mirror of https://github.com/zeldaret/mm.git
Decompile and Document Camera `z_play` functions (#933)
* Document z_play camera functions * cleanup function names * PR Suggestion * Fix master merge, add comments * fix merge * small fix Co-authored-by: angie <angheloalf95@gmail.com>
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@ -690,7 +690,7 @@ s32 func_800B874C(Actor* actor, PlayState* play, f32 xzRange, f32 yRange);
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s32 func_800B8804(Actor* actor, PlayState* play, f32 xzRange);
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s32 func_800B886C(Actor* actor, PlayState* play);
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void Actor_GetScreenPos(PlayState* play, Actor* actor, s16* x, s16* y);
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s32 func_800B8934(PlayState* play, Actor* actor);
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s32 Actor_OnScreen(PlayState* play, Actor* actor);
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s32 Actor_HasParent(Actor* actor, PlayState* play);
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s32 Actor_PickUp(Actor* actor, PlayState* play, s32 getItemId, f32 xzRange, f32 yRange);
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s32 Actor_PickUpNearby(Actor* actor, PlayState* play, s32 getItemId);
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@ -1105,8 +1105,8 @@ Camera* Camera_Alloc(View* view, CollisionContext* bg, PlayState* play);
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void Camera_Free(Camera* camera);
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void Camera_Init(Camera* camera, View* view, CollisionContext* bg, PlayState* play);
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// void func_800DDFE0(void);
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void func_800DE0EC(Camera* camera, Actor* actor);
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// s32 func_800DE308(Camera* camera, UNK_TYPE2 uParm2);
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void Camera_InitPlayerSettings(Camera* camera, Player* player);
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s32 Camera_ChangeStatus(Camera* camera, s16 status);
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// void func_800DE324(void);
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// void func_800DE62C(void);
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// void func_800DE840(void);
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@ -1127,7 +1127,7 @@ void Camera_GetCamDir(Vec3s* dst, Camera* camera);
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s16 Camera_GetCamDirPitch(Camera* camera);
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s16 Camera_GetCamDirYaw(Camera* camera);
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void Camera_AddQuake(Camera* camera, s32 arg1, s16 y, s32 countdown);
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void func_800DFD78(Camera* camera, s32 paramFlag, void* value);
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s32 Camera_SetViewParam(Camera* camera, s32 viewFlag, void* param);
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// UNK_TYPE4 func_800DFEF0(s32 param_1, u16 param_2);
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// UNK_TYPE4 func_800DFF18(Camera* iParm1, UNK_TYPE2 uParm2);
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// UNK_TYPE4 func_800DFF34(s32 param_1);
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@ -1135,7 +1135,7 @@ void func_800DFD78(Camera* camera, s32 paramFlag, void* value);
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s16 Camera_SetFlags(Camera* iParm1, s16 flags);
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s16 Camera_ClearFlags(Camera* camera, s16 flags);
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s32 Camera_ChangeDoorCam(Camera* camera, Actor* doorActor, s16 bgCamDataId, f32 arg3, s16 timer1, s16 timer2, s16 timer3);
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// UNK_TYPE4 func_800E007C(Camera* param_1, Camera* param_2);
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s32 Camera_Copy(Camera* dstCamera, Camera* srcCamera);
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// UNK_TYPE4 func_800E01AC(void);
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Vec3f* Camera_GetQuakeOffset(Vec3f* dst, Camera* camera);
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// void func_800E01DC(s32 param_1, u32 param_2, UNK_TYPE4 param_3, UNK_TYPE4 param_4, UNK_TYPE2 param_5, UNK_TYPE2 param_6);
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@ -2574,18 +2574,18 @@ void func_80165690(void);
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// void func_80165EC0(void);
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// void func_80166060(void);
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Gfx* func_801660B8(PlayState* play, Gfx* gfx);
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void Play_Fini(GameState* thisx);
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void Play_Destroy(GameState* thisx);
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// void func_801663C4(void);
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// void func_80166644(void);
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// void func_801668B4(void);
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void func_80166968(PlayState* play, Camera* camera);
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void func_80166B30(PlayState* play);
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void func_80167814(PlayState* play);
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void Play_Update(PlayState* play);
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void func_80167DE4(PlayState* play);
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// void func_80167F0C(void);
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void Play_Draw(PlayState* play);
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void func_80168DAC(PlayState* play);
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void Play_Update(PlayState* play);
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void Play_Main(PlayState* play);
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s32 Play_InCsMode(PlayState* play);
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f32 func_80169100(PlayState* play, MtxF* mtx, CollisionPoly** arg2, s32* arg3, Vec3f* feetPosPtr);
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// void func_801691F0(void);
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@ -2593,19 +2593,19 @@ void* Play_LoadScene(PlayState* play, RomFile* entry);
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void func_8016927C(PlayState* play, s16 sParm2);
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// void func_801692C4(PlayState* play, UNK_TYPE1 uParm2);
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// void Play_SceneInit(PlayState* play, s32 sceneIndex, UNK_TYPE1 param_3);
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UNK_RET func_80169474(PlayState* play, Vec3f* v1, Vec3f* v2);
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s32 Play_CreateSubCamera(PlayState* play);
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s32 Play_GetActiveCamId(PlayState* play);
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void Play_CameraChangeStatus(PlayState* play, s16 camId, s16 status);
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void Play_GetScreenPos(PlayState* play, Vec3f* worldPos, Vec3f* screenPos);
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s16 Play_CreateSubCamera(PlayState* play);
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s16 Play_GetActiveCamId(PlayState* play);
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s32 Play_ChangeCameraStatus(PlayState* play, s16 camId, s16 status);
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void Play_ClearCamera(PlayState* play, s16 camId);
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Camera* Play_GetCamera(PlayState* play, s16 camId);
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s32 Play_CameraSetAtEye(PlayState* play, s16 camId, Vec3f* at, Vec3f* eye);
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void Play_CameraSetAtEyeUp(PlayState* play, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
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void Play_CameraSetFov(PlayState* play, s16 camId, f32 fov);
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void Play_CameraSetRoll(PlayState* play, s16 camId, s16 roll);
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s32 Play_SetCameraAtEye(PlayState* play, s16 camId, Vec3f* at, Vec3f* eye);
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s32 Play_SetCameraAtEyeUp(PlayState* play, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
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s32 Play_SetCameraFov(PlayState* play, s16 camId, f32 fov);
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s32 Play_SetCameraRoll(PlayState* play, s16 camId, s16 roll);
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void Play_CopyCamera(PlayState* play, s16 dstCamId, s16 srcCamId);
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// void func_80169A50(void);
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void Play_CameraChangeSetting(PlayState* play, s16 camId, s16 setting);
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s32 func_80169A50(PlayState* play, s16 camId, Player* player, s16 setting);
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s32 Play_ChangeCameraSetting(PlayState* play, s16 camId, s16 setting);
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void func_80169AFC(PlayState* play, s16 camId, s16 arg2);
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u16 Play_GetActorCsCamSetting(PlayState* play, s32 csCamDataIndex);
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Vec3s* Play_GetActorCsCamFuncData(PlayState* play, s32 csCamDataIndex);
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@ -393,11 +393,7 @@ void func_800B4B50(Actor* actor, Lights* mapper, PlayState* play) {
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void Actor_GetProjectedPos(PlayState* play, Vec3f* worldPos, Vec3f* projectedPos, f32* invW) {
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SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, worldPos, projectedPos, invW);
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if (*invW < 1.0f) {
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*invW = 1.0f;
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} else {
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*invW = 1.0f / *invW;
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}
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*invW = (*invW < 1.0f) ? 1.0f : (1.0f / *invW);
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}
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void Target_SetPos(TargetContext* targetCtx, s32 index, f32 x, f32 y, f32 z) {
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@ -507,11 +503,11 @@ void Actor_DrawZTarget(TargetContext* targetCtx, PlayState* play) {
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Actor_GetProjectedPos(play, &targetCtx->targetCenterPos, &projectedPos, &invW);
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projectedPos.x = (160 * (projectedPos.x * invW)) * var1;
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projectedPos.x = CLAMP(projectedPos.x, -320.0f, 320.0f);
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projectedPos.x = ((SCREEN_WIDTH / 2) * (projectedPos.x * invW)) * var1;
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projectedPos.x = CLAMP(projectedPos.x, -SCREEN_WIDTH, SCREEN_WIDTH);
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projectedPos.y = (120 * (projectedPos.y * invW)) * var1;
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projectedPos.y = CLAMP(projectedPos.y, -240.0f, 240.0f);
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projectedPos.y = ((SCREEN_HEIGHT / 2) * (projectedPos.y * invW)) * var1;
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projectedPos.y = CLAMP(projectedPos.y, -SCREEN_HEIGHT, SCREEN_HEIGHT);
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projectedPos.z = projectedPos.z * var1;
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@ -588,8 +584,8 @@ void func_800B5814(TargetContext* targetCtx, Player* player, Actor* actor, GameS
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PlayState* play = (PlayState*)gameState;
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Actor* sp68 = NULL;
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s32 category;
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Vec3f sp58;
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f32 sp54;
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Vec3f projectedPos;
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f32 invW;
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if ((player->unk_730 != 0) && (player->unk_AE3[player->unk_ADE] == 2)) {
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targetCtx->unk_94 = NULL;
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@ -641,8 +637,9 @@ void func_800B5814(TargetContext* targetCtx, Player* player, Actor* actor, GameS
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}
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if (actor != NULL && targetCtx->unk4B == 0) {
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Actor_GetProjectedPos(play, &actor->focus.pos, &sp58, &sp54);
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if ((sp58.z <= 0.0f) || (fabsf(sp58.x * sp54) >= 1.0f) || (fabsf(sp58.y * sp54) >= 1.0f)) {
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Actor_GetProjectedPos(play, &actor->focus.pos, &projectedPos, &invW);
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if ((projectedPos.z <= 0.0f) || (fabsf(projectedPos.x * invW) >= 1.0f) ||
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(fabsf(projectedPos.y * invW) >= 1.0f)) {
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actor = NULL;
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}
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}
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@ -1963,14 +1960,15 @@ s32 func_800B886C(Actor* actor, PlayState* play) {
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void Actor_GetScreenPos(PlayState* play, Actor* actor, s16* x, s16* y) {
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Vec3f projectedPos;
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f32 w;
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f32 invW;
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Actor_GetProjectedPos(play, &actor->focus.pos, &projectedPos, &w);
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*x = PROJECTED_TO_SCREEN_X(projectedPos, w);
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*y = PROJECTED_TO_SCREEN_Y(projectedPos, w);
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Actor_GetProjectedPos(play, &actor->focus.pos, &projectedPos, &invW);
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*x = PROJECTED_TO_SCREEN_X(projectedPos, invW);
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*y = PROJECTED_TO_SCREEN_Y(projectedPos, invW);
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}
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s32 func_800B8934(PlayState* play, Actor* actor) {
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s32 Actor_OnScreen(PlayState* play, Actor* actor) {
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Vec3f projectedPos;
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f32 invW;
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s32 pad[2];
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@ -4058,7 +4056,7 @@ s32 func_800BD2B4(PlayState* play, Actor* actor, s16* arg2, f32 arg3, u16 (*text
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} else if (*arg2) {
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*arg2 = arg5(play, actor);
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return false;
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} else if (!func_800B8934(play, actor)) {
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} else if (!Actor_OnScreen(play, actor)) {
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return false;
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} else if (!func_800B8614(actor, play, arg3)) {
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return false;
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@ -372,9 +372,9 @@ s32 Camera_GetWaterBoxBgCamSetting(Camera* camera, f32* waterY) {
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_camera/func_800DE0E0.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_camera/func_800DE0EC.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_camera/Camera_InitPlayerSettings.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_camera/func_800DE308.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_camera/Camera_ChangeStatus.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_camera/func_800DE324.s")
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@ -416,7 +416,7 @@ s32 Camera_GetWaterBoxBgCamSetting(Camera* camera, f32* waterY) {
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_camera/Camera_AddQuake.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_camera/func_800DFD78.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_camera/Camera_SetViewParam.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_camera/func_800DFEF0.s")
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@ -432,7 +432,7 @@ s32 Camera_GetWaterBoxBgCamSetting(Camera* camera, f32* waterY) {
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_camera/Camera_ChangeDoorCam.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_camera/func_800E007C.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_camera/Camera_Copy.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_camera/func_800E01AC.s")
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@ -17,7 +17,7 @@ GameStateOverlay gGameStateOverlayTable[] = {
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GAMESTATE_OVERLAY_INTERNAL(TitleSetup_Init, TitleSetup_Destroy, sizeof(GameState)),
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GAMESTATE_OVERLAY(select, MapSelect_Init, MapSelect_Destroy, sizeof(MapSelectState)),
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GAMESTATE_OVERLAY(title, Title_Init, Title_Destroy, sizeof(TitleContext)),
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GAMESTATE_OVERLAY_INTERNAL(Play_Init, Play_Fini, sizeof(PlayState)),
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GAMESTATE_OVERLAY_INTERNAL(Play_Init, Play_Destroy, sizeof(PlayState)),
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GAMESTATE_OVERLAY(opening, Opening_Init, Opening_Destroy, sizeof(OpeningContext)),
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GAMESTATE_OVERLAY(file_choose, FileChoose_Init, FileChoose_Destroy, sizeof(FileChooseContext)),
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GAMESTATE_OVERLAY(daytelop, Daytelop_Init, Daytelop_Destroy, sizeof(DaytelopContext)),
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@ -379,22 +379,22 @@ void Lights_GlowCheck(PlayState* play) {
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LightPoint* params = &light->info->params.point;
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if (light->info->type == LIGHT_POINT_GLOW) {
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Vec3f pos;
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Vec3f worldPos;
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Vec3f projectedPos;
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f32 invW;
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pos.x = params->x;
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pos.y = params->y;
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pos.z = params->z;
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Actor_GetProjectedPos(play, &pos, &projectedPos, &invW);
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worldPos.x = params->x;
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worldPos.y = params->y;
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worldPos.z = params->z;
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Actor_GetProjectedPos(play, &worldPos, &projectedPos, &invW);
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params->drawGlow = 0;
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if ((projectedPos.z > 1) && (fabsf(projectedPos.x * invW) < 1) && (fabsf(projectedPos.y * invW) < 1)) {
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s32 wX = PROJECTED_TO_SCREEN_X(projectedPos, invW);
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s32 wY = PROJECTED_TO_SCREEN_Y(projectedPos, invW);
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s32 wZ = (s32)((projectedPos.z * invW) * 16352) + 16352;
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s32 zBuf = func_80178A94(wX, wY);
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s32 screenPosX = PROJECTED_TO_SCREEN_X(projectedPos, invW);
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s32 screenPosY = PROJECTED_TO_SCREEN_Y(projectedPos, invW);
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s32 wZ = (s32)((projectedPos.z * invW) * 16352.0f) + 16352;
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s32 zBuf = func_80178A94(screenPosX, screenPosY);
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if (wZ < zBuf) {
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params->drawGlow = 1;
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@ -34,7 +34,7 @@
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/func_801660B8.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_Fini.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_Destroy.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/func_801663C4.s")
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@ -46,7 +46,7 @@
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/func_80166B30.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/func_80167814.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_Update.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/func_80167DE4.s")
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@ -56,7 +56,7 @@
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/func_80168DAC.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_Update.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_Main.s")
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s32 Play_InCsMode(PlayState* this) {
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return (this->csCtx.state != 0) || Player_InCsMode(this);
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@ -74,39 +74,217 @@ s32 Play_InCsMode(PlayState* this) {
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_SceneInit.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/func_80169474.s")
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void Play_GetScreenPos(PlayState* this, Vec3f* worldPos, Vec3f* screenPos) {
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f32 invW;
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_CreateSubCamera.s")
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// screenPos temporarily stores the projectedPos
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Actor_GetProjectedPos(this, worldPos, screenPos, &invW);
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_GetActiveCamId.s")
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screenPos->x = (SCREEN_WIDTH / 2) + (screenPos->x * invW * (SCREEN_WIDTH / 2));
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screenPos->y = (SCREEN_HEIGHT / 2) - (screenPos->y * invW * (SCREEN_HEIGHT / 2));
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}
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_CameraChangeStatus.s")
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s16 Play_CreateSubCamera(PlayState* this) {
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s16 subCamId;
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_ClearCamera.s")
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for (subCamId = CAM_ID_SUB_FIRST; subCamId < NUM_CAMS; subCamId++) {
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if (this->cameraPtrs[subCamId] == NULL) {
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break;
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_ClearAllSubCameras.s")
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// if no subCameras available
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if (subCamId == NUM_CAMS) {
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return CAM_ID_NONE;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_GetCamera.s")
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this->cameraPtrs[subCamId] = &this->subCameras[subCamId - CAM_ID_SUB_FIRST];
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Camera_Init(this->cameraPtrs[subCamId], &this->view, &this->colCtx, this);
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this->cameraPtrs[subCamId]->camId = subCamId;
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_CameraSetAtEye.s")
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return subCamId;
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}
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|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_CameraSetAtEyeUp.s")
|
||||
s16 Play_GetActiveCamId(PlayState* this) {
|
||||
return this->activeCamId;
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_CameraSetFov.s")
|
||||
s32 Play_ChangeCameraStatus(PlayState* this, s16 camId, s16 status) {
|
||||
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_CameraSetRoll.s")
|
||||
if (status == CAM_STATUS_ACTIVE) {
|
||||
this->activeCamId = camIdx;
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_CopyCamera.s")
|
||||
return Camera_ChangeStatus(this->cameraPtrs[camIdx], status);
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/func_80169A50.s")
|
||||
void Play_ClearCamera(PlayState* this, s16 camId) {
|
||||
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_CameraChangeSetting.s")
|
||||
if (this->cameraPtrs[camIdx] != NULL) {
|
||||
Camera_ChangeStatus(this->cameraPtrs[camIdx], CAM_STATUS_INACTIVE);
|
||||
this->cameraPtrs[camIdx] = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/func_80169AFC.s")
|
||||
void Play_ClearAllSubCameras(PlayState* this) {
|
||||
s16 subCamId;
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_CameraGetUID.s")
|
||||
for (subCamId = CAM_ID_SUB_FIRST; subCamId < NUM_CAMS; subCamId++) {
|
||||
if (this->cameraPtrs[subCamId] != NULL) {
|
||||
Play_ClearCamera(this, subCamId);
|
||||
}
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/func_80169BF8.s")
|
||||
this->activeCamId = CAM_ID_MAIN;
|
||||
}
|
||||
|
||||
Camera* Play_GetCamera(PlayState* this, s16 camId) {
|
||||
