
||||
FALLTHROUGH;
|
||||
case 3:
|
||||
sp38.unk_06 = 0;
|
||||
sp38.unk_0A = 0;
|
||||
sp38.unk_08 = 0;
|
||||
case NPC_TRACKING_HEAD:
|
||||
rotLimits.maxTorsoYaw = 0;
|
||||
rotLimits.maxTorsoPitch = 0;
|
||||
rotLimits.minTorsoPitch = 0;
|
||||
FALLTHROUGH;
|
||||
case 2:
|
||||
sp38.unk_0C = 0;
|
||||
case NPC_TRACKING_HEAD_AND_TORSO:
|
||||
rotLimits.rotateYaw = false;
|
||||
break;
|
||||
}
|
||||
|
||||
func_800344BC(actor, arg1, sp38.unk_00, sp38.unk_04, sp38.unk_02, sp38.unk_06, sp38.unk_0A, sp38.unk_08,
|
||||
sp38.unk_0C);
|
||||
Npc_TrackPointWithLimits(actor, interactInfo, rotLimits.maxHeadYaw, rotLimits.maxHeadPitch, rotLimits.minHeadPitch,
|
||||
rotLimits.maxTorsoYaw, rotLimits.maxTorsoPitch, rotLimits.minTorsoPitch,
|
||||
rotLimits.rotateYaw);
|
||||
}
|
||||
|
||||
Gfx* func_80034B28(GraphicsContext* gfxCtx) {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue