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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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143 changed files with 2778 additions and 2768 deletions

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@ -352,14 +352,14 @@ void EnMa3_Draw(Actor* thisx, GlobalContext* globalCtx) {
static void* sMouthTextures[] = { gMalonAdultMouthNeutralTex, gMalonAdultMouthSadTex, gMalonAdultMouthHappyTex };
static void* sEyeTextures[] = { gMalonAdultEyeOpenTex, gMalonAdultEyeHalfTex, gMalonAdultEyeClosedTex };
EnMa3* this = (EnMa3*)thisx;
Camera* camera;
Camera* activeCam;
f32 someFloat;
s32 pad;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_ma3.c", 978);
camera = GET_ACTIVE_CAM(globalCtx);
someFloat = Math_Vec3f_DistXZ(&this->actor.world.pos, &camera->eye);
activeCam = GET_ACTIVE_CAM(globalCtx);
someFloat = Math_Vec3f_DistXZ(&this->actor.world.pos, &activeCam->eye);
func_800F6268(someFloat, NA_BGM_LONLON);
func_80093D18(globalCtx->state.gfxCtx);