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
|
||||
|
||||
return this->cameraPtrs[camIdx];
|
||||
}
|
||||
|
||||
/**
|
||||
* @return bit-packed success if each of the params were applied
|
||||
*/
|
||||
s32 Play_SetCameraAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye) {
|
||||
s32 successfullySet = 0;
|
||||
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
|
||||
Camera* camera = this->cameraPtrs[camIdx];
|
||||
|
||||
successfullySet |= Camera_SetViewParam(camera, CAM_VIEW_AT, at);
|
||||
successfullySet <<= 1;
|
||||
successfullySet |= Camera_SetViewParam(camera, CAM_VIEW_EYE, eye);
|
||||
|
||||
camera->dist = Math3D_Distance(at, eye);
|
||||
|
||||
if (camera->focalActor != NULL) {
|
||||
camera->atActorOffset.x = at->x - camera->focalActor->world.pos.x;
|
||||
camera->atActorOffset.y = at->y - camera->focalActor->world.pos.y;
|
||||
camera->atActorOffset.z = at->z - camera->focalActor->world.pos.z;
|
||||
} else {
|
||||
camera->atActorOffset.x = camera->atActorOffset.y = camera->atActorOffset.z = 0.0f;
|
||||
}
|
||||
|
||||
camera->atLerpStepScale = 0.01f;
|
||||
|
||||
return successfullySet;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return bit-packed success if each of the params were applied
|
||||
*/
|
||||
s32 Play_SetCameraAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up) {
|
||||
s32 successfullySet = 0;
|
||||
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
|
||||
Camera* camera = this->cameraPtrs[camIdx];
|
||||
|
||||
successfullySet |= Camera_SetViewParam(camera, CAM_VIEW_AT, at);
|
||||
successfullySet <<= 1;
|
||||
successfullySet |= Camera_SetViewParam(camera, CAM_VIEW_EYE, eye);
|
||||
successfullySet <<= 1;
|
||||
successfullySet |= Camera_SetViewParam(camera, CAM_VIEW_UP, up);
|
||||
|
||||
camera->dist = Math3D_Distance(at, eye);
|
||||
|
||||
if (camera->focalActor != NULL) {
|
||||
camera->atActorOffset.x = at->x - camera->focalActor->world.pos.x;
|
||||
camera->atActorOffset.y = at->y - camera->focalActor->world.pos.y;
|
||||
camera->atActorOffset.z = at->z - camera->focalActor->world.pos.z;
|
||||
} else {
|
||||
camera->atActorOffset.x = camera->atActorOffset.y = camera->atActorOffset.z = 0.0f;
|
||||
}
|
||||
|
||||
camera->atLerpStepScale = 0.01f;
|
||||
|
||||
return successfullySet;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return true if the fov was successfully set
|
||||
*/
|
||||
s32 Play_SetCameraFov(PlayState* this, s16 camId, f32 fov) {
|
||||
s32 successfullySet = Camera_SetViewParam(this->cameraPtrs[camId], CAM_VIEW_FOV, &fov) & 1;
|
||||
|
||||
if (1) {}
|
||||
return successfullySet;
|
||||
}
|
||||
|
||||
s32 Play_SetCameraRoll(PlayState* this, s16 camId, s16 roll) {
|
||||
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
|
||||
Camera* camera = this->cameraPtrs[camIdx];
|
||||
|
||||
camera->roll = roll;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
void Play_CopyCamera(PlayState* this, s16 destCamId, s16 srcCamId) {
|
||||
s16 srcCamId2 = (srcCamId == CAM_ID_NONE) ? this->activeCamId : srcCamId;
|
||||
s16 destCamId1 = (destCamId == CAM_ID_NONE) ? this->activeCamId : destCamId;
|
||||
|
||||
Camera_Copy(this->cameraPtrs[destCamId1], this->cameraPtrs[srcCamId2]);
|
||||
}
|
||||
|
||||
// Same as Play_ChangeCameraSetting but also calls Camera_InitPlayerSettings
|
||||
s32 func_80169A50(PlayState* this, s16 camId, Player* player, s16 setting) {
|
||||
Camera* camera;
|
||||
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
|
||||
|
||||
camera = this->cameraPtrs[camIdx];
|
||||
Camera_InitPlayerSettings(camera, player);
|
||||
return Camera_ChangeSetting(camera, setting);
|
||||
}
|
||||
|
||||
s32 Play_ChangeCameraSetting(PlayState* this, s16 camId, s16 setting) {
|
||||
return Camera_ChangeSetting(Play_GetCamera(this, camId), setting);
|
||||
}
|
||||
|
||||
// Related to bosses and fishing
|
||||
void func_80169AFC(PlayState* this, s16 camId, s16 timer) {
|
||||
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
|
||||
s16 i;
|
||||
|
||||
Play_ClearCamera(this, camIdx);
|
||||
|
||||
for (i = CAM_ID_SUB_FIRST; i < NUM_CAMS; i++) {
|
||||
if (this->cameraPtrs[i] != NULL) {
|
||||
Play_ClearCamera(this, i);
|
||||
}
|
||||
}
|
||||
|
||||
if (timer <= 0) {
|
||||
Play_ChangeCameraStatus(this, CAM_ID_MAIN, CAM_STATUS_ACTIVE);
|
||||
this->cameraPtrs[CAM_ID_MAIN]->childCamId = this->cameraPtrs[CAM_ID_MAIN]->doorTimer2 = 0;
|
||||
}
|
||||
}
|
||||
|
||||
s16 Play_GetCameraUID(PlayState* this, s16 camId) {
|
||||
Camera* camera = this->cameraPtrs[camId];
|
||||
|
||||
if (camera != NULL) {
|
||||
return camera->uid;
|
||||
} else {
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
// Unused in both MM and OoT, purpose is very unclear
|
||||
s16 func_80169BF8(PlayState* this, s16 camId, s16 uid) {
|
||||
Camera* camera = this->cameraPtrs[camId];
|
||||
|
||||
if (camera != NULL) {
|
||||
return 0;
|
||||
} else if (camera->uid != uid) {
|
||||
return 0;
|
||||
} else if (camera->status != CAM_STATUS_ACTIVE) {
|
||||
return 2;
|
||||
} else {
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
u16 Play_GetActorCsCamSetting(PlayState* this, s32 csCamDataIndex) {
|
||||
ActorCsCamInfo* actorCsCamList = &this->actorCsCamList[csCamDataIndex];
|
||||
|
|
|
|||
|
|
@ -706,8 +706,8 @@ void func_80123E90(PlayState* play, Actor* actor) {
|
|||
player->unk_730 = actor;
|
||||
player->unk_A78 = actor;
|
||||
player->stateFlags1 |= PLAYER_STATE1_10000;
|
||||
func_800DFD78(Play_GetCamera(play, CAM_ID_MAIN), 8, actor);
|
||||
Camera_ChangeMode(Play_GetCamera(play, CAM_ID_MAIN), 9);
|
||||
Camera_SetViewParam(Play_GetCamera(play, CAM_ID_MAIN), CAM_VIEW_TARGET, actor);
|
||||
Camera_ChangeMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_FOLLOWTARGET);
|
||||
}
|
||||
|
||||
s32 func_80123F14(PlayState* play) {
|
||||
|
|
|
|||
|
|
@ -1634,8 +1634,8 @@ void func_809DD934(Boss02* this, PlayState* play) {
|
|||
if (player->stateFlags1 & 0x100) {
|
||||
Cutscene_Start(play, &play->csCtx);
|
||||
this->subCamId = Play_CreateSubCamera(play);
|
||||
Play_CameraChangeStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_CameraChangeStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
|
||||
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
|
||||
func_8016566C(150);
|
||||
this->unk_1D14 = 0;
|
||||
this->subCamAtVel = 0.0f;
|
||||
|
|
@ -2032,7 +2032,7 @@ void func_809DD934(Boss02* this, PlayState* play) {
|
|||
this->unk_1D54 = Math_SinS(this->unk_1D14 * 1512) * this->unk_1D58;
|
||||
Matrix_RotateZF(this->unk_1D54, MTXMODE_APPLY);
|
||||
Matrix_MultVecY(1.0f, &this->subCamUp);
|
||||
Play_CameraSetAtEyeUp(play, this->subCamId, &this->subCamAt, &this->subCamEye, &this->subCamUp);
|
||||
Play_SetCameraAtEyeUp(play, this->subCamId, &this->subCamAt, &this->subCamEye, &this->subCamUp);
|
||||
ShrinkWindow_SetLetterboxTarget(27);
|
||||
}
|
||||
}
|
||||
|
|
@ -2060,8 +2060,8 @@ void func_809DEAC4(Boss02* this, PlayState* play) {
|
|||
}
|
||||
Cutscene_Start(play, &play->csCtx);
|
||||
this->subCamId = Play_CreateSubCamera(play);
|
||||
Play_CameraChangeStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_CameraChangeStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
|
||||
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
|
||||
this->unk_1D20 = 2;
|
||||
this->unk_1D1C = 0;
|
||||
|
||||
|
|
@ -2157,8 +2157,8 @@ void func_809DEAC4(Boss02* this, PlayState* play) {
|
|||
if (ActorCutscene_GetCurrentIndex() == -1) {
|
||||
Cutscene_Start(play, &play->csCtx);
|
||||
this->subCamId = Play_CreateSubCamera(play);
|
||||
Play_CameraChangeStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_CameraChangeStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
|
||||
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
|
||||
this->unk_1D20 = 101;
|
||||
this->unk_1D1C = 0;
|
||||
this->subCamAtVel = 1.0f;
|
||||
|
|
@ -2238,7 +2238,7 @@ void func_809DEAC4(Boss02* this, PlayState* play) {
|
|||
if ((this->unk_1D20 != 0) && (this->subCamId != SUB_CAM_ID_DONE)) {
|
||||
subCamEye = this->subCamEye;
|
||||
subCamEye.y += sp58 * D_809DF5B0;
|
||||
Play_CameraSetAtEyeUp(play, this->subCamId, &this->subCamAt, &subCamEye, &this->subCamUp);
|
||||
Play_SetCameraAtEyeUp(play, this->subCamId, &this->subCamAt, &subCamEye, &this->subCamUp);
|
||||
this->subCamUp.z = this->subCamUp.x = 0.0f;
|
||||
this->subCamUp.y = 1.0f;
|
||||
ShrinkWindow_SetLetterboxTarget(27);
|
||||
|
|
|
|||
|
|
@ -1151,8 +1151,8 @@ void Boss03_IntroCutscene(Boss03* this, PlayState* play) {
|
|||
Cutscene_Start(play, &play->csCtx);
|
||||
func_800B7298(play, &this->actor, 7);
|
||||
this->subCamId = Play_CreateSubCamera(play);
|
||||
Play_CameraChangeStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_CameraChangeStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
|
||||
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
|
||||
|
||||
this->actor.world.rot.y = -0x7B30;
|
||||
this->prevPlayerPos.y = 1850.0f;
|
||||
|
|
@ -1409,8 +1409,8 @@ void Boss03_IntroCutscene(Boss03* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->subCamId != SUB_CAM_ID_DONE) {
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
|
||||
Play_CameraSetFov(play, this->subCamId, this->subCamFov);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
|
||||
Play_SetCameraFov(play, this->subCamId, this->subCamFov);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1451,8 +1451,8 @@ void Boss03_DeathCutscene(Boss03* this, PlayState* play) {
|
|||
Cutscene_Start(play, &play->csCtx);
|
||||
func_800B7298(play, &this->actor, 1);
|
||||
this->subCamId = Play_CreateSubCamera(play);
|
||||
Play_CameraChangeStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_CameraChangeStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
|
||||
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
|
||||
this->unk_2BE = Math_FAtan2F(this->actor.world.pos.z, this->actor.world.pos.x);
|
||||
|
||||
// Player is above water && Player is standing on ground
|
||||
|
|
@ -1643,7 +1643,7 @@ void Boss03_DeathCutscene(Boss03* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->subCamId != SUB_CAM_ID_DONE) {
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1665,8 +1665,8 @@ void Boss03_SpawnSmallFishesCutscene(Boss03* this, PlayState* play) {
|
|||
Cutscene_Start(play, &play->csCtx);
|
||||
func_800B7298(play, &this->actor, 1);
|
||||
this->subCamId = Play_CreateSubCamera(play);
|
||||
Play_CameraChangeStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_CameraChangeStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
|
||||
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
|
||||
this->csState = 1;
|
||||
this->unk_2BE = 0xBB8;
|
||||
|
||||
|
|
@ -1734,7 +1734,7 @@ void Boss03_SpawnSmallFishesCutscene(Boss03* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->subCamId != SUB_CAM_ID_DONE) {
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -260,8 +260,8 @@ void func_809EC568(Boss04* this, PlayState* play) {
|
|||
this->unk_704 = 0;
|
||||
Cutscene_Start(play, &play->csCtx);
|
||||
this->subCamId = Play_CreateSubCamera(play);
|
||||
Play_CameraChangeStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_CameraChangeStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
|
||||
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
|
||||
func_800B7298(play, &this->actor, 7);
|
||||
player->actor.world.pos.x = this->unk_6E8;
|
||||
player->actor.world.pos.z = this->unk_6F0 + 410.0f;
|
||||
|
|
@ -405,8 +405,8 @@ void func_809EC568(Boss04* this, PlayState* play) {
|
|||
}
|
||||
Math_Vec3f_Copy(&subCamAt, &this->subCamAt);
|
||||
subCamAt.y += Math_SinS(this->subCamAtOscillator * 0x4000) * this->subCamAtOscillator * 1.5f;
|
||||
Play_CameraSetAtEye(play, this->subCamId, &subCamAt, &this->subCamEye);
|
||||
Play_CameraSetFov(play, this->subCamId, this->subCamFov);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &subCamAt, &this->subCamEye);
|
||||
Play_SetCameraFov(play, this->subCamId, this->subCamFov);
|
||||
Math_ApproachF(&this->subCamFov, 60.0f, 0.1f, 1.0f);
|
||||
}
|
||||
this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
|
||||
|
|
|
|||
|
|
@ -201,8 +201,8 @@ void func_809F24C8(Boss06* this, PlayState* play) {
|
|||
Cutscene_Start(play, &play->csCtx);
|
||||
func_800B7298(play, &this->actor, 7);
|
||||
this->subCamId = Play_CreateSubCamera(play);
|
||||
Play_CameraChangeStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_CameraChangeStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
|
||||
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
|
||||
D_809F4970->unk_151 = 1;
|
||||
this->unk_1C9 = 1;
|
||||
this->unk_1C8 = 1;
|
||||
|
|
@ -340,7 +340,7 @@ void func_809F24C8(Boss06* this, PlayState* play) {
|
|||
|
||||
if (this->subCamId != SUB_CAM_ID_DONE) {
|
||||
ShrinkWindow_SetLetterboxTarget(27);
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
|
||||
}
|
||||
}
|
||||
#else
|
||||
|
|
|
|||
|
|
@ -515,11 +515,11 @@ void DemoKakyo_DrawLostWoodsSparkle(Actor* thisx, PlayState* play2) {
|
|||
worldPos.y = this->effects[i].posBase.y + this->effects[i].posOffset.y;
|
||||
worldPos.z = this->effects[i].posBase.z + this->effects[i].posOffset.z;
|
||||
|
||||
func_80169474(play, &worldPos, &screenPos); // unnamed Play_ function, func_800C016C from OoT
|
||||
Play_GetScreenPos(play, &worldPos, &screenPos);
|
||||
|
||||
// checking if particle is on screen
|
||||
if (screenPos.x >= 0.0f && screenPos.x < SCREEN_WIDTH && screenPos.y >= 0.0f &&
|
||||
screenPos.y < SCREEN_HEIGHT) {
|
||||
if ((screenPos.x >= 0.0f) && (screenPos.x < SCREEN_WIDTH) && (screenPos.y >= 0.0f) &&
|
||||
(screenPos.y < SCREEN_HEIGHT)) {
|
||||
Matrix_Translate(worldPos.x, worldPos.y, worldPos.z, MTXMODE_NEW);
|
||||
scaleAlpha = this->effects[i].alpha / 50.0f;
|
||||
if (scaleAlpha > 1.0f) {
|
||||
|
|
@ -604,11 +604,11 @@ void DemoKankyo_DrawMoonAndGiant(Actor* thisx, PlayState* play2) {
|
|||
worldPos.y = this->effects[i].posBase.y + this->effects[i].posOffset.y;
|
||||
worldPos.z = this->effects[i].posBase.z + this->effects[i].posOffset.z;
|
||||
|
||||
func_80169474(play, &worldPos, &screenPos); // unnamed Play_ function, func_800C016C from OoT
|
||||
Play_GetScreenPos(play, &worldPos, &screenPos);
|
||||
|
||||
// checking if effect is on screen
|
||||
if (screenPos.x >= 0.0f && screenPos.x < SCREEN_WIDTH && screenPos.y >= 0.0f &&
|
||||
screenPos.y < SCREEN_HEIGHT) {
|
||||
if ((screenPos.x >= 0.0f) && (screenPos.x < SCREEN_WIDTH) && (screenPos.y >= 0.0f) &&
|
||||
(screenPos.y < SCREEN_HEIGHT)) {
|
||||
Matrix_Translate(worldPos.x, worldPos.y, worldPos.z, MTXMODE_NEW);
|
||||
alphaScale = this->effects[i].alpha / 50.0f;
|
||||
if (alphaScale > 1.0f) {
|
||||
|
|
|
|||
|
|
@ -1152,9 +1152,10 @@ void DmStk_WaitForTelescope(DmStk* this, PlayState* play) {
|
|||
Vec3f screenPos;
|
||||
|
||||
if (!(gSaveContext.save.weekEventReg[74] & 0x20)) {
|
||||
func_80169474(play, &this->actor.world.pos, &screenPos);
|
||||
Play_GetScreenPos(play, &this->actor.world.pos, &screenPos);
|
||||
if (play->view.fovy < 25.0f) {
|
||||
if ((screenPos.x >= 70.0f) && (screenPos.x < 250.0f) && (screenPos.y >= 30.0f) && (screenPos.y < 210.0f)) {
|
||||
if ((screenPos.x >= 70.0f) && (screenPos.x < (SCREEN_WIDTH - 70.0f)) && (screenPos.y >= 30.0f) &&
|
||||
(screenPos.y < (SCREEN_HEIGHT - 30.0f))) {
|
||||
func_800FE484();
|
||||
this->actionFunc = DmStk_StartTelescopeCutscene;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -131,7 +131,7 @@ void EnBigokuta_SetupCutsceneCamera(EnBigokuta* this, PlayState* play, Vec3f* su
|
|||
|
||||
ActorCutscene_Start(this->picto.actor.cutscene, &this->picto.actor);
|
||||
this->subCamId = ActorCutscene_GetCurrentSubCamId(this->picto.actor.cutscene);
|
||||
Play_CameraSetAtEye(play, this->subCamId, subCamAt, subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, subCamAt, subCamEye);
|
||||
|
||||
angle = BINANG_SUB(Actor_YawToPoint(&this->picto.actor, subCamEye), this->picto.actor.home.rot.y);
|
||||
if (angle > 0) {
|
||||
|
|
@ -150,7 +150,7 @@ void EnBigokuta_MoveCamera(EnBigokuta* this, PlayState* play) {
|
|||
|
||||
Math_Vec3f_StepTo(&subCam->eye, &this->subCamEye, 20.0f);
|
||||
Math_Vec3f_StepTo(&subCam->at, &this->subCamAt, 20.0f);
|
||||
Play_CameraSetAtEye(play, this->subCamId, &subCam->at, &subCam->eye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &subCam->at, &subCam->eye);
|
||||
}
|
||||
|
||||
void EnBigokuta_ResetCamera(EnBigokuta* this, PlayState* play) {
|
||||
|
|
@ -158,7 +158,7 @@ void EnBigokuta_ResetCamera(EnBigokuta* this, PlayState* play) {
|
|||
|
||||
if (this->subCamId != SUB_CAM_ID_DONE) {
|
||||
subCam = Play_GetCamera(play, this->subCamId);
|
||||
Play_CameraSetAtEye(play, CAM_ID_MAIN, &subCam->at, &subCam->eye);
|
||||
Play_SetCameraAtEye(play, CAM_ID_MAIN, &subCam->at, &subCam->eye);
|
||||
this->subCamId = SUB_CAM_ID_DONE;
|
||||
ActorCutscene_Stop(this->picto.actor.cutscene);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -278,7 +278,7 @@ void EnBigpo_LowerCutsceneSubCamera(EnBigpo* this, PlayState* play) {
|
|||
subCam->eye.x -= 1.5f * Math_SinS(this->actor.yawTowardsPlayer);
|
||||
subCam->eye.z -= 1.5f * Math_CosS(this->actor.yawTowardsPlayer);
|
||||
}
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->actor.focus.pos, &subCam->eye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->actor.focus.pos, &subCam->eye);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -338,7 +338,7 @@ void EnBigpo_SpawnCutsceneStage1(EnBigpo* this, PlayState* play) {
|
|||
subCamEye.x = ((this->actor.world.pos.x - this->fires[0].pos.x) * 1.8f) + this->actor.world.pos.x;
|
||||
subCamEye.y = this->actor.world.pos.y + 150.0f;
|
||||
subCamEye.z = ((this->actor.world.pos.z - this->fires[0].pos.z) * 1.8f) + this->actor.world.pos.z;
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->actor.focus.pos, &subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->actor.focus.pos, &subCamEye);
|
||||
}
|
||||
this->actionFunc = EnBigpo_SpawnCutsceneStage2;
|
||||
}
|
||||
|
|
@ -460,7 +460,7 @@ void EnBigpo_SpawnCutsceneStage8(EnBigpo* this, PlayState* play) {
|
|||
this->idleTimer--;
|
||||
if (this->idleTimer == 0) {
|
||||
subCam = Play_GetCamera(play, this->subCamId);
|
||||
Play_CameraSetAtEye(play, CAM_ID_MAIN, &subCam->at, &subCam->eye);
|
||||
Play_SetCameraAtEye(play, CAM_ID_MAIN, &subCam->at, &subCam->eye);
|
||||
this->subCamId = SUB_CAM_ID_DONE;
|
||||
if (this->actor.params == ENBIGPO_SUMMONED) {
|
||||
dampe = SubS_FindActor(play, NULL, ACTORCAT_NPC, ACTOR_EN_TK);
|
||||
|
|
@ -957,7 +957,7 @@ void EnBigpo_SetupFlameCirclePositions(EnBigpo* this, PlayState* play) {
|
|||
subCamEye.x = (Math_SinS(this->actor.yawTowardsPlayer) * 360.0f) + this->actor.world.pos.x;
|
||||
subCamEye.y = this->actor.world.pos.y + 150.0f;
|
||||
subCamEye.z = (Math_CosS(this->actor.yawTowardsPlayer) * 360.0f) + this->actor.world.pos.z;
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->actor.focus.pos, &subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->actor.focus.pos, &subCamEye);
|
||||
}
|
||||
|
||||
this->actionFunc = EnBigpo_DoNothing;
|
||||
|
|
|
|||
|
|
@ -795,7 +795,7 @@ void EnBigslime_UpdateCameraGrabPlayer(EnBigslime* this, PlayState* play) {
|
|||
Math_StepToF(&subCamAt.y, GBT_ROOM_5_MIN_Y + 87.5f, 10.0f);
|
||||
Math_StepToF(&subCamAt.z, this->actor.world.pos.z, 10.0f);
|
||||
|
||||
Play_CameraSetAtEye(play, this->subCamId, &subCamAt, &subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &subCamAt, &subCamEye);
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
@ -810,7 +810,7 @@ void EnBigslime_JerkCameraPlayerHit(EnBigslime* this, PlayState* play) {
|
|||
Math_Vec3f_Diff(&subCam->eye, &subCam->at, &subCamEye);
|
||||
Math_Vec3f_Scale(&subCamEye, 0.9f);
|
||||
Math_Vec3f_Sum(&subCamEye, &subCam->at, &subCamEye);
|
||||
Play_CameraSetAtEye(play, this->subCamId, &subCam->at, &subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &subCam->at, &subCamEye);
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
@ -828,7 +828,7 @@ void EnBigslime_UpdateCameraIntroCs(EnBigslime* this, PlayState* play, s32 notic
|
|||
subCamEye.z = Math_CosS(yawOffset) * zoom + subCam->at.z;
|
||||
subCamEye.y = subCam->at.y + -4.0f + (noticeTimer * 2.0f);
|
||||
|
||||
Play_CameraSetAtEye(play, this->subCamId, &subCam->at, &subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &subCam->at, &subCamEye);
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
@ -836,7 +836,7 @@ void EnBigslime_UpdateCameraIntroCs(EnBigslime* this, PlayState* play, s32 notic
|
|||
* center of the roof. This is used when the minislimes merges into bigslime.
|
||||
*/
|
||||
void EnBigslime_UpdateCameraFormingBigslime(EnBigslime* this, PlayState* play) {
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->actor.focus.pos, &Play_GetCamera(play, this->subCamId)->eye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->actor.focus.pos, &Play_GetCamera(play, this->subCamId)->eye);
|
||||
}
|
||||
|
||||
void EnBigslime_EndCutscene(EnBigslime* this, PlayState* play) {
|
||||
|
|
@ -844,7 +844,7 @@ void EnBigslime_EndCutscene(EnBigslime* this, PlayState* play) {
|
|||
|
||||
if (this->subCamId != SUB_CAM_ID_DONE) {
|
||||
subCam = Play_GetCamera(play, this->subCamId);
|
||||
Play_CameraSetAtEye(play, CAM_ID_MAIN, &subCam->at, &subCam->eye);
|
||||
Play_SetCameraAtEye(play, CAM_ID_MAIN, &subCam->at, &subCam->eye);
|
||||
this->subCamId = SUB_CAM_ID_DONE;
|
||||
ActorCutscene_Stop(this->cutscene);
|
||||
this->cutscene = ActorCutscene_GetAdditionalCutscene(this->actor.cutscene);
|
||||
|
|
@ -1495,7 +1495,7 @@ void EnBigslime_SetupCutsceneGrabPlayer(EnBigslime* this, PlayState* play) {
|
|||
Camera* mainCam = Play_GetCamera(play, CAM_ID_MAIN);
|
||||
s16 yaw;
|
||||
|
||||
Play_CameraSetAtEye(play, this->subCamId, &mainCam->at, &mainCam->eye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &mainCam->at, &mainCam->eye);
|
||||
this->grabPlayerTimer = 15;
|
||||
this->wavySurfaceTimer = 0;
|
||||
this->bigslimeCollider[0].base.atFlags &= ~AT_ON;
|
||||
|
|
@ -2343,7 +2343,7 @@ void EnBigslime_SetupCutsceneDefeat(EnBigslime* this, PlayState* play) {
|
|||
subCamEye.x = (Math_SinS(yawOffset) * 250.0f) + subCamAt.x;
|
||||
subCamEye.y = subCamAt.y + 60.0f;
|
||||
subCamEye.z = (Math_CosS(yawOffset) * 250.0f) + subCamAt.z;
|
||||
Play_CameraSetAtEye(play, this->subCamId, &subCamAt, &subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &subCamAt, &subCamEye);
|
||||
|
||||
for (i = 0; i < MINISLIME_NUM_SPAWN; i++) {
|
||||
this->minislime[i]->actor.params = MINISLIME_DEFEAT_IDLE;
|
||||
|
|
@ -2370,7 +2370,7 @@ void EnBigslime_CutsceneDefeat(EnBigslime* this, PlayState* play) {
|
|||
subCamAt.x = this->actor.world.pos.x;
|
||||
subCamAt.y = this->actor.world.pos.y + 40.0f;
|
||||
subCamAt.z = this->actor.world.pos.z;
|
||||
Play_CameraSetAtEye(play, this->subCamId, &subCamAt, &subCam->eye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &subCamAt, &subCam->eye);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -2410,7 +2410,7 @@ void EnBigslime_GekkoDespawn(EnBigslime* this, PlayState* play) {
|
|||
Math_Vec3f_Diff(&subCam->eye, &this->subCamDistToFrog, &subCamEye);
|
||||
subCamEye.y -= 1.8f;
|
||||
subCamAt.y -= 1.7f;
|
||||
Play_CameraSetAtEye(play, this->subCamId, &subCamAt, &subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &subCamAt, &subCamEye);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -2466,7 +2466,7 @@ void EnBigslime_FrogSpawn(EnBigslime* this, PlayState* play) {
|
|||
subCamEye.x = subCam->at.x + (this->subCamDistToFrog.x * subCamZoom);
|
||||
subCamEye.z = subCam->at.z + (this->subCamDistToFrog.z * subCamZoom);
|
||||
subCamEye.y = subCam->at.y + (this->subCamDistToFrog.y * subCamZoom);
|
||||
Play_CameraSetAtEye(play, this->subCamId, &subCam->at, &subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &subCam->at, &subCamEye);
|
||||
|
||||
if (this->spawnFrogTimer == 0) {
|
||||
EnBigslime_EndCutscene(this, play);
|
||||
|
|
|
|||
|
|
@ -558,8 +558,8 @@ void EnClearTag_UpdateCamera(EnClearTag* this, PlayState* play) {
|
|||
case 1:
|
||||
Cutscene_Start(play, &play->csCtx);
|
||||
this->subCamId = Play_CreateSubCamera(play);
|
||||
Play_CameraChangeStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_CameraChangeStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
|
||||
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
|
||||
func_800B7298(play, &this->actor, 4);
|
||||
mainCam = Play_GetCamera(play, CAM_ID_MAIN);
|
||||
this->subCamEye.x = mainCam->eye.x;
|
||||
|
|
@ -595,7 +595,7 @@ void EnClearTag_UpdateCamera(EnClearTag* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->subCamId != SUB_CAM_ID_DONE) {
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -365,7 +365,7 @@ void func_8089ABF4(EnDinofos* this, PlayState* play) {
|
|||
if (this->subCamId != SUB_CAM_ID_DONE) {
|
||||
Camera* subCam = Play_GetCamera(play, this->subCamId);
|
||||
|
||||
Play_CameraSetAtEye(play, CAM_ID_MAIN, &subCam->at, &subCam->eye);
|
||||
Play_SetCameraAtEye(play, CAM_ID_MAIN, &subCam->at, &subCam->eye);
|
||||
this->subCamId = SUB_CAM_ID_DONE;
|
||||
ActorCutscene_Stop(this->actor.cutscene);
|
||||
if (this->actor.colChkInfo.health == 0) {
|
||||
|
|
@ -488,7 +488,7 @@ void func_8089B288(EnDinofos* this, PlayState* play) {
|
|||
this->unk_290--;
|
||||
Math_Vec3f_StepTo(&subCam->eye, &this->unk_2BC, this->unk_2AC);
|
||||
Math_Vec3f_StepTo(&subCam->at, &this->unk_2C8, this->unk_2A8);
|
||||
Play_CameraSetAtEye(play, this->subCamId, &subCam->at, &subCam->eye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &subCam->at, &subCam->eye);
|
||||
if (this->unk_290 == 0) {
|
||||
func_8089B320(this);
|
||||
}
|
||||
|
|
@ -522,7 +522,7 @@ void func_8089B3D4(EnDinofos* this, PlayState* play) {
|
|||
subCamAt.y = subCam->at.y;
|
||||
}
|
||||
|
||||
Play_CameraSetAtEye(play, this->subCamId, &subCamAt, &subCam->eye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &subCamAt, &subCam->eye);
|
||||
if (this->actor.bgCheckFlags & 1) {
|
||||
func_8089B4A4(this);
|
||||
}
|
||||
|
|
@ -547,7 +547,7 @@ void func_8089B580(EnDinofos* this, PlayState* play) {
|
|||
|
||||
this->unk_290++;
|
||||
if (this->unk_290 < 8) {
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->actor.focus.pos, &subCam->eye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->actor.focus.pos, &subCam->eye);
|
||||
}
|
||||
|
||||
if (this->skelAnime.curFrame > 35.0f) {
|
||||
|
|
@ -556,7 +556,7 @@ void func_8089B580(EnDinofos* this, PlayState* play) {
|
|||
}
|
||||
|
||||
Math_Vec3f_StepTo(&subCam->eye, &this->unk_2BC, 10.0f);
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->actor.focus.pos, &subCam->eye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->actor.focus.pos, &subCam->eye);
|
||||
if (this->skelAnime.curFrame <= 55.0f) {
|
||||
func_800B9010(&this->actor, NA_SE_EN_DODO_J_FIRE - SFX_FLAG);
|
||||
}
|
||||
|
|
@ -1215,7 +1215,7 @@ void func_8089D318(EnDinofos* this, PlayState* play) {
|
|||
subCamEye.x = (Math_SinS(this->actor.shape.rot.y) * 150.0f) + this->actor.focus.pos.x;
|
||||
subCamEye.y = this->actor.focus.pos.y;
|
||||
subCamEye.z = (Math_CosS(this->actor.shape.rot.y) * 150.0f) + this->actor.focus.pos.z;
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->actor.focus.pos, &subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->actor.focus.pos, &subCamEye);
|
||||
func_8089CFAC(this);
|
||||
} else {
|
||||
func_8089B100(this, play);
|
||||
|
|
|
|||
|
|
@ -449,7 +449,7 @@ void EnDragon_SetSubCamEyeAt(EnDragon* this, PlayState* play, Vec3f subCamEye, V
|
|||
this->subCamId = ActorCutscene_GetCurrentSubCamId(this->actor.cutscene);
|
||||
Math_Vec3f_Copy(&this->subCamEye, &subCamEye);
|
||||
Math_Vec3f_Copy(&this->subCamAt, &subCamAt);
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
|
||||
}
|
||||
|
||||
void EnDragon_SetupGrab(EnDragon* this, PlayState* play) {
|
||||
|
|
|
|||
|
|
@ -823,7 +823,7 @@ void func_80B2A094(EnFish2* this, PlayState* play) {
|
|||
Math_Vec3f_Copy(&this->subCamAt, &subCamEye);
|
||||
}
|
||||
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
|
||||
if ((this->unk_350 == NULL) || (this->unk_350->update == NULL)) {
|
||||
this->unk_350 = NULL;
|
||||
this->unk_2B0++;
|
||||
|
|
@ -857,7 +857,7 @@ void func_80B2A23C(EnFish2* this, PlayState* play) {
|
|||
Math_Vec3f_Copy(&this->subCamAt, &subCamAt);
|
||||
}
|
||||
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
|
||||
|
||||
if ((this->unk_2B4 == 0) && (D_80B2B2E4 == 3)) {
|
||||
D_80B2B2E0 = D_80B2B2EC = D_80B2B2E4 = 0;
|
||||
|
|
|
|||
|
|
@ -5156,8 +5156,8 @@ void EnFishing_UpdateOwner(Actor* thisx, PlayState* play2) {
|
|||
|
||||
case 1:
|
||||
sSubCamId = Play_CreateSubCamera(play);
|
||||
Play_CameraChangeStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_CameraChangeStatus(play, sSubCamId, CAM_STATUS_ACTIVE);
|
||||
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_ChangeCameraStatus(play, sSubCamId, CAM_STATUS_ACTIVE);
|
||||
mainCam = Play_GetCamera(play, CAM_ID_MAIN);
|
||||
sSubCamEye.x = mainCam->eye.x;
|
||||
sSubCamEye.y = mainCam->eye.y;
|
||||
|
|
@ -5283,8 +5283,8 @@ void EnFishing_UpdateOwner(Actor* thisx, PlayState* play2) {
|
|||
case 10:
|
||||
Cutscene_Start(play, &play->csCtx);
|
||||
sSubCamId = Play_CreateSubCamera(play);
|
||||
Play_CameraChangeStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_CameraChangeStatus(play, sSubCamId, CAM_STATUS_ACTIVE);
|
||||
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_ChangeCameraStatus(play, sSubCamId, CAM_STATUS_ACTIVE);
|
||||
func_800B7298(play, &this->actor, 4);
|
||||
|
||||
mainCam = Play_GetCamera(play, CAM_ID_MAIN);
|
||||
|
|
@ -5324,8 +5324,8 @@ void EnFishing_UpdateOwner(Actor* thisx, PlayState* play2) {
|
|||
case 20:
|
||||
Cutscene_Start(play, &play->csCtx);
|
||||
sSubCamId = Play_CreateSubCamera(play);
|
||||
Play_CameraChangeStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_CameraChangeStatus(play, sSubCamId, CAM_STATUS_ACTIVE);
|
||||
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_ChangeCameraStatus(play, sSubCamId, CAM_STATUS_ACTIVE);
|
||||
func_800B7298(play, &this->actor, 4);
|
||||
|
||||
mainCam = Play_GetCamera(play, CAM_ID_MAIN);
|
||||
|
|
@ -5432,7 +5432,7 @@ void EnFishing_UpdateOwner(Actor* thisx, PlayState* play2) {
|
|||
}
|
||||
|
||||
if (sSubCamId != SUB_CAM_ID_DONE) {
|
||||
Play_CameraSetAtEye(play, sSubCamId, &sSubCamAt, &sSubCamEye);
|
||||
Play_SetCameraAtEye(play, sSubCamId, &sSubCamAt, &sSubCamEye);
|
||||
Math_ApproachF(&sSubCamVelFactor, 1.0f, 1.0f, 0.02f);
|
||||
|
||||
if (sSubCamEye.y <= (WATER_SURFACE_Y(play) + 1.0f)) {
|
||||
|
|
|
|||
|
|
@ -138,8 +138,8 @@ s32 func_808F8CCC(EnHorseGameCheck* this, PlayState* play2) {
|
|||
|
||||
this->unk_17C = -1;
|
||||
Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_FREE0);
|
||||
Play_CameraSetAtEye(play, CAM_ID_MAIN, &mainCamAt, &mainCamEye);
|
||||
Play_CameraSetFov(play, CAM_ID_MAIN, 45.0f);
|
||||
Play_SetCameraAtEye(play, CAM_ID_MAIN, &mainCamAt, &mainCamEye);
|
||||
Play_SetCameraFov(play, CAM_ID_MAIN, 45.0f);
|
||||
func_800FE484();
|
||||
return false;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -647,7 +647,7 @@ void EnIk_SetupReactToAttack(EnIk* this, s32 arg1) {
|
|||
void EnIk_ReactToAttack(EnIk* this, PlayState* play) {
|
||||
Math_StepToF(&this->actor.speedXZ, 0.0f, 1.0f);
|
||||
if (this->subCamId != SUB_CAM_ID_DONE) {
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->actor.focus.pos, &Play_GetCamera(play, this->subCamId)->eye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->actor.focus.pos, &Play_GetCamera(play, this->subCamId)->eye);
|
||||
}
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
if (this->subCamId != SUB_CAM_ID_DONE) {
|
||||
|
|
@ -742,7 +742,7 @@ void EnIk_PlayCutscene(EnIk* this, PlayState* play) {
|
|||
subCamEye.x = (Math_SinS((this->actor.shape.rot.y - 0x2000)) * 120.0f) + this->actor.focus.pos.x;
|
||||
subCamEye.y = this->actor.focus.pos.y + 20.0f;
|
||||
subCamEye.z = (Math_CosS((this->actor.shape.rot.y - 0x2000)) * 120.0f) + this->actor.focus.pos.z;
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->actor.focus.pos, &subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->actor.focus.pos, &subCamEye);
|
||||
}
|
||||
if (this->actor.colChkInfo.health != 0) {
|
||||
EnIk_SetupReactToAttack(this, false);
|
||||
|
|
|
|||
|
|
@ -1240,7 +1240,7 @@ s32 func_808F5728(PlayState* play, EnIn* this, s32 arg2, s32* arg3) {
|
|||
}
|
||||
return 0;
|
||||
}
|
||||
if (!func_800B8934(play, &this->actor)) {
|
||||
if (!Actor_OnScreen(play, &this->actor)) {
|
||||
return 0;
|
||||
}
|
||||
yawDiff = ABS_ALT(BINANG_SUB(this->actor.yawTowardsPlayer, this->actor.shape.rot.y));
|
||||
|
|
|
|||
|
|
@ -1370,10 +1370,10 @@ s32 func_80B456A8(PlayState* play, Vec3f* worldPos) {
|
|||
|
||||
Actor_GetProjectedPos(play, worldPos, &projectedPos, &invW);
|
||||
if (((projectedPos.z > 1.0f) && (fabsf(projectedPos.x * invW) < 1.0f)) && (fabsf(projectedPos.y * invW) < 1.0f)) {
|
||||
s32 wX = PROJECTED_TO_SCREEN_X(projectedPos, invW);
|
||||
s32 wY = PROJECTED_TO_SCREEN_Y(projectedPos, invW);
|
||||
s32 wZ = (s32)(projectedPos.z * invW * 16352.0f) + 0x3FE0;
|
||||
s32 zBuf = func_80178A94(wX, wY);
|
||||
s32 screenPosX = PROJECTED_TO_SCREEN_X(projectedPos, invW);
|
||||
s32 screenPosY = PROJECTED_TO_SCREEN_Y(projectedPos, invW);
|
||||
s32 wZ = (s32)(projectedPos.z * invW * 16352.0f) + 16352;
|
||||
s32 zBuf = func_80178A94(screenPosX, screenPosY);
|
||||
if (wZ < zBuf) {
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -265,8 +265,8 @@ void func_8096FAAC(EnKakasi* this, PlayState* play) {
|
|||
|
||||
Math_ApproachF(&this->subCamFov, this->subCamFovNext, 0.3f, 10.0f);
|
||||
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
|
||||
Play_CameraSetFov(play, this->subCamId, this->subCamFov);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye);
|
||||
Play_SetCameraFov(play, this->subCamId, this->subCamFov);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -332,7 +332,7 @@ void EnPametfrog_ShakeCamera(EnPametfrog* this, PlayState* play, f32 magShakeXZ,
|
|||
subCamEye.x = (Math_SinS(subCamYaw) * magShakeXZ) + subCam->at.x;
|
||||
subCamEye.y = subCam->at.y + magShakeY;
|
||||
subCamEye.z = (Math_CosS(subCamYaw) * magShakeXZ) + subCam->at.z;
|
||||
Play_CameraSetAtEye(play, this->subCamId, &subCam->at, &subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &subCam->at, &subCamEye);
|
||||
}
|
||||
|
||||
void EnPametfrog_StopCutscene(EnPametfrog* this, PlayState* play) {
|
||||
|
|
@ -340,7 +340,7 @@ void EnPametfrog_StopCutscene(EnPametfrog* this, PlayState* play) {
|
|||
|
||||
if (this->subCamId != SUB_CAM_ID_DONE) {
|
||||
subCam = Play_GetCamera(play, this->subCamId);
|
||||
Play_CameraSetAtEye(play, CAM_ID_MAIN, &subCam->at, &subCam->eye);
|
||||
Play_SetCameraAtEye(play, CAM_ID_MAIN, &subCam->at, &subCam->eye);
|
||||
this->subCamId = SUB_CAM_ID_DONE;
|
||||
ActorCutscene_Stop(this->cutscene);
|
||||
func_800B724C(play, &this->actor, 6);
|
||||
|
|
@ -509,7 +509,7 @@ void EnPametfrog_SetupFallOffSnapper(EnPametfrog* this, PlayState* play) {
|
|||
subCamEye.x = (Math_SinS(yaw) * 300.0f) + this->actor.focus.pos.x;
|
||||
subCamEye.y = this->actor.focus.pos.y + 100.0f;
|
||||
subCamEye.z = (Math_CosS(yaw) * 300.0f) + this->actor.focus.pos.z;
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->actor.focus.pos, &subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->actor.focus.pos, &subCamEye);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_FROG_DAMAGE);
|
||||
this->actionFunc = EnPametfrog_FallOffSnapper;
|
||||
}
|
||||
|
|
@ -839,7 +839,7 @@ void EnPametfrog_SetupFallInAir(EnPametfrog* this, PlayState* play) {
|
|||
subCamEye.x = this->actor.world.pos.x + (xzDist * this->unk_2DC.x);
|
||||
subCamEye.y = (this->actor.world.pos.y + this->actor.home.pos.y) * 0.5f;
|
||||
subCamEye.z = this->actor.world.pos.z + (xzDist * this->unk_2DC.z);
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->actor.world.pos, &subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->actor.world.pos, &subCamEye);
|
||||
}
|
||||
|
||||
this->actionFunc = EnPametfrog_FallInAir;
|
||||
|
|
@ -857,7 +857,7 @@ void EnPametfrog_FallInAir(EnPametfrog* this, PlayState* play) {
|
|||
} else {
|
||||
this->spinYaw += 0xF00;
|
||||
if (this->subCamId != SUB_CAM_ID_DONE) {
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->actor.world.pos,
