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Document Crawlspaces (#1286)
* Crawlspace docs, first draft * Add wall docs * OnePointDemo, fix * format * More player docs * Document bgCamData * Magic docs WIP * More docs, first round finished * Better docs * More renaming * Simpler name * Another small adjustment * rm if(1) * Better names again after in-game testing * Change comments * change comment * Big rename based on all the suggestions * Small touch-up * More PR Suggestions * RESTORE_IDLE -> RESET * More docs * Capitalization * PR suggestions * Make declaration consistent * Health_ChangeBy (amount) * cleanup * Document bgCamData * More changes and cleanup * More docs * Clarify comments * PR Suggestions * Missed one * More PR Suggestions * Change comment * Add another clarity comment * format * PR Feedback, rename bgcheck functions * remove fallthrough cleanup (other pr that deals with that) * PR Suggestions * bug report * sync with bgCamData PR * small cleanup * Another comment * bgCamDataIndexBeforeUnderwater * PR/Discord Discussions * Missed some * sync function header args * Another suggestion * cleanup * Comments * Change bgCamData to s16 for now * PR suggestions * the * use "info" * Missed a suggestion * Discord Discussion * Document playerFlag * typo * Revert bgCamFuncData to Vec3s * format * format * First PR suggestion * Some PR Suggestions, still need to test * followup docs * small cleanup * target offset * more PR * forwardYaw * crawlspace func/flag * comment * format * Update include/z64player.h Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * More PR Suggestions * Update src/overlays/actors/ovl_player_actor/z_player.c Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com> Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>
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13 changed files with 261 additions and 192 deletions
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@ -63,8 +63,8 @@ s32 D_80119D90[WALL_TYPE_MAX] = {
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WALL_FLAG_0 | WALL_FLAG_1, // WALL_TYPE_2
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WALL_FLAG_0 | WALL_FLAG_2, // WALL_TYPE_3
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WALL_FLAG_3, // WALL_TYPE_4
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WALL_FLAG_4, // WALL_TYPE_5
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WALL_FLAG_5, // WALL_TYPE_6
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WALL_FLAG_CRAWLSPACE_1, // WALL_TYPE_5
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WALL_FLAG_CRAWLSPACE_2, // WALL_TYPE_6
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WALL_FLAG_6, // WALL_TYPE_7
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};
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@ -4372,21 +4372,25 @@ s32 Camera_Subj4(Camera* camera) {
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Vec3f* at = &camera->at;
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u16 crawlspaceNumPoints;
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Vec3s* crawlspacePoints;
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Vec3f sp98;
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Vec3f sp8C;
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f32 sp88;
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s16 pad2;
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f32 temp_f16;
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PosRot sp6C;
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VecGeo sp64;
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VecGeo sp5C;
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s16 temp_a0;
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f32 tx;
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Vec3f temp1;
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Vec3f zoomAtTarget;
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f32 temp2;
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Player* player;
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PosRot* playerPosRot = &camera->playerPosRot;
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f32 eyeLerp;
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PosRot playerPosRot;
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VecGeo targetOffset;
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VecGeo atEyeOffset;
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s16 eyeToAtYaw;
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s32 pad[2];
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f32 temp;
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Subj4ReadOnlyData* roData = &camera->paramData.subj4.roData;
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Subj4ReadWriteData* rwData = &camera->paramData.subj4.rwData;
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#define vCrawlSpaceBackPos temp1
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#define vEyeTarget temp1
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#define vPlayerDistToFront temp2
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#define vZoomTimer temp2
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if (RELOAD_PARAMS(camera) || R_RELOAD_CAM_PARAMS) {
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CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
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@ -4398,99 +4402,126 @@ s32 Camera_Subj4(Camera* camera) {
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}
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if (camera->play->view.unk_124 == 0) {
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camera->play->view.unk_124 = (camera->camId | 0x50);
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rwData->unk_24 = camera->xzSpeed;
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camera->play->view.unk_124 = camera->camId | 0x50;
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rwData->xzSpeed = camera->xzSpeed;
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return true;
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}
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Actor_GetWorldPosShapeRot(&sp6C, &camera->player->actor);
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Actor_GetWorldPosShapeRot(&playerPosRot, &camera->player->actor);
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OLib_Vec3fDiffToVecGeo(&atEyeOffset, at, eye);
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OLib_Vec3fDiffToVecGeo(&sp5C, at, eye);
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sCameraInterfaceFlags = roData->interfaceFlags;
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// Crawlspace setup (runs for only 1 frame)
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if (camera->animState == 0) {
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crawlspacePoints = (Vec3s*)Camera_GetBgCamFuncDataUnderPlayer(camera, &crawlspaceNumPoints);
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Camera_Vec3sToVec3f(&rwData->unk_00.point, &crawlspacePoints[1]);
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Camera_Vec3sToVec3f(&sp98, &crawlspacePoints[crawlspaceNumPoints - 2]);
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// Second entry of crawlspacePoints contains the front position
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Camera_Vec3sToVec3f(&rwData->crawlspaceLine.point, &crawlspacePoints[1]);
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// Second last entry of crawlspacePoints contains the back position
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Camera_Vec3sToVec3f(&vCrawlSpaceBackPos, &crawlspacePoints[crawlspaceNumPoints - 2]);
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sp64.r = 10.0f;
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// 0x238C ~ 50 degrees
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sp64.pitch = 0x238C;
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sp64.yaw = Camera_XZAngle(&sp98, &rwData->unk_00.point);
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sp88 = OLib_Vec3fDist(&playerPosRot->pos, &rwData->unk_00.point);
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if (OLib_Vec3fDist(&playerPosRot->pos, &sp98) < sp88) {
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rwData->unk_00.dir.x = rwData->unk_00.point.x - sp98.x;
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rwData->unk_00.dir.y = rwData->unk_00.point.y - sp98.y;
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rwData->unk_00.dir.z = rwData->unk_00.point.z - sp98.z;
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rwData->unk_00.point = sp98;
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targetOffset.r = 10.0f;
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targetOffset.pitch = 0x238C; // ~50 degrees
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targetOffset.yaw = Camera_XZAngle(&vCrawlSpaceBackPos, &rwData->crawlspaceLine.point);
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vPlayerDistToFront = OLib_Vec3fDist(&camera->playerPosRot.pos, &rwData->crawlspaceLine.point);
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if (OLib_Vec3fDist(&camera->playerPosRot.pos, &vCrawlSpaceBackPos) < vPlayerDistToFront) {
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// Player is entering the crawlspace from the back
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rwData->crawlspaceLine.dir.x = rwData->crawlspaceLine.point.x - vCrawlSpaceBackPos.x;
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rwData->crawlspaceLine.dir.y = rwData->crawlspaceLine.point.y - vCrawlSpaceBackPos.y;
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rwData->crawlspaceLine.dir.z = rwData->crawlspaceLine.point.z - vCrawlSpaceBackPos.z;
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rwData->crawlspaceLine.point = vCrawlSpaceBackPos;
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} else {
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rwData->unk_00.dir.x = sp98.x - rwData->unk_00.point.x;
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rwData->unk_00.dir.y = sp98.y - rwData->unk_00.point.y;
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rwData->unk_00.dir.z = sp98.z - rwData->unk_00.point.z;
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sp64.yaw = sp64.yaw - 0x7FFF;
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// Player is entering the crawlspace from the front
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rwData->crawlspaceLine.dir.x = vCrawlSpaceBackPos.x - rwData->crawlspaceLine.point.x;
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rwData->crawlspaceLine.dir.y = vCrawlSpaceBackPos.y - rwData->crawlspaceLine.point.y;
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rwData->crawlspaceLine.dir.z = vCrawlSpaceBackPos.z - rwData->crawlspaceLine.point.z;
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targetOffset.yaw -= 0x7FFF;
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}
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rwData->unk_30 = sp64.yaw;
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rwData->unk_32 = 0xA;
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rwData->unk_2C = 0;
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rwData->unk_2E = false;
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rwData->unk_28 = 0.0f;
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rwData->forwardYaw = targetOffset.yaw;
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rwData->zoomTimer = 10;
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rwData->eyeLerpPhase = 0;
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rwData->isSfxOff = false;
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rwData->eyeLerp = 0.0f;
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camera->animState++;
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}
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if (rwData->unk_32 != 0) {
