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Document Viewpoints and Scene Cam Types (#1285)
* Document bgCamData * More changes and cleanup * More docs * Clarify comments * PR Feedback, rename bgcheck functions * remove fallthrough cleanup (other pr that deals with that) * PR Suggestions * bug report * bgCamDataIndexBeforeUnderwater * PR/Discord Discussions * Missed some * sync function header args * Another suggestion * cleanup * Comments * Indoor BgCamData * Change bgCamData to s16 for now * PR suggestions * the * use "info" * Missed a suggestion * Update and sync docs * More docs * Even more docs * Revert macro * Add comment * Better comments * More cleanup * Better Cam Scene Docs * Small change * Market -> Pivot * "only" * swap * Better comment * Another comment * to * Implement suggestions from discord * Discord Discussion * Revert bgCamFuncData to Vec3s * cleanup * Remaining cleanup * docs cleanup * format * More docs * Improve notes * Cleanup * Change enum * PR Suggestions * Improve comment * Rephrase * Implement discussion from discord * Discord discussion * fixed to locked * Update comments * Few more comments * Update include/z64.h Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * Update include/z64camera.h Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * Better comments * PR Suggestions * rm numbers * Update src/code/z_play.c Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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19 changed files with 105 additions and 60 deletions
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@ -1083,7 +1083,13 @@ void func_80A0461C(EnElf* this, PlayState* play) {
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} else {
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arrowPointedActor = play->actorCtx.targetCtx.arrowPointedActor;
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if ((player->stateFlags1 & PLAYER_STATE1_10) || ((YREG(15) & 0x10) && func_800BC56C(play, 2))) {
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// `R_SCENE_CAM_TYPE` is not a bit field, but this conditional checks for a specific bit.
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// This `& 0x10` check will pass for either `SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT`, `SCENE_CAM_TYPE_FIXED`, or
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// `SCENE_CAM_TYPE_SHOOTING_GALLERY`.
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// However, of these three, only `SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT` is used with `VIEWPOINT_PIVOT`,
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// so here the bit check is equivalent to checking for `SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT`.
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if ((player->stateFlags1 & PLAYER_STATE1_10) ||
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((R_SCENE_CAM_TYPE & 0x10) && Play_CheckViewpoint(play, VIEWPOINT_PIVOT))) {
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temp = 12;
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this->unk_2C0 = 100;
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} else if (arrowPointedActor == NULL || arrowPointedActor->category == ACTORCAT_NPC) {
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