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Fix misc 7 (#1149)
* Fixup `Math3D_LineClosestToPoint` * `gDodongosCavernBossLavaFloorTex` is 32x64 * Name empty-dlist-making functions `_EmptyDList` * Fix typos * transitionRate -> morphFrames * Compare `xyzDistToPlayerSq` to squared values * Fix hookshot target/post collision header names being swapped * Fix description of `z_bg_mizu_movebg.c` * Add scene command comment to `func_80098508` to match other scene command handlers * Some fixup in `Camera_Demo5` * `1` -> `ALLOCTYPE_ABSOLUTE` in comment on `ActorContext.absoluteSpace`
This commit is contained in:
parent
a9526a3354
commit
e51fd73704
34 changed files with 93 additions and 87 deletions
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@ -1,7 +1,7 @@
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<Root>
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<File Name="object_d_hsblock" Segment="6">
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<Collision Name="gHookshotPostCol" Offset="0x578"/>
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<Collision Name="gHookshotTargetCol" Offset="0x730"/>
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<Collision Name="gHookshotTargetCol" Offset="0x578"/>
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<Collision Name="gHookshotPostCol" Offset="0x730"/>
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<DList Name="gHookshotPostDL" Offset="0x210"/>
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<DList Name="gHookshotTargetDL" Offset="0x470"/>
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<Texture Name="gHookshotTargetTex" OutName="hookshot_target" Format="i4" Width="64" Height="64" Offset="0x760"/>
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@ -6,7 +6,7 @@
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<Room Name="ddan_boss_room_0" Offset="0x0"/>
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</File>
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<File Name="ddan_boss_room_1" Segment="3">
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<Texture Name="gDodongosCavernBossLavaFloorTex" OutName="lava_floor" Format="rgba16" Width="64" Height="32" Offset="0x21D8"/>
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<Texture Name="gDodongosCavernBossLavaFloorTex" OutName="lava_floor" Format="rgba16" Width="32" Height="64" Offset="0x21D8"/>
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<Room Name="ddan_boss_room_1" Offset="0x0"/>
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</File>
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</Root>
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@ -1684,7 +1684,7 @@ f32 Math_CosF(f32 angle);
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s32 Math3D_PlaneVsLineSegClosestPoint(f32 planeAA, f32 planeAB, f32 planeAC, f32 planeADist, f32 planeBA, f32 planeBB,
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f32 planeBC, f32 planeBDist, Vec3f* linePointA, Vec3f* linePointB,
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Vec3f* closestPoint);
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void Math3D_LineClosestToPoint(Linef* line, Vec3f* pos, Vec3f* closestPoint);
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void Math3D_LineClosestToPoint(InfiniteLine* line, Vec3f* pos, Vec3f* closestPoint);
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s32 Math3D_PlaneVsPlaneVsLineClosestPoint(f32 planeAA, f32 planeAB, f32 planeAC, f32 planeADist, f32 planeBA,
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f32 planeBB, f32 planeBC, f32 planeBDist, Vec3f* point, Vec3f* closestPoint);
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void Math3D_LineSplitRatio(Vec3f* v0, Vec3f* v1, f32 ratio, Vec3f* ret);
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@ -263,7 +263,7 @@ typedef struct {
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} flags;
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/* 0x0128 */ TitleCardContext titleCtx;
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/* 0x0138 */ char unk_138[0x04];
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/* 0x013C */ void* absoluteSpace; // Space used to allocate actor overlays of alloc type 1
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/* 0x013C */ void* absoluteSpace; // Space used to allocate actor overlays with alloc type ALLOCTYPE_ABSOLUTE
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} ActorContext; // size = 0x140
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typedef struct {
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@ -789,7 +789,7 @@ typedef struct {
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{ flags, CAM_DATA_FLAGS }
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typedef struct {
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/* 0x00 */ Linef unk_00;
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/* 0x00 */ InfiniteLine unk_00;
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/* 0x18 */ f32 unk_18;
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/* 0x1C */ f32 unk_1C;
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/* 0x20 */ f32 unk_20;
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@ -913,7 +913,7 @@ typedef struct {
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typedef struct {
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/* 0x00 */ Vec3f initalPos;
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/* 0x0C */ s16 animTimer;
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/* 0x10 */ Linef sceneCamPosPlayerLine;
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/* 0x10 */ InfiniteLine sceneCamPosPlayerLine;
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} Unique0Anim; // size = 0x28
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typedef struct {
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@ -114,25 +114,27 @@ s32 Math3D_LineVsLineClosestTwoPoints(Vec3f* lineAPointA, Vec3f* lineAPointB, Ve
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* Determines the closest point on the line `line` to `pos`, by forming a line perpendicular from
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* `point` to `line` closest point is placed in `closestPoint`
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*/
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void Math3D_LineClosestToPoint(Linef* line, Vec3f* pos, Vec3f* closestPoint) {
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f32 dirVectorSize;
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void Math3D_LineClosestToPoint(InfiniteLine* line, Vec3f* pos, Vec3f* closestPoint) {
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f32 dirVectorLengthSq;
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f32 t;
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dirVectorSize = Math3D_Vec3fMagnitudeSq(&line->b);
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if (IS_ZERO(dirVectorSize)) {
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dirVectorLengthSq = Math3D_Vec3fMagnitudeSq(&line->dir);
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if (IS_ZERO(dirVectorLengthSq)) {
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osSyncPrintf(VT_COL(YELLOW, BLACK));
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// "Math3D_lineVsPosSuisenCross(): No straight line length"
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osSyncPrintf("Math3D_lineVsPosSuisenCross():直線の長さがありません\n");
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osSyncPrintf("cross = pos を返します。\n"); // "Returns cross = pos."