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sp64.r = 10.0f;
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sp64.pitch = 0x238C;
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sp64.yaw = rwData->unk_30;
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Camera_AddVecGeoToVec3f(&sp8C, &sp6C.pos, &sp64);
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sp88 = (rwData->unk_32 + 1.0f);
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at->x += (sp8C.x - at->x) / sp88;
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at->y += (sp8C.y - at->y) / sp88;
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at->z += (sp8C.z - at->z) / sp88;
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sp5C.r -= (sp5C.r / sp88);
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sp5C.yaw = BINANG_LERPIMPINV(sp5C.yaw, (s16)(sp6C.rot.y - 0x7FFF), rwData->unk_32);
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sp5C.pitch = BINANG_LERPIMPINV(sp5C.pitch, sp6C.rot.x, rwData->unk_32);
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Camera_AddVecGeoToVec3f(eyeNext, at, &sp5C);
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// Camera zooms in from third person to first person over 10 frames
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if (rwData->zoomTimer != 0) {
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targetOffset.r = 10.0f;
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targetOffset.pitch = 0x238C; // ~50 degrees
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targetOffset.yaw = rwData->forwardYaw;
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Camera_AddVecGeoToVec3f(&zoomAtTarget, &playerPosRot.pos, &targetOffset);
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vZoomTimer = rwData->zoomTimer + 1.0f;
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at->x = F32_LERPIMPINV(at->x, zoomAtTarget.x, vZoomTimer);
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at->y = F32_LERPIMPINV(at->y, zoomAtTarget.y, vZoomTimer);
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at->z = F32_LERPIMPINV(at->z, zoomAtTarget.z, vZoomTimer);
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atEyeOffset.r -= (atEyeOffset.r / vZoomTimer);
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atEyeOffset.yaw = BINANG_LERPIMPINV(atEyeOffset.yaw, (s16)(playerPosRot.rot.y - 0x7FFF), rwData->zoomTimer);
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atEyeOffset.pitch = BINANG_LERPIMPINV(atEyeOffset.pitch, playerPosRot.rot.x, rwData->zoomTimer);
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Camera_AddVecGeoToVec3f(eyeNext, at, &atEyeOffset);
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*eye = *eyeNext;
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rwData->unk_32--;
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return false;
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} else if (rwData->unk_24 < 0.5f) {
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rwData->zoomTimer--;
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return false;
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}
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Actor_GetWorldPosShapeRot(&sp6C, &camera->player->actor);
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Math3D_LineClosestToPoint(&rwData->unk_00, &sp6C.pos, eyeNext);
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at->x = eyeNext->x + rwData->unk_00.dir.x;
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at->y = eyeNext->y + rwData->unk_00.dir.y;
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at->z = eyeNext->z + rwData->unk_00.dir.z;
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if (rwData->xzSpeed < 0.5f) {
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return false;
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}
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Actor_GetWorldPosShapeRot(&playerPosRot, &camera->player->actor);
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Math3D_LineClosestToPoint(&rwData->crawlspaceLine, &playerPosRot.pos, eyeNext);
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// *at is unused before getting overwritten later this function
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at->x = eyeNext->x + rwData->crawlspaceLine.dir.x;
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at->y = eyeNext->y + rwData->crawlspaceLine.dir.y;
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at->z = eyeNext->z + rwData->crawlspaceLine.dir.z;
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*eye = *eyeNext;
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sp64.yaw = rwData->unk_30;
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sp64.r = 5.0f;
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sp64.pitch = 0x238C;
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Camera_AddVecGeoToVec3f(&sp98, eyeNext, &sp64);
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rwData->unk_2C += 0xBB8;
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temp_f16 = Math_CosS(rwData->unk_2C);
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eye->x += (sp98.x - eye->x) * fabsf(temp_f16);
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eye->y += (sp98.y - eye->y) * fabsf(temp_f16);
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eye->z += (sp98.z - eye->z) * fabsf(temp_f16);
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if ((rwData->unk_28 < temp_f16) && !rwData->unk_2E) {
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targetOffset.yaw = rwData->forwardYaw;
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targetOffset.r = 5.0f;
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targetOffset.pitch = 0x238C; // ~50 degrees
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Camera_AddVecGeoToVec3f(&vEyeTarget, eyeNext, &targetOffset);
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rwData->eyeLerpPhase += 0xBB8;
