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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>
This commit is contained in:
engineer124 2022-05-13 04:35:31 +10:00 committed by GitHub
parent 92aef346f2
commit bf56c94f0f
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GPG key ID: 4AEE18F83AFDEB23
143 changed files with 2778 additions and 2768 deletions

View file

@ -248,7 +248,7 @@ void EnBox_Fall(EnBox* this, GlobalContext* globalCtx) {
this->dyna.actor.shape.rot.z = 0;
this->dyna.actor.world.pos.y = this->dyna.actor.floorHeight;
EnBox_SetupAction(this, EnBox_WaitOpen);
OnePointCutscene_EndCutscene(globalCtx, this->unk_1AC);
OnePointCutscene_EndCutscene(globalCtx, this->subCamId);
}
Audio_PlaySoundGeneral(NA_SE_EV_COFFIN_CAP_BOUND, &this->dyna.actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
@ -271,7 +271,7 @@ void EnBox_FallOnSwitchFlag(EnBox* this, GlobalContext* globalCtx) {
if (this->unk_1A8 >= 0) {
EnBox_SetupAction(this, EnBox_Fall);
this->unk_1AC = OnePointCutscene_Init(globalCtx, 4500, 9999, &this->dyna.actor, MAIN_CAM);
this->subCamId = OnePointCutscene_Init(globalCtx, 4500, 9999, &this->dyna.actor, CAM_ID_MAIN);
func_8003EC50(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
} else if (this->unk_1A8 >= -11) {
this->unk_1A8++;

View file

@ -33,7 +33,7 @@ typedef struct EnBox {
/* 0x0000 */ DynaPolyActor dyna;
/* 0x0164 */ SkelAnime skelanime;
/* 0x01A8 */ s32 unk_1A8; // related to animation delays for types 3 and 8
/* 0x01AC */ s32 unk_1AC;
/* 0x01AC */ s32 subCamId;
/* 0x01B0 */ f32 unk_1B0; // 0-1, rotation-related, apparently unused (in z_en_box.c at least)
/* 0x01B4 */ EnBoxActionFunc actionFunc;
/* 0x01B8 */ Vec3s jointTable[5];