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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>
This commit is contained in:
petrie911 2021-09-20 11:51:35 -05:00 committed by GitHub
parent 50095d427c
commit e51f50f0ff
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
139 changed files with 3478 additions and 6277 deletions

View file

@ -585,10 +585,10 @@ void BossTw_Init(Actor* thisx, GlobalContext* globalCtx2) {
}
}
this->fogR = globalCtx->lightCtx.unk_07;
this->fogG = globalCtx->lightCtx.unk_08;
this->fogB = globalCtx->lightCtx.unk_09;
this->fogNear = globalCtx->lightCtx.unk_0A;
this->fogR = globalCtx->lightCtx.fogColor[0];
this->fogG = globalCtx->lightCtx.fogColor[1];
this->fogB = globalCtx->lightCtx.fogColor[2];
this->fogNear = globalCtx->lightCtx.fogNear;
this->fogFar = 1000.0f;
}
@ -2852,10 +2852,10 @@ void BossTw_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
this->collider.base.colType = COLTYPE_HIT3;
Math_ApproachF(&this->fogR, globalCtx->lightCtx.unk_07, 1.0f, 10.0f);
Math_ApproachF(&this->fogG, globalCtx->lightCtx.unk_08, 1.0f, 10.0f);
Math_ApproachF(&this->fogB, globalCtx->lightCtx.unk_09, 1.0f, 10.0f);
Math_ApproachF(&this->fogNear, globalCtx->lightCtx.unk_0A, 1.0f, 10.0f);
Math_ApproachF(&this->fogR, globalCtx->lightCtx.fogColor[0], 1.0f, 10.0f);
Math_ApproachF(&this->fogG, globalCtx->lightCtx.fogColor[1], 1.0f, 10.0f);
Math_ApproachF(&this->fogB, globalCtx->lightCtx.fogColor[2], 1.0f, 10.0f);
Math_ApproachF(&this->fogNear, globalCtx->lightCtx.fogNear, 1.0f, 10.0f);
Math_ApproachF(&this->fogFar, 1000.0f, 1.0f, 10.0f);
this->work[CS_TIMER_1]++;
this->work[CS_TIMER_2]++;
@ -2979,10 +2979,10 @@ void BossTw_TwinrovaUpdate(Actor* thisx, GlobalContext* globalCtx2) {
this->unk_5F8 = 0;
this->collider.base.colType = COLTYPE_HIT3;
Math_ApproachF(&this->fogR, globalCtx->lightCtx.unk_07, 1.0f, 10.0f);
Math_ApproachF(&this->fogG, globalCtx->lightCtx.unk_08, 1.0f, 10.0f);
Math_ApproachF(&this->fogB, globalCtx->lightCtx.unk_09, 1.0f, 10.0f);
Math_ApproachF(&this->fogNear, globalCtx->lightCtx.unk_0A, 1.0f, 10.0f);
Math_ApproachF(&this->fogR, globalCtx->lightCtx.fogColor[0], 1.0f, 10.0f);
Math_ApproachF(&this->fogG, globalCtx->lightCtx.fogColor[1], 1.0f, 10.0f);
Math_ApproachF(&this->fogB, globalCtx->lightCtx.fogColor[2], 1.0f, 10.0f);
Math_ApproachF(&this->fogNear, globalCtx->lightCtx.fogNear, 1.0f, 10.0f);
Math_ApproachF(&this->fogFar, 1000.0f, 1.0f, 10.0f);
this->work[CS_TIMER_1]++;
@ -3529,7 +3529,7 @@ void BossTw_Draw(Actor* thisx, GlobalContext* globalCtx2) {
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, BossTw_OverrideLimbDraw, BossTw_PostLimbDraw, this);
Matrix_Pop();
POLY_OPA_DISP = func_800BC8A0(globalCtx, POLY_OPA_DISP);
POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP);
}
if (this->actor.params == TW_KOTAKE) {
@ -3888,8 +3888,8 @@ void BossTw_TwinrovaDraw(Actor* thisx, GlobalContext* globalCtx2) {
Matrix_Pop();
Matrix_MultVec3f(&D_8094A9EC, &this->beamOrigin);
POLY_OPA_DISP = Gfx_SetFog2(POLY_OPA_DISP, globalCtx->lightCtx.unk_07, globalCtx->lightCtx.unk_08,
globalCtx->lightCtx.unk_09, 0, globalCtx->lightCtx.unk_0A, 1000);
POLY_OPA_DISP = Gfx_SetFog2(POLY_OPA_DISP, globalCtx->lightCtx.fogColor[0], globalCtx->lightCtx.fogColor[1],
globalCtx->lightCtx.fogColor[2], 0, globalCtx->lightCtx.fogNear, 1000);
}
BossTw_DrawEffects(globalCtx);