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eyeLerp = Math_CosS(rwData->eyeLerpPhase);
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// VEC3F_LERPIMPDST(eye, eye, &vEyeTarget, fabsf(eyeLerp))
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eye->x += (vEyeTarget.x - eye->x) * fabsf(eyeLerp);
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eye->y += (vEyeTarget.y - eye->y) * fabsf(eyeLerp);
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eye->z += (vEyeTarget.z - eye->z) * fabsf(eyeLerp);
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// When camera reaches the peak of offset and starts to move down
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// && alternating cycles (sfx plays only every 2nd cycle)
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if ((eyeLerp > rwData->eyeLerp) && !rwData->isSfxOff) {
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player = camera->player;
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rwData->unk_2E = true;
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func_800F4010(&player->actor.projectedPos, player->unk_89E + 0x8B0, 4.0f);
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} else if (rwData->unk_28 > temp_f16) {
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rwData->unk_2E = false;
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rwData->isSfxOff = true;
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func_800F4010(&player->actor.projectedPos, NA_SE_PL_CRAWL + player->unk_89E, 4.0f);
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} else if (eyeLerp < rwData->eyeLerp) {
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rwData->isSfxOff = false;
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}
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rwData->unk_28 = temp_f16;
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rwData->eyeLerp = eyeLerp;
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camera->player->actor.world.pos = *eyeNext;
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camera->player->actor.world.pos.y = camera->playerGroundY;
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camera->player->actor.shape.rot.y = sp64.yaw;
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temp_f16 = ((240.0f * temp_f16) * (rwData->unk_24 * 0.416667f));
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temp_a0 = temp_f16 + rwData->unk_30;
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at->x = eye->x + (Math_SinS(temp_a0) * 10.0f);
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camera->player->actor.shape.rot.y = targetOffset.yaw;
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eyeLerp = (240.0f * eyeLerp) * (rwData->xzSpeed * 0.416667f);
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eyeToAtYaw = rwData->forwardYaw + eyeLerp;
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at->x = eye->x + (Math_SinS(eyeToAtYaw) * 10.0f);
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at->y = eye->y;
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at->z = eye->z + (Math_CosS(temp_a0) * 10.0f);
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at->z = eye->z + (Math_CosS(eyeToAtYaw) * 10.0f);
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camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5f, 0xA);
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return 1;
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return true;
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}
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s32 Camera_Subj0(Camera* camera) {
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@ -331,14 +331,18 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
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Play_SetCameraRoll(play, subCamId, childCam->roll);
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break;
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case 9601:
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// Leaving a crawlspace forwards
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Play_CameraChangeSetting(play, subCamId, CAM_SET_CS_3);
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Play_CameraChangeSetting(play, CAM_ID_MAIN, mainCam->prevSetting);
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OnePointCutscene_SetCsCamPoints(subCam, D_80120430 | 0x1000, D_8012042C, D_80120308, D_80120398);
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OnePointCutscene_SetCsCamPoints(subCam, sCrawlspaceActionParam | 0x1000, sCrawlspaceTimer,
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sCrawlspaceAtPoints, sCrawlspaceForwardsEyePoints);
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break;
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case 9602:
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// Leaving a crawlspace backwards
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Play_CameraChangeSetting(play, subCamId, CAM_SET_CS_3);
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Play_CameraChangeSetting(play, CAM_ID_MAIN, mainCam->prevSetting);
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OnePointCutscene_SetCsCamPoints(subCam, D_80120430 | 0x1000, D_8012042C, D_80120308, D_80120434);
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OnePointCutscene_SetCsCamPoints(subCam, sCrawlspaceActionParam | 0x1000, sCrawlspaceTimer,
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sCrawlspaceAtPoints, sCrawlspaceBackwardsEyePoints);
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break;
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case 4175:
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csInfo->keyFrames = D_8012147C;
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@ -29,24 +29,24 @@ static s16 D_801202FC = 13;
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static s16 D_80120300 = 210;
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static s16 D_80120304 = 0;