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osSyncPrintf(VT_RST);
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Math_Vec3f_Copy(closestPoint, pos);
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//! @bug Missing early return
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}
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t = (((pos->x - line->a.x) * line->b.x) + ((pos->y - line->a.y) * line->b.y) + ((pos->z - line->a.z) * line->b.z)) /
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dirVectorSize;
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closestPoint->x = (line->b.x * t) + line->a.x;
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closestPoint->y = (line->b.y * t) + line->a.y;
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closestPoint->z = (line->b.z * t) + line->a.z;
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t = (((pos->x - line->point.x) * line->dir.x) + ((pos->y - line->point.y) * line->dir.y) +
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((pos->z - line->point.z) * line->dir.z)) /
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dirVectorLengthSq;
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closestPoint->x = (line->dir.x * t) + line->point.x;
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closestPoint->y = (line->dir.y * t) + line->point.y;
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closestPoint->z = (line->dir.z * t) + line->point.z;
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}
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void Math3D_FindPointOnPlaneIntersect(f32 planeAAxis1Norm, f32 planeAAxis2Norm, f32 planeBAxis1Norm,
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@ -195,10 +197,10 @@ s32 Math3D_PlaneVsPlaneNewLine(f32 planeAA, f32 planeAB, f32 planeAC, f32 planeA
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*/
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s32 Math3D_PlaneVsPlaneVsLineClosestPoint(f32 planeAA, f32 planeAB, f32 planeAC, f32 planeADist, f32 planeBA,
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f32 planeBB, f32 planeBC, f32 planeBDist, Vec3f* point, Vec3f* closestPoint) {
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static Linef planeIntersect;
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static InfiniteLine planeIntersect;
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if (!Math3D_PlaneVsPlaneNewLine(planeAA, planeAB, planeAC, planeADist, planeBA, planeBB, planeBC, planeBDist,
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(InfiniteLine*)&planeIntersect)) {
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&planeIntersect)) {
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return false;
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}
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Math3D_LineClosestToPoint(&planeIntersect, point, closestPoint);
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@ -4291,23 +4291,23 @@ s32 Camera_Subj4(Camera* camera) {
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sCameraInterfaceFlags = subj4->interfaceFlags;
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if (camera->animState == 0) {
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spA4 = Camera_GetCamBgDataUnderPlayer(camera, &spAA);
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Camera_Vec3sToVec3f(&anim->unk_00.a, &spA4[1]);
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Camera_Vec3sToVec3f(&anim->unk_00.point, &spA4[1]);
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Camera_Vec3sToVec3f(&sp98, &spA4[spAA - 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, &anim->unk_00.a);
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sp88 = OLib_Vec3fDist(&playerPosRot->pos, &anim->unk_00.a);
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sp64.yaw = Camera_XZAngle(&sp98, &anim->unk_00.point);
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sp88 = OLib_Vec3fDist(&playerPosRot->pos, &anim->unk_00.point);
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if (OLib_Vec3fDist(&playerPosRot->pos, &sp98) < sp88) {
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anim->unk_00.b.x = anim->unk_00.a.x - sp98.x;
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anim->unk_00.b.y = anim->unk_00.a.y - sp98.y;
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anim->unk_00.b.z = anim->unk_00.a.z - sp98.z;
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anim->unk_00.a = sp98;
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anim->unk_00.dir.x = anim->unk_00.point.x - sp98.x;
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anim->unk_00.dir.y = anim->unk_00.point.y - sp98.y;
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anim->unk_00.dir.z = anim->unk_00.point.z - sp98.z;
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anim->unk_00.point = sp98;
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} else {
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anim->unk_00.b.x = sp98.x - anim->unk_00.a.x;
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anim->unk_00.b.y = sp98.y - anim->unk_00.a.y;
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anim->unk_00.b.z = sp98.z - anim->unk_00.a.z;
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anim->unk_00.dir.x = sp98.x - anim->unk_00.point.x;
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anim->unk_00.dir.y = sp98.y - anim->unk_00.point.y;
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anim->unk_00.dir.z = sp98.z - anim->unk_00.point.z;
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sp64.yaw = BINANG_ROT180(sp64.yaw);
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}
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anim->unk_30 = sp64.yaw;
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@ -4340,9 +4340,9 @@ s32 Camera_Subj4(Camera* camera) {
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Actor_GetWorldPosShapeRot(&sp6C, &camera->player->actor);
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Math3D_LineClosestToPoint(&anim->unk_00, &sp6C.pos, eyeNext);
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at->x = eyeNext->x + anim->unk_00.b.x;
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at->y = eyeNext->y + anim->unk_00.b.y;
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at->z = eyeNext->z + anim->unk_00.b.z;
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at->x = eyeNext->x + anim->unk_00.dir.x;
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at->y = eyeNext->y + anim->unk_00.dir.y;
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at->z = eyeNext->z + anim->unk_00.dir.z;
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*eye = *eyeNext;
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sp64.yaw = anim->unk_30;
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sp64.r = 5.0f;
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@ -4792,9 +4792,9 @@ s32 Camera_Unique0(Camera* camera) {
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func_80043B60(camera);
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camera->unk_14C &= ~4;
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sceneCamData = Camera_GetCamBGData(camera);
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Camera_Vec3sToVec3f(&anim->sceneCamPosPlayerLine.a, &BGCAM_POS(sceneCamData));
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Camera_Vec3sToVec3f(&anim->sceneCamPosPlayerLine.point, &BGCAM_POS(sceneCamData));
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*eye = camera->eyeNext = anim->sceneCamPosPlayerLine.a;
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*eye = camera->eyeNext = anim->sceneCamPosPlayerLine.point;
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sceneCamRot = BGCAM_ROT(sceneCamData);
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fov = BGCAM_FOV(sceneCamData);
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if (fov != -1) {
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@ -4807,7 +4807,7 @@ s32 Camera_Unique0(Camera* camera) {
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atPlayerOffset.r = OLib_Vec3fDist(&playerPosWithOffset, eye);
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atPlayerOffset.yaw = sceneCamRot.y;
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atPlayerOffset.pitch = -sceneCamRot.x;
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OLib_VecSphGeoToVec3f(&anim->sceneCamPosPlayerLine.b, &atPlayerOffset);
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OLib_VecSphGeoToVec3f(&anim->sceneCamPosPlayerLine.dir, &atPlayerOffset);
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Math3D_LineClosestToPoint(&anim->sceneCamPosPlayerLine, &playerPosRot->pos, &camera->at);
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anim->initalPos = playerPosRot->pos;
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camera->animState++;
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@ -5814,12 +5814,14 @@ s32 Camera_Demo5(Camera* camera) {
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f32 sp90;
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VecSph playerTargetGeo;
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VecSph eyePlayerGeo;
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VecSph sp78;
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s16 targetScreenPosX;
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s16 targetScreenPosY;
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s32 pad1;
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PosRot playerhead;
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PosRot targethead;
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Player* player;
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s16 sp4A;
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s32 pad;
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s32 framesDiff;
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s32 temp_v0;
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s16 t;
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s32 pad2;
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@ -5837,7 +5839,7 @@ s32 Camera_Demo5(Camera* camera) {
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Actor_GetFocus(&camera->targetPosRot, camera->target);
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OLib_Vec3fDiffToVecSphGeo(&playerTargetGeo, &camera->targetPosRot.pos, &camera->playerPosRot.pos);
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D_8011D3AC = camera->target->category;
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Actor_GetScreenPos(camera->globalCtx, camera->target, &sp78.yaw, &sp78.pitch);
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Actor_GetScreenPos(camera->globalCtx, camera->target, &targetScreenPosX, &targetScreenPosY);
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eyeTargetDist = OLib_Vec3fDist(&camera->targetPosRot.pos, &camera->eye);
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OLib_Vec3fDiffToVecSphGeo(&eyePlayerGeo, &playerhead.pos, &camera->eyeNext);
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sp4A = eyePlayerGeo.yaw - playerTargetGeo.yaw;
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@ -5869,7 +5871,8 @@ s32 Camera_Demo5(Camera* camera) {
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// distance between player and target is less than 30 units.
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ONEPOINT_CS_INFO(camera)->keyFrames = D_8011D79C;
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ONEPOINT_CS_INFO(camera)->keyFrameCnt = ARRAY_COUNT(D_8011D79C);
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if ((sp78.yaw < 0x15) || (sp78.yaw >= 0x12C) || (sp78.pitch < 0x29) || (sp78.pitch >= 0xC8)) {
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if ((targetScreenPosX < 0x15) || (targetScreenPosX >= 0x12C) || (targetScreenPosY < 0x29) ||
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(targetScreenPosY >= 0xC8)) {
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D_8011D79C[0].actionFlags = 0x41;
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D_8011D79C[0].atTargetInit.y = -30.0f;
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D_8011D79C[0].atTargetInit.x = 0.0f;
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@ -5901,7 +5904,8 @@ s32 Camera_Demo5(Camera* camera) {
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// The distance between the camera's current position and the target is less than 700 units
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// and the angle between the camera's position and the player, and the player to the target
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// is less than ~76.9 degrees
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if (sp78.yaw >= 0x15 && sp78.yaw < 0x12C && sp78.pitch >= 0x29 && sp78.pitch < 0xC8 && eyePlayerGeo.r > 30.0f) {
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if (targetScreenPosX >= 0x15 && targetScreenPosX < 0x12C && targetScreenPosY >= 0x29 &&
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targetScreenPosY < 0xC8 && eyePlayerGeo.r > 30.0f) {
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D_8011D88C[0].timerInit = camera->timer;
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ONEPOINT_CS_INFO(camera)->keyFrames = D_8011D88C;
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ONEPOINT_CS_INFO(camera)->keyFrameCnt = ARRAY_COUNT(D_8011D88C);
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@ -5997,8 +6001,8 @@ s32 Camera_Demo5(Camera* camera) {
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}
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}
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pad = sDemo5PrevSfxFrame - camera->globalCtx->state.frames;
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if ((pad >= 0x33) || (pad < -0x32)) {
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framesDiff = sDemo5PrevSfxFrame - camera->globalCtx->state.frames;
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if ((framesDiff > 50) || (framesDiff < -50)) {
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func_80078884(camera->data1);
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}
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@ -6012,11 +6016,11 @@ s32 Camera_Demo5(Camera* camera) {
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} else {
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sp4A = playerhead.rot.y - playerTargetGeo.yaw;
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if (camera->target->category == ACTORCAT_PLAYER) {
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pad = camera->globalCtx->state.frames - sDemo5PrevAction12Frame;
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framesDiff = camera->globalCtx->state.frames - sDemo5PrevAction12Frame;
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if (player->stateFlags1 & PLAYER_STATE1_11) {
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// holding object over head.
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func_8002DF54(camera->globalCtx, camera->target, 8);
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} else if (ABS(pad) > 3000) {
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} else if (ABS(framesDiff) > 3000) {
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func_8002DF54(camera->globalCtx, camera->target, 12);
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} else {
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func_8002DF54(camera->globalCtx, camera->target, 69);
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@ -1,7 +1,7 @@
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#include "global.h"
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// unused
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Gfx sCircleNullDList[] = {
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Gfx sCircleEmptyDList[] = {
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gsSPEndDisplayList(),
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};
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@ -76,7 +76,7 @@ void Lights_Draw(Lights* lights, GraphicsContext* gfxCtx) {
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if (0) {}
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i++; // abmient light is total number of lights + 1
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i++; // ambient light is total number of lights + 1
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gSPLight(POLY_OPA_DISP++, &lights->l.a, i);
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gSPLight(POLY_XLU_DISP++, &lights->l.a, i);
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@ -182,6 +182,7 @@ s32 Scene_ExecuteCommands(GlobalContext* globalCtx, SceneCmd* sceneCmd) {
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return 0;
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}
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// Scene Command 0x00: Spawn List
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void func_80098508(GlobalContext* globalCtx, SceneCmd* cmd) {
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ActorEntry* linkEntry = globalCtx->linkActorEntry = (ActorEntry*)SEGMENTED_TO_VIRTUAL(cmd->spawnList.segment) +
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globalCtx->setupEntranceList[globalCtx->curSpawn].spawn;
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@ -104,7 +104,7 @@ void BgGanonOtyuka_WaitToFall(BgGanonOtyuka* this, GlobalContext* globalCtx) {
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Vec3f center;
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s16 i;
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if (this->isFalling || ((globalCtx->actorCtx.unk_02 != 0) && (this->dyna.actor.xyzDistToPlayerSq < 4900.0f))) {
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if (this->isFalling || ((globalCtx->actorCtx.unk_02 != 0) && (this->dyna.actor.xyzDistToPlayerSq < SQ(70.0f)))) {
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osSyncPrintf("OTC O 1\n");
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for (i = 0; i < ARRAY_COUNT(D_80876A68); i++) {
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@ -1,7 +1,7 @@
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/*
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* File: z_bg_mizu_movebg.c
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* Overlay: ovl_Bg_Mizu_Movebg
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* Description: Kakariko Village Well Water
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* Description: Water Temple Moving Objects
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*/
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#include "z_bg_mizu_movebg.h"
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@ -3959,7 +3959,7 @@ void BossGanon_LightBall_Update(Actor* thisx, GlobalContext* globalCtx2) {
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if (hitWithBottle == false) {
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// if ganondorf is 250 units away from link, at least 3 volleys are required
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if ((ganondorf->actor.xyzDistToPlayerSq > 62500.0f) && (this->unk_1A4 < 3)) {
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if ((ganondorf->actor.xyzDistToPlayerSq > SQ(250.0f)) && (this->unk_1A4 < 3)) {
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this->unk_1C2 = 1;
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} else if (Rand_ZeroOne() < 0.7f) {
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this->unk_1C2 = 1;
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@ -1473,7 +1473,7 @@ Gfx* BossGanondrof_GetClearPixelDList(GraphicsContext* gfxCtx) {
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return dList;
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}
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Gfx* BossGanondrof_GetNullDList(GraphicsContext* gfxCtx) {
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Gfx* BossGanondrof_EmptyDList(GraphicsContext* gfxCtx) {
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Gfx* dList = (Gfx*)Graph_Alloc(gfxCtx, sizeof(Gfx) * 1);
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Gfx* dListHead = dList;
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@ -1511,7 +1511,7 @@ void BossGanondrof_Draw(Actor* thisx, GlobalContext* globalCtx) {
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if (this->work[GND_BODY_DECAY_FLAG]) {
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||||
gSPSegment(POLY_OPA_DISP++, 0x08, BossGanondrof_GetClearPixelDList(globalCtx->state.gfxCtx));
|
||||
} else {
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, BossGanondrof_GetNullDList(globalCtx->state.gfxCtx));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, BossGanondrof_EmptyDList(globalCtx->state.gfxCtx));
|
||||
}
|
||||
|
||||
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, BossGanondrof_OverrideLimbDraw,
|
||||
|
|
|
@ -215,7 +215,7 @@ void DemoEc_InitSkelAnime(DemoEc* this, GlobalContext* globalCtx, FlexSkeletonHe
|
|||
SkelAnime_InitFlex(globalCtx, &this->skelAnime, SEGMENTED_TO_VIRTUAL(skeletonHeader), NULL, NULL, NULL, 0);
|
||||
}
|
||||
|
||||
void DemoEc_ChangeAnimation(DemoEc* this, AnimationHeader* animation, u8 mode, f32 transitionRate, s32 reverse) {
|
||||
void DemoEc_ChangeAnimation(DemoEc* this, AnimationHeader* animation, u8 mode, f32 morphFrames, s32 reverse) {
|
||||
f32 frameCount;
|
||||
f32 startFrame;
|
||||
AnimationHeader* anim;
|
||||
|
@ -235,7 +235,7 @@ void DemoEc_ChangeAnimation(DemoEc* this, AnimationHeader* animation, u8 mode, f
|
|||
playbackSpeed = -1.0f;
|
||||
}
|
||||
|
||||
Animation_Change(&this->skelAnime, anim, playbackSpeed, startFrame, frameCount, mode, transitionRate);
|
||||
Animation_Change(&this->skelAnime, anim, playbackSpeed, startFrame, frameCount, mode, morphFrames);
|
||||
}
|
||||
|
||||
Gfx* DemoEc_AllocColorDList(GraphicsContext* gfxCtx, u8* color) {
|
||||
|
|
|
@ -275,8 +275,7 @@ void func_80985200(DemoIm* this, GlobalContext* globalCtx, s32 actionIdx) {
|
|||
}
|
||||
}
|
||||
|
||||
void DemoIm_ChangeAnim(DemoIm* this, AnimationHeader* animHeaderSeg, u8 animMode, f32 transitionRate,
|
||||
s32 playBackwards) {
|
||||
void DemoIm_ChangeAnim(DemoIm* this, AnimationHeader* animHeaderSeg, u8 animMode, f32 morphFrames, s32 playBackwards) {
|
||||
f32 frameCount = Animation_GetLastFrame(animHeaderSeg);
|
||||
f32 playbackSpeed;
|
||||
f32 startFrame;
|
||||
|
@ -292,7 +291,7 @@ void DemoIm_ChangeAnim(DemoIm* this, AnimationHeader* animHeaderSeg, u8 animMode
|
|||
playbackSpeed = -1.0f;
|
||||
}
|
||||
|
||||
Animation_Change(&this->skelAnime, animHeaderSeg, playbackSpeed, startFrame, endFrame, animMode, transitionRate);
|
||||
Animation_Change(&this->skelAnime, animHeaderSeg, playbackSpeed, startFrame, endFrame, animMode, morphFrames);
|
||||
}
|
||||
|
||||
void func_80985310(DemoIm* this, GlobalContext* globalCtx) {
|
||||
|
|
|
@ -194,7 +194,7 @@ void func_8098E6EC(DemoSa* this, GlobalContext* globalCtx, s32 actionIdx) {
|
|||
}
|
||||
}
|
||||
|
||||
void func_8098E76C(DemoSa* this, AnimationHeader* animHeaderSeg, u8 arg2, f32 transitionRate, s32 arg4) {
|
||||
void func_8098E76C(DemoSa* this, AnimationHeader* animHeaderSeg, u8 arg2, f32 morphFrames, s32 arg4) {
|
||||
s32 pad[2];
|
||||
f32 frameCount = Animation_GetLastFrame(animHeaderSeg);
|
||||
f32 playbackSpeed;
|
||||
|
@ -211,7 +211,7 @@ void func_8098E76C(DemoSa* this, AnimationHeader* animHeaderSeg, u8 arg2, f32 tr
|
|||
playbackSpeed = -1.0f;
|
||||
}
|
||||
|
||||
Animation_Change(&this->skelAnime, animHeaderSeg, playbackSpeed, unk0, fc, arg2, transitionRate);
|
||||
Animation_Change(&this->skelAnime, animHeaderSeg, playbackSpeed, unk0, fc, arg2, morphFrames);
|
||||
}
|
||||
|
||||
void func_8098E7FC(DemoSa* this, GlobalContext* globalCtx) {
|
||||
|
|
|
@ -97,7 +97,7 @@ void DoorAna_WaitClosed(DoorAna* this, GlobalContext* globalCtx) {
|
|||
|
||||
if (!(this->actor.params & 0x200)) {
|
||||
// opening with song of storms
|
||||
if (this->actor.xyzDistToPlayerSq < 40000.0f && Flags_GetEnv(globalCtx, 5)) {
|
||||
if (this->actor.xyzDistToPlayerSq < SQ(200.0f) && Flags_GetEnv(globalCtx, 5)) {
|
||||
openGrotto = true;
|
||||
this->actor.flags &= ~ACTOR_FLAG_4;
|
||||
}
|
||||
|
|
|
@ -232,7 +232,7 @@ void EnDivingGame_Talk(EnDivingGame* this, GlobalContext* globalCtx) {
|
|||
void EnDivingGame_HandlePlayChoice(EnDivingGame* this, GlobalContext* globalCtx) {
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
if (this->unk_292 == Message_GetState(&globalCtx->msgCtx) &&
|
||||
Message_ShouldAdvance(globalCtx)) { // Did player selected an answer?
|
||||
Message_ShouldAdvance(globalCtx)) { // Did the player select an answer?
|
||||
switch (globalCtx->msgCtx.choiceIndex) {
|
||||
case 0: // Yes
|
||||
if (gSaveContext.rupees >= 20) {
|
||||
|
|
|
@ -237,7 +237,7 @@ void EnGSwitch_SilverRupeeIdle(EnGSwitch* this, GlobalContext* globalCtx) {
|
|||
Player* player = GET_PLAYER(globalCtx);
|
||||
|
||||
this->actor.shape.rot.y += 0x800;
|
||||
if (this->actor.xyzDistToPlayerSq < 900.0f) {
|
||||
if (this->actor.xyzDistToPlayerSq < SQ(30.0f)) {
|
||||
Rupees_ChangeBy(5);
|
||||
sCollectedCount++;
|
||||
func_80078884(NA_SE_SY_GET_RUPY);
|
||||
|
|
|
@ -417,7 +417,7 @@ void func_80A3F0E4(EnGo* this) {
|
|||
}
|
||||
|
||||
s32 EnGo_IsCameraModified(EnGo* this, GlobalContext* globalCtx) {
|
||||
f32 xyzDist;
|
||||
f32 xyzDistSq;
|
||||
s16 yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
|
||||
Camera* camera = globalCtx->cameraPtrs[MAIN_CAM];
|
||||
|
||||
|
@ -425,13 +425,13 @@ s32 EnGo_IsCameraModified(EnGo* this, GlobalContext* globalCtx) {
|
|||
return 0;
|
||||
}
|
||||
|
||||
xyzDist = (this->actor.scale.x / 0.01f) * 10000.0f;
|
||||
xyzDistSq = (this->actor.scale.x / 0.01f) * 10000.0f;
|
||||
if ((this->actor.params & 0xF0) == 0x90) {
|
||||
Camera_ChangeSetting(camera, CAM_SET_DIRECTED_YAW);
|
||||
xyzDist *= 4.8f;
|
||||
xyzDistSq *= 4.8f;
|
||||
}
|
||||
|
||||
if (fabsf(this->actor.xyzDistToPlayerSq) > xyzDist) {
|
||||
if (fabsf(this->actor.xyzDistToPlayerSq) > xyzDistSq) {
|
||||
if (camera->setting == CAM_SET_DIRECTED_YAW) {
|
||||
Camera_ChangeSetting(camera, CAM_SET_NORMAL0);
|
||||
}
|
||||
|
|
|
@ -86,7 +86,7 @@ void EnHeishi1_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
osSyncPrintf(VT_FGCOL(YELLOW) " れえるでぇたぁ☆☆☆☆☆☆☆☆ %d\n" VT_RST, this->path);
|
||||
osSyncPrintf(VT_FGCOL(MAGENTA) " anime_frame_speed ☆☆☆☆☆☆ %f\n" VT_RST, this->animSpeed);
|
||||
// "interpolation frame"
|
||||
osSyncPrintf(VT_FGCOL(MAGENTA) " 補間フレーム☆☆☆☆☆☆☆☆☆ %f\n" VT_RST, this->transitionRate);
|
||||
osSyncPrintf(VT_FGCOL(MAGENTA) " 補間フレーム☆☆☆☆☆☆☆☆☆ %f\n" VT_RST, this->animMorphFrames);
|
||||
// "targeted movement speed value between points"
|
||||
osSyncPrintf(VT_FGCOL(MAGENTA) " point間の移動スピード目標値 ☆ %f\n" VT_RST, this->moveSpeedTarget);
|
||||
// "maximum movement speed value between points"
|
||||
|
@ -133,7 +133,7 @@ void EnHeishi1_SetupWalk(EnHeishi1* this, GlobalContext* globalCtx) {
|
|||
f32 frameCount = Animation_GetLastFrame(&gEnHeishiWalkAnim);
|
||||
|
||||
Animation_Change(&this->skelAnime, &gEnHeishiWalkAnim, this->animSpeed, 0.0f, (s16)frameCount, ANIMMODE_LOOP,
|
||||
this->transitionRate);
|
||||
this->animMorphFrames);
|
||||
this->bodyTurnSpeed = 0.0f;
|
||||
this->moveSpeed = 0.0f;
|
||||
this->headDirection = Rand_ZeroFloat(1.99f);
|
||||
|
@ -245,7 +245,7 @@ void EnHeishi1_SetupWait(EnHeishi1* this, GlobalContext* globalCtx) {
|
|||
f32 frameCount = Animation_GetLastFrame(&gEnHeishiIdleAnim);
|
||||
|
||||
Animation_Change(&this->skelAnime, &gEnHeishiIdleAnim, this->animSpeed, 0.0f, (s16)frameCount, ANIMMODE_LOOP,
|
||||
this->transitionRate);
|
||||
this->animMorphFrames);
|
||||
this->headBehaviorDecided = false;
|
||||
this->headDirection = Rand_ZeroFloat(1.99f);
|
||||
rand = Rand_ZeroFloat(50.0f);
|
||||
|
|
|
@ -31,7 +31,7 @@ typedef struct EnHeishi1 {
|
|||
union {
|
||||
struct {
|
||||
/* 0x0284 */ f32 animSpeed;
|
||||
/* 0x0288 */ f32 transitionRate;
|
||||
/* 0x0288 */ f32 animMorphFrames;
|
||||
/* 0x028C */ f32 moveSpeedTarget;
|
||||
/* 0x0290 */ f32 moveSpeedMax;
|
||||
/* 0x0294 */ f32 bodyTurnSpeedTarget;
|
||||
|
|
|
@ -582,7 +582,7 @@ void EnKanban_Update(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
s32 rippleScale;
|
||||
|
||||
if ((player->actor.speedXZ > 0.0f) && (player->actor.world.pos.y < this->actor.world.pos.y) &&
|
||||
(this->actor.xyzDistToPlayerSq < 2500.0f)) {
|
||||
(this->actor.xyzDistToPlayerSq < SQ(50.0f))) {
|
||||
Math_ApproachF(&this->actor.speedXZ, player->actor.speedXZ, 1.0f, 0.2f);
|
||||
if (this->actor.speedXZ > 1.0f) {
|
||||
this->actor.speedXZ = 1.0f;
|
||||
|
|
|
@ -282,7 +282,7 @@ void EnNb_SetInitialCsPosRot(EnNb* this, GlobalContext* globalCtx, s32 npcAction
|
|||
}
|
||||
}
|
||||
|
||||
void EnNb_SetCurrentAnim(EnNb* this, AnimationHeader* animation, u8 mode, f32 transitionRate, s32 arg4) {
|
||||
void EnNb_SetCurrentAnim(EnNb* this, AnimationHeader* animation, u8 mode, f32 morphFrames, s32 arg4) {
|
||||
f32 frameCount = Animation_GetLastFrame(animation);
|
||||
f32 playbackSpeed;
|
||||
f32 unk0;
|
||||
|
@ -298,7 +298,7 @@ void EnNb_SetCurrentAnim(EnNb* this, AnimationHeader* animation, u8 mode, f32 tr
|
|||
playbackSpeed = -1.0f;
|
||||
}
|
||||
|
||||
Animation_Change(&this->skelAnime, animation, playbackSpeed, unk0, fc, mode, transitionRate);
|
||||
Animation_Change(&this->skelAnime, animation, playbackSpeed, unk0, fc, mode, morphFrames);
|
||||
}
|
||||
|
||||
void EnNb_SetChamberAnim(EnNb* this, GlobalContext* globalCtx) {
|
||||
|
|
|
@ -537,7 +537,7 @@ void EnNiwLady_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
}
|
||||
}
|
||||
|
||||
Gfx* func_80ABB0A0(GraphicsContext* gfxCtx) {
|
||||
Gfx* EnNiwLady_EmptyDList(GraphicsContext* gfxCtx) {
|
||||
Gfx* dList;
|
||||
|
||||
dList = Graph_Alloc(gfxCtx, sizeof(Gfx));
|
||||
|
@ -576,7 +576,7 @@ void EnNiwLady_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|||
func_80093D18(globalCtx->state.gfxCtx);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->faceState]));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0C, func_80ABB0A0(globalCtx->state.gfxCtx));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0C, EnNiwLady_EmptyDList(globalCtx->state.gfxCtx));
|
||||
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
|
||||
this->skelAnime.dListCount, EnNiwLady_OverrideLimbDraw, NULL, this);
|
||||
}
|
||||
|
|
|
@ -188,7 +188,7 @@ void func_80ABCE38(EnNy* this) {
|
|||
}
|
||||
|
||||
void func_80ABCE50(EnNy* this, GlobalContext* globalCtx) {
|
||||
if (this->actor.xyzDistToPlayerSq <= 25600.0f) {
|
||||
if (this->actor.xyzDistToPlayerSq <= SQ(160.0f)) {
|
||||
func_80ABCD94(this);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2373,7 +2373,7 @@ s32 EnOssan_OverrideLimbDrawKokiriShopkeeper(GlobalContext* globalCtx, s32 limbI
|
|||
return 0;
|
||||
}
|
||||
|
||||
Gfx* EnOssan_EndDList(GraphicsContext* gfxCtx) {
|
||||
Gfx* EnOssan_EmptyDList(GraphicsContext* gfxCtx) {
|
||||
Gfx* disp = Graph_Alloc(gfxCtx, sizeof(Gfx));
|
||||
|
||||
gSPEndDisplayList(disp);
|
||||
|
@ -2398,7 +2398,7 @@ void EnOssan_DrawKokiriShopkeeper(Actor* thisx, GlobalContext* globalCtx) {
|
|||
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, EnOssan_SetEnvColor(globalCtx->state.gfxCtx, 0, 130, 70, 255));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x09, EnOssan_SetEnvColor(globalCtx->state.gfxCtx, 110, 170, 20, 255));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0C, EnOssan_EndDList(globalCtx->state.gfxCtx));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0C, EnOssan_EmptyDList(globalCtx->state.gfxCtx));
|
||||
|
||||
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
|
||||
EnOssan_OverrideLimbDrawKokiriShopkeeper, NULL, this);
|
||||
|
@ -2445,7 +2445,7 @@ void EnOssan_DrawZoraShopkeeper(Actor* thisx, GlobalContext* globalCtx) {
|
|||
|
||||
func_80093D18(globalCtx->state.gfxCtx);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0C, EnOssan_EndDList(globalCtx->state.gfxCtx));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0C, EnOssan_EmptyDList(globalCtx->state.gfxCtx));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sZoraShopkeeperEyeTextures[this->eyeTextureIdx]));
|
||||
|
||||
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
|
||||
|
|
|
@ -356,7 +356,7 @@ void func_80AEB220(EnRu1* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
}
|
||||
|
||||
void func_80AEB264(EnRu1* this, AnimationHeader* animation, u8 arg2, f32 transitionRate, s32 arg4) {
|
||||
void func_80AEB264(EnRu1* this, AnimationHeader* animation, u8 arg2, f32 morphFrames, s32 arg4) {
|
||||
s32 pad[2];
|
||||
AnimationHeader* animHeader = SEGMENTED_TO_VIRTUAL(animation);
|
||||
f32 frameCount = Animation_GetLastFrame(animHeader);
|
||||
|
@ -374,7 +374,7 @@ void func_80AEB264(EnRu1* this, AnimationHeader* animation, u8 arg2, f32 transit
|
|||
playbackSpeed = -1.0f;
|
||||
}
|
||||
|
||||
Animation_Change(&this->skelAnime, animHeader, playbackSpeed, unk0, fc, arg2, transitionRate);
|
||||
Animation_Change(&this->skelAnime, animHeader, playbackSpeed, unk0, fc, arg2, morphFrames);
|
||||
}
|
||||
|
||||
s32 EnRu1_UpdateSkelAnime(EnRu1* this) {
|
||||
|
|
|
@ -212,7 +212,7 @@ void func_80AF2868(EnRu2* this, GlobalContext* globalCtx, u32 npcActionIdx) {
|
|||
}
|
||||
}
|
||||
|
||||
void func_80AF28E8(EnRu2* this, AnimationHeader* animation, u8 arg2, f32 transitionRate, s32 arg4) {
|
||||
void func_80AF28E8(EnRu2* this, AnimationHeader* animation, u8 arg2, f32 morphFrames, s32 arg4) {
|
||||
f32 frameCount = Animation_GetLastFrame(animation);
|
||||
f32 playbackSpeed;
|
||||
f32 unk0;
|
||||
|
@ -228,7 +228,7 @@ void func_80AF28E8(EnRu2* this, AnimationHeader* animation, u8 arg2, f32 transit
|
|||
playbackSpeed = -1.0f;
|
||||
}
|
||||
|
||||
Animation_Change(&this->skelAnime, animation, playbackSpeed, unk0, fc, arg2, transitionRate);
|
||||
Animation_Change(&this->skelAnime, animation, playbackSpeed, unk0, fc, arg2, morphFrames);
|
||||
}
|
||||
|
||||
void func_80AF2978(EnRu2* this, GlobalContext* globalCtx) {
|
||||
|
|
|
@ -210,7 +210,7 @@ s32 EnTk_CheckFacingPlayer(EnTk* this) {
|
|||
s16 v0;
|
||||
s16 v1;
|
||||
|
||||
if (this->actor.xyzDistToPlayerSq > 10000.0f) {
|
||||
if (this->actor.xyzDistToPlayerSq > SQ(100.0f)) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -564,7 +564,7 @@ void func_80B4FCCC(EnZl2* this, GlobalContext* globalCtx) {
|
|||
gSegments[6] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[unk_274].segment);
|
||||
}
|
||||
|
||||
void func_80B4FD00(EnZl2* this, AnimationHeader* animation, u8 arg2, f32 transitionRate, s32 arg4) {
|
||||
void func_80B4FD00(EnZl2* this, AnimationHeader* animation, u8 arg2, f32 morphFrames, s32 arg4) {
|
||||
f32 frameCount = Animation_GetLastFrame(animation);
|
||||
f32 playbackSpeed;
|
||||
f32 unk0;
|
||||
|
@ -580,7 +580,7 @@ void func_80B4FD00(EnZl2* this, AnimationHeader* animation, u8 arg2, f32 transit
|
|||
playbackSpeed = -1.0f;
|
||||
}
|
||||
|
||||
Animation_Change(&this->skelAnime, animation, playbackSpeed, unk0, fc, arg2, transitionRate);
|
||||
Animation_Change(&this->skelAnime, animation, playbackSpeed, unk0, fc, arg2, morphFrames);
|
||||
}
|
||||
|
||||
void func_80B4FD90(EnZl2* this, GlobalContext* globalCtx) {
|
||||
|
|
|
@ -746,7 +746,7 @@ void func_80B54DE0(EnZl3* this, GlobalContext* globalCtx) {
|
|||
gSegments[6] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[idx].segment);
|
||||
}
|
||||
|
||||
void func_80B54E14(EnZl3* this, AnimationHeader* animation, u8 arg2, f32 transitionRate, s32 arg4) {
|
||||
void func_80B54E14(EnZl3* this, AnimationHeader* animation, u8 arg2, f32 morphFrames, s32 arg4) {
|
||||
f32 frameCount = Animation_GetLastFrame(animation);
|
||||
f32 playbackSpeed;
|
||||
f32 unk0;
|
||||
|
@ -762,7 +762,7 @@ void func_80B54E14(EnZl3* this, AnimationHeader* animation, u8 arg2, f32 transit
|
|||
playbackSpeed = -1.0f;
|
||||
}
|
||||
|
||||
Animation_Change(&this->skelAnime, animation, playbackSpeed, unk0, fc, arg2, transitionRate);
|
||||
Animation_Change(&this->skelAnime, animation, playbackSpeed, unk0, fc, arg2, morphFrames);
|
||||
}
|
||||
|
||||
void func_80B54EA4(EnZl3* this, GlobalContext* globalCtx) {
|
||||
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@ -42,7 +42,7 @@ static InitChainEntry sInitChain[] = {
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ICHAIN_F32(uncullZoneDownward, 2000, ICHAIN_STOP),
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};
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static CollisionHeader* sCollisionHeaders[] = { &gHookshotTargetCol, &gHookshotTargetCol, &gHookshotPostCol };
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static CollisionHeader* sCollisionHeaders[] = { &gHookshotPostCol, &gHookshotPostCol, &gHookshotTargetCol };
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static Color_RGB8 sFireTempleColor = { 165, 125, 55 };
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||||
|
||||
|
|
Loading…
Reference in a new issue