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Decompile z_kankyo (#956)
* working * start color switch * progress * progress * progress on bgm func * progress * game over matched (except the rodata meme) * start update * progress * lightning docs done * progress * progress * progress * progress * progress * can compile at least * suns state, progress on kankyo_update * some new names * progress * progress * progress * new functions * cleanup * more matches * another match * now functional * format * better match * hugely improved update * cleanup/review * remove old changes * review2 * review3 * missed one * review4 * change asm filenames * update doorwarp1 * review5 * Kankyo_ -> Environment_ * format * merge master and format functions.h Co-authored-by: Jacob Young <jacobly0@users.noreply.github.com> Co-authored-by: fig <fig02srl@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
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50095d427c
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139 changed files with 3478 additions and 6277 deletions
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@ -585,10 +585,10 @@ void BossTw_Init(Actor* thisx, GlobalContext* globalCtx2) {
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}
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}
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this->fogR = globalCtx->lightCtx.unk_07;
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this->fogG = globalCtx->lightCtx.unk_08;
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this->fogB = globalCtx->lightCtx.unk_09;
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this->fogNear = globalCtx->lightCtx.unk_0A;
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this->fogR = globalCtx->lightCtx.fogColor[0];
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this->fogG = globalCtx->lightCtx.fogColor[1];
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this->fogB = globalCtx->lightCtx.fogColor[2];
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this->fogNear = globalCtx->lightCtx.fogNear;
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this->fogFar = 1000.0f;
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}
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@ -2852,10 +2852,10 @@ void BossTw_Update(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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this->collider.base.colType = COLTYPE_HIT3;
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Math_ApproachF(&this->fogR, globalCtx->lightCtx.unk_07, 1.0f, 10.0f);
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Math_ApproachF(&this->fogG, globalCtx->lightCtx.unk_08, 1.0f, 10.0f);
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Math_ApproachF(&this->fogB, globalCtx->lightCtx.unk_09, 1.0f, 10.0f);
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Math_ApproachF(&this->fogNear, globalCtx->lightCtx.unk_0A, 1.0f, 10.0f);
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Math_ApproachF(&this->fogR, globalCtx->lightCtx.fogColor[0], 1.0f, 10.0f);
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Math_ApproachF(&this->fogG, globalCtx->lightCtx.fogColor[1], 1.0f, 10.0f);
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Math_ApproachF(&this->fogB, globalCtx->lightCtx.fogColor[2], 1.0f, 10.0f);
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Math_ApproachF(&this->fogNear, globalCtx->lightCtx.fogNear, 1.0f, 10.0f);
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Math_ApproachF(&this->fogFar, 1000.0f, 1.0f, 10.0f);
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this->work[CS_TIMER_1]++;
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this->work[CS_TIMER_2]++;
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@ -2979,10 +2979,10 @@ void BossTw_TwinrovaUpdate(Actor* thisx, GlobalContext* globalCtx2) {
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this->unk_5F8 = 0;
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this->collider.base.colType = COLTYPE_HIT3;
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Math_ApproachF(&this->fogR, globalCtx->lightCtx.unk_07, 1.0f, 10.0f);
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Math_ApproachF(&this->fogG, globalCtx->lightCtx.unk_08, 1.0f, 10.0f);
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Math_ApproachF(&this->fogB, globalCtx->lightCtx.unk_09, 1.0f, 10.0f);
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Math_ApproachF(&this->fogNear, globalCtx->lightCtx.unk_0A, 1.0f, 10.0f);
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Math_ApproachF(&this->fogR, globalCtx->lightCtx.fogColor[0], 1.0f, 10.0f);
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Math_ApproachF(&this->fogG, globalCtx->lightCtx.fogColor[1], 1.0f, 10.0f);
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Math_ApproachF(&this->fogB, globalCtx->lightCtx.fogColor[2], 1.0f, 10.0f);
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Math_ApproachF(&this->fogNear, globalCtx->lightCtx.fogNear, 1.0f, 10.0f);
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Math_ApproachF(&this->fogFar, 1000.0f, 1.0f, 10.0f);
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this->work[CS_TIMER_1]++;
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@ -3529,7 +3529,7 @@ void BossTw_Draw(Actor* thisx, GlobalContext* globalCtx2) {
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SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
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this->skelAnime.dListCount, BossTw_OverrideLimbDraw, BossTw_PostLimbDraw, this);
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Matrix_Pop();
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POLY_OPA_DISP = func_800BC8A0(globalCtx, POLY_OPA_DISP);
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POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP);
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}
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if (this->actor.params == TW_KOTAKE) {
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@ -3888,8 +3888,8 @@ void BossTw_TwinrovaDraw(Actor* thisx, GlobalContext* globalCtx2) {
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Matrix_Pop();
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Matrix_MultVec3f(&D_8094A9EC, &this->beamOrigin);
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POLY_OPA_DISP = Gfx_SetFog2(POLY_OPA_DISP, globalCtx->lightCtx.unk_07, globalCtx->lightCtx.unk_08,
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globalCtx->lightCtx.unk_09, 0, globalCtx->lightCtx.unk_0A, 1000);
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POLY_OPA_DISP = Gfx_SetFog2(POLY_OPA_DISP, globalCtx->lightCtx.fogColor[0], globalCtx->lightCtx.fogColor[1],
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globalCtx->lightCtx.fogColor[2], 0, globalCtx->lightCtx.fogNear, 1000);
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}
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BossTw_DrawEffects(globalCtx);
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