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