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Document Sub-Cameras (#989)
* Copying SubCam Changes from PR 908, made it to the end of bosses * Finish copying over PR * format * More cleanup * clean-up * PR Suggestions, Clean-Up, Improvement in CS * Remove substructs from fd/fd2 * format * Improve fishing * minor fix * Make CutsceneCameraDir more general * `sActiveCamMove` -> `sCamMove` * Fix conflict with object kankyo * Add CAM_ID_MAIN to object_kankyo * Improve cam cutscenes further * Revert cutscene cmd names (better for a separate PR) * At -> LookAt in the context of Cutscenes * Missed naming in diving game * Format * Fill in Ganon2 Names (now that it's matching) * format * `sActiveCamId` -> `sReturnToCamId` * activeCamId -> returnToCamId * Discord Discussions * FIRST * Move macro to bottom, comments * More suggestions * PR suggestion, cleanup comment * Oops * add comments * Adjust comment * Change edge-case * whoops Co-authored-by: fig02 <fig02srl@gmail.com>
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@ -616,8 +616,8 @@ void func_8008EEAC(GlobalContext* globalCtx, Actor* actor) {
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this->unk_664 = actor;
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this->unk_684 = actor;
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this->stateFlags1 |= PLAYER_STATE1_16;
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Camera_SetParam(Gameplay_GetCamera(globalCtx, 0), 8, actor);
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Camera_ChangeMode(Gameplay_GetCamera(globalCtx, 0), 2);
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Camera_SetParam(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), 8, actor);
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Camera_ChangeMode(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), CAM_MODE_FOLLOWTARGET);
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}
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s32 func_8008EF30(GlobalContext* globalCtx) {
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