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static CutsceneCameraPoint D_80120308[9] = {
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static CutsceneCameraPoint sCrawlspaceAtPoints[9] = {
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{ CS_CMD_CONTINUE, 0, 10, 40.0f, { 0, 4, 0 } }, { CS_CMD_CONTINUE, 0, 10, 40.000004f, { 0, 4, 0 } },
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{ CS_CMD_CONTINUE, 0, 10, 50.0f, { 0, 9, 0 } }, { CS_CMD_CONTINUE, 0, 12, 55.0f, { 0, 12, 0 } },
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{ CS_CMD_CONTINUE, 0, 15, 61.0f, { 0, 18, 0 } }, { CS_CMD_CONTINUE, 0, 20, 65.0f, { 0, 29, 0 } },
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{ CS_CMD_CONTINUE, 0, 40, 60.0f, { 0, 34, 0 } }, { CS_CMD_STOP, 0, 40, 60.0f, { 0, 34, 0 } },
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{ CS_CMD_STOP, 0, 10, 60.0f, { 0, 34, 0 } },
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};
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static CutsceneCameraPoint D_80120398[9] = {
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static CutsceneCameraPoint sCrawlspaceForwardsEyePoints[9] = {
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{ CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 9, 45 } }, { CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 8, 50 } },
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{ CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 17, 58 } }, { CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 21, 78 } },
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{ CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 46, 109 } }, { CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 58, 118 } },
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{ CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 63, 119 } }, { CS_CMD_STOP, 0, 0, 60.0f, { 0, 62, 119 } },
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{ CS_CMD_STOP, 0, 0, 60.0f, { 0, 62, 119 } },
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};
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static s16 D_80120428 = 9;
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static s16 D_8012042C = 90;
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static s16 D_80120430 = 1;
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static CutsceneCameraPoint D_80120434[10] = {
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static s16 sCrawlspaceUnused = 9;
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static s16 sCrawlspaceTimer = 90;
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static s16 sCrawlspaceActionParam = 1;
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static CutsceneCameraPoint sCrawlspaceBackwardsEyePoints[10] = {
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{ CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 9, -45 } }, { CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 9, -45 } },
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{ CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 8, -50 } }, { CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 17, -58 } },
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{ CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 21, -78 } }, { CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 46, -109 } },
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@ -759,7 +759,7 @@ void func_80083108(PlayState* play) {
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}
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Interface_ChangeAlpha(50);
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} else if ((player->stateFlags1 & PLAYER_STATE1_21) || (player->stateFlags2 & PLAYER_STATE2_18)) {
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} else if ((player->stateFlags1 & PLAYER_STATE1_21) || (player->stateFlags2 & PLAYER_STATE2_CRAWLING)) {
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if (gSaveContext.buttonStatus[0] != BTN_DISABLED) {
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gSaveContext.buttonStatus[0] = BTN_DISABLED;
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gSaveContext.buttonStatus[1] = BTN_DISABLED;
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@ -2803,7 +2803,7 @@ void Interface_DrawItemButtons(PlayState* play) {
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if ((gSaveContext.unk_13EA == 1) || (gSaveContext.unk_13EA == 2) || (gSaveContext.unk_13EA == 5)) {
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temp = 0;
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||||
} else if ((player->stateFlags1 & PLAYER_STATE1_21) || (func_8008F2F8(play) == 4) ||
|
||||
(player->stateFlags2 & PLAYER_STATE2_18)) {
|
||||
(player->stateFlags2 & PLAYER_STATE2_CRAWLING)) {
|
||||
temp = 70;
|
||||
} else {
|
||||
temp = interfaceCtx->healthAlpha;
|
||||
|
|
|
@ -899,7 +899,7 @@ void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dL
|
|||
SkelAnime_DrawFlexLod(play, skeleton, jointTable, dListCount, overrideLimbDraw, postLimbDraw, data, lod);
|
||||
|
||||
if ((overrideLimbDraw != Player_OverrideLimbDrawGameplayFirstPerson) &&
|
||||
(overrideLimbDraw != Player_OverrideLimbDrawGameplay_80090440) &&
|
||||
(overrideLimbDraw != Player_OverrideLimbDrawGameplayCrawling) &&
|
||||
(gSaveContext.gameMode != GAMEMODE_END_CREDITS)) {
|
||||
if (LINK_IS_ADULT) {
|
||||
s32 strengthUpgrade = CUR_UPG_VALUE(UPG_STRENGTH);
|
||||
|
@ -1198,8 +1198,8 @@ s32 Player_OverrideLimbDrawGameplayFirstPerson(PlayState* play, s32 limbIndex, G
|
|||
return false;
|
||||
}
|
||||
|
||||
s32 Player_OverrideLimbDrawGameplay_80090440(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
|
||||
void* thisx) {
|
||||
s32 Player_OverrideLimbDrawGameplayCrawling(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
|
||||
void* thisx) {
|
||||
if (!Player_OverrideLimbDrawGameplayCommon(play, limbIndex, dList, pos, rot, thisx)) {
|
||||
*dList = NULL;
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue