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Match retail BossFd_DrawBody (#1915)

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cadmic 2024-03-03 14:07:51 -08:00 committed by GitHub
parent 9e5df5ba79
commit e7b1868d84
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@ -1895,20 +1895,19 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
Vec3f spF0 = { 0.0f, 0.0f, 0.0f };
Vec3f spE4;
Vec3s spDC;
f32 padD8;
f32 spD8;
f32 spD4;
if (this->bodyFallApart[i] < 2) {
f32 spD4 = 0.1f;
spD8 = spD4 = 0.1f;
temp_float = 0.1f;
Matrix_Translate(0.0f, 0.0f, -1100.0f, MTXMODE_APPLY);
Matrix_RotateY(-M_PI, MTXMODE_APPLY);
if (i >= 14) {
f32 sp84 = 1.0f - ((i - 14) * 0.2f);
Matrix_Scale(sp84, sp84, 1.0f, MTXMODE_APPLY);
spD4 = 0.1f * sp84;
temp_float = 0.1f * sp84;
spD4 = spD8 = spD8 * sp84;
}
Matrix_Scale(0.1f, 0.1f, 0.1f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_fd.c", 4768),
@ -1925,7 +1924,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
bones = (EnVbBall*)Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_VB_BALL, spE4.x,
spE4.y, spE4.z, spDC.x, spDC.y, spDC.z, i + 200);
bones->actor.scale.x = this->actor.scale.x * temp_float;
bones->actor.scale.x = this->actor.scale.x * spD8;
bones->actor.scale.y = this->actor.scale.y * spD4;
bones->actor.scale.z = this->actor.scale.z * 0.1f;
}