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->actor.world.pos,
|
||||
&Play_GetCamera(play, this->subCamId)->eye);
|
||||
}
|
||||
|
||||
|
|
@ -906,7 +906,7 @@ void EnPametfrog_SetupDefeatGekko(EnPametfrog* this, PlayState* play) {
|
|||
subCamEye.x = this->actor.child->focus.pos.x + 150.0f * Math_SinS(yaw);
|
||||
subCamEye.y = this->actor.child->focus.pos.y + 20.0f;
|
||||
subCamEye.z = this->actor.child->focus.pos.z + 150.0f * Math_CosS(yaw);
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->actor.child->focus.pos, &subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->actor.child->focus.pos, &subCamEye);
|
||||
this->actor.params = GEKKO_DEFEAT;
|
||||
this->timer = 38;
|
||||
this->actionFunc = EnPametfrog_DefeatGekko;
|
||||
|
|
@ -931,7 +931,7 @@ void EnPametfrog_SetupDefeatSnapper(EnPametfrog* this, PlayState* play) {
|
|||
subCamEye.x = this->actor.world.pos.x + Math_SinS(yaw) * 150.0f;
|
||||
subCamEye.y = this->actor.world.pos.y + 20.0f;
|
||||
subCamEye.z = this->actor.world.pos.z + Math_CosS(yaw) * 150.0f;
|
||||
Play_CameraSetAtEye(play, this->subCamId, &this->actor.world.pos, &subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &this->actor.world.pos, &subCamEye);
|
||||
this->timer = 20;
|
||||
this->actionFunc = EnPametfrog_DefeatSnapper;
|
||||
}
|
||||
|
|
@ -1189,7 +1189,7 @@ void EnPametfrog_SetupCallSnapper(EnPametfrog* this, PlayState* play) {
|
|||
subCamEye.y = subCamAt.y + 4.0f;
|
||||
|
||||
// Zooms in on Gekko
|
||||
Play_CameraSetAtEye(play, this->subCamId, &subCamAt, &subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &subCamAt, &subCamEye);
|
||||
this->timer = 0;
|
||||
this->actor.hintId = 0x5F;
|
||||
this->actionFunc = EnPametfrog_CallSnapper;
|
||||
|
|
@ -1221,7 +1221,7 @@ void EnPametfrog_SetupSnapperSpawn(EnPametfrog* this, PlayState* play) {
|
|||
subCamEye.z = (Math_CosS(yaw) * 500.0f) + subCamAt.z;
|
||||
|
||||
// Zooms in on Snapper spawn point
|
||||
Play_CameraSetAtEye(play, this->subCamId, &subCamAt, &subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &subCamAt, &subCamEye);
|
||||
this->quake = Quake_Add(GET_ACTIVE_CAM(play), 6);
|
||||
Quake_SetSpeed(this->quake, 18000);
|
||||
Quake_SetQuakeValues(this->quake, 2, 0, 0, 0);
|
||||
|
|
|
|||
|
|
@ -214,11 +214,12 @@ f32 func_80BCD4D0(Path* path, s32 count, Vec3f* arg2, Vec3s* arg3) {
|
|||
}
|
||||
|
||||
void func_80BCD590(EnScopecrow* this, PlayState* play) {
|
||||
Vec3f sp1C;
|
||||
Vec3f screenPos;
|
||||
|
||||
func_80169474(play, &this->actor.world.pos, &sp1C);
|
||||
Play_GetScreenPos(play, &this->actor.world.pos, &screenPos);
|
||||
|
||||
if ((sp1C.x >= 130.0f) && (sp1C.x < 190.0f) && (sp1C.y >= 90.0f) && (sp1C.y < 150.0f)) {
|
||||
if ((screenPos.x >= 130.0f) && (screenPos.x < (SCREEN_WIDTH - 130.0f)) && (screenPos.y >= 90.0f) &&
|
||||
(screenPos.y < (SCREEN_HEIGHT - 90.0f))) {
|
||||
this->actor.draw = EnScopecrow_Draw;
|
||||
this->actionFunc = func_80BCD640;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -190,11 +190,11 @@ s16 func_80BCAF0C(EnScopenuts* this) {
|
|||
}
|
||||
|
||||
void func_80BCAFA8(EnScopenuts* this, PlayState* play) {
|
||||
Vec3f sp1C;
|
||||
Vec3f screenPos;
|
||||
|
||||
func_80169474(play, &this->actor.world.pos, &sp1C);
|
||||
if ((sp1C.x >= 130.0f) && (sp1C.x < 190.0f) && (sp1C.y >= 90.0f)) {
|
||||
if (sp1C.y < 150.0f) {
|
||||
Play_GetScreenPos(play, &this->actor.world.pos, &screenPos);
|
||||
if ((screenPos.x >= 130.0f) && (screenPos.x < (SCREEN_WIDTH - 130.0f)) && (screenPos.y >= 90.0f)) {
|
||||
if (screenPos.y < (SCREEN_HEIGHT - 90.0f)) {
|
||||
this->actor.draw = EnScopenuts_Draw;
|
||||
this->unk_348 = 10;
|
||||
SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimations, 10);
|
||||
|
|
|
|||
|
|
@ -577,7 +577,7 @@ void func_80A91760(EnTest6* this, PlayState* play) {
|
|||
|
||||
VEC3F_LERPIMPDST(&subCamEye, &subCam->eye, &sp54, sp4C);
|
||||
|
||||
Play_CameraSetAtEye(play, this->subCamId, &subCamAt, &subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &subCamAt, &subCamEye);
|
||||
} else if ((this->unk_27A < 11) && (this->unk_27A > 0)) {
|
||||
subCam->fov += (mainCam->fov - subCam->fov) / this->unk_27A;
|
||||
}
|
||||
|
|
@ -750,9 +750,9 @@ void func_80A92188(EnTest6* this, PlayState* play) {
|
|||
} else if (this->unk_27A < 16) {
|
||||
subCamId = ActorCutscene_GetCurrentSubCamId(play->playerActorCsIds[8]);
|
||||
|
||||
Play_CameraSetAtEyeUp(play, subCamId, &this->subCamAt, &this->subCamEye, &sSubCamUp);
|
||||
Play_CameraSetFov(play, subCamId, this->subCamFov);
|
||||
Play_CameraSetRoll(play, subCamId, 0);
|
||||
Play_SetCameraAtEyeUp(play, subCamId, &this->subCamAt, &this->subCamEye, &sSubCamUp);
|
||||
Play_SetCameraFov(play, subCamId, this->subCamFov);
|
||||
Play_SetCameraRoll(play, subCamId, 0);
|
||||
}
|
||||
|
||||
switch (this->unk_27A) {
|
||||
|
|
|
|||
|
|
@ -359,17 +359,18 @@ void func_80966FEC(EnWeatherTag* this, PlayState* play) {
|
|||
|
||||
// type 4_2 pirates fortres only?
|
||||
void func_80967060(EnWeatherTag* this, PlayState* play) {
|
||||
Vec3f vec1;
|
||||
Vec3f vec2;
|
||||
Vec3f worldPos;
|
||||
Vec3f screenPos;
|
||||
|
||||
vec1.x = 1055.0f;
|
||||
vec1.y = -145.0f;
|
||||
vec1.z = 181.0f;
|
||||
worldPos.x = 1055.0f;
|
||||
worldPos.y = -145.0f;
|
||||
worldPos.z = 181.0f;
|
||||
|
||||
func_80169474(play, &vec1, &vec2);
|
||||
Play_GetScreenPos(play, &worldPos, &screenPos);
|
||||
|
||||
if (play->view.fovy < 25.0f) {
|
||||
if ((vec2.x >= 70.0f) && (vec2.x < 250.0f) && (vec2.y >= 30.0f) && (vec2.y < 210.0f)) {
|
||||
if ((screenPos.x >= 70.0f) && (screenPos.x < (SCREEN_WIDTH - 70.0f)) && (screenPos.y >= 30.0f) &&
|
||||
(screenPos.y < (SCREEN_HEIGHT - 30.0f))) {
|
||||
EnWeatherTag_SetupAction(this, func_80967148);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -76,7 +76,7 @@ void func_808A7AAC(ObjWturn* this, PlayState* play) {
|
|||
subCamEye.x = (Math_SinS(this->actor.shape.rot.y) * 150.0f) + subCamAt.x;
|
||||
subCamEye.z = (Math_CosS(this->actor.shape.rot.y) * 150.0f) + subCamAt.z;
|
||||
subCamEye.y = subCamAt.y + 4.0f;
|
||||
Play_CameraSetAtEye(play, this->subCamId, &subCamAt, &subCamEye);
|
||||
Play_SetCameraAtEye(play, this->subCamId, &subCamAt, &subCamEye);
|
||||
this->actionFunc = func_808A7BA0;
|
||||
}
|
||||
|
||||
|
|
@ -85,7 +85,7 @@ void func_808A7BA0(ObjWturn* this, PlayState* play) {
|
|||
func_808A7C04(this, play);
|
||||
}
|
||||
func_800B8FE8(&this->actor, NA_SE_EV_EARTHQUAKE - SFX_FLAG);
|
||||
Play_CameraSetRoll(play, this->subCamId, this->actor.shape.rot.z);
|
||||
Play_SetCameraRoll(play, this->subCamId, this->actor.shape.rot.z);
|
||||
}
|
||||
|
||||
void func_808A7C04(ObjWturn* this, PlayState* play) {
|
||||
|
|
@ -107,7 +107,7 @@ void func_808A7C78(ObjWturn* this, PlayState* play) {
|
|||
|
||||
this->unk_14A++;
|
||||
player->actor.world.pos.y = this->actor.world.pos.y + this->unk_14A * 4.0f;
|
||||
Play_CameraSetAtEyeUp(play, this->subCamId, &player->actor.focus.pos, &subCam->eye, &sSubCamUp);
|
||||
Play_SetCameraAtEyeUp(play, this->subCamId, &player->actor.focus.pos, &subCam->eye, &sSubCamUp);
|
||||
if (this->unk_14A == 1) {
|
||||
play->transitionType = TRANS_TYPE_64;
|
||||
gSaveContext.nextTransitionType = TRANS_TYPE_03;
|
||||
|
|
|
|||
|
|
@ -501,8 +501,8 @@ void ObjectKankyo_Draw(Actor* thisx, PlayState* play) {
|
|||
void func_808DD3C8(Actor* thisx, PlayState* play2) {
|
||||
PlayState* play = play2;
|
||||
ObjectKankyo* this = THIS;
|
||||
Vec3f spC4;
|
||||
Vec3f spB8;
|
||||
Vec3f worldPos;
|
||||
Vec3f screenPos;
|
||||
s16 i;
|
||||
u8 pad2;
|
||||
u8 spB4;
|
||||
|
|
@ -535,12 +535,14 @@ void func_808DD3C8(Actor* thisx, PlayState* play2) {
|
|||
}
|
||||
|
||||
for (i = 0; i < sp68; i++) {
|
||||
spC4.x = this->unk_14C[i].unk_00 + this->unk_14C[i].unk_0C;
|
||||
spC4.y = this->unk_14C[i].unk_04 + this->unk_14C[i].unk_10;
|
||||
spC4.z = this->unk_14C[i].unk_08 + this->unk_14C[i].unk_14;
|
||||
func_80169474(play, &spC4, &spB8);
|
||||
worldPos.x = this->unk_14C[i].unk_00 + this->unk_14C[i].unk_0C;
|
||||
worldPos.y = this->unk_14C[i].unk_04 + this->unk_14C[i].unk_10;
|
||||
worldPos.z = this->unk_14C[i].unk_08 + this->unk_14C[i].unk_14;
|
||||
|
||||
if ((spB8.x >= 0.0f) && (spB8.x < 320.0f) && (spB8.y >= 0.0f) && (spB8.y < 240.0f)) {
|
||||
Play_GetScreenPos(play, &worldPos, &screenPos);
|
||||
|
||||
if ((screenPos.x >= 0.0f) && (screenPos.x < SCREEN_WIDTH) && (screenPos.y >= 0.0f) &&
|
||||
(screenPos.y < SCREEN_HEIGHT)) {
|
||||
if (!spB4) {
|
||||
spB4 = true;
|
||||
|
||||
|
|
@ -555,10 +557,10 @@ void func_808DD3C8(Actor* thisx, PlayState* play2) {
|
|||
gSPSegment(POLY_XLU_DISP++, 0x08, Lib_SegmentedToVirtual(gDust5Tex));
|
||||
}
|
||||
|
||||
Matrix_Translate(spC4.x, spC4.y, spC4.z, MTXMODE_NEW);
|
||||
Matrix_Translate(worldPos.x, worldPos.y, worldPos.z, MTXMODE_NEW);
|
||||
tempf = (i & 7) * 0.008f;
|
||||
Matrix_Scale(0.05f + tempf, 0.05f + tempf, 0.05f + tempf, MTXMODE_APPLY);
|
||||
temp_f2 = Math_Vec3f_DistXYZ(&spC4, &play->view.eye) / 300.0f;
|
||||
temp_f2 = Math_Vec3f_DistXYZ(&worldPos, &play->view.eye) / 300.0f;
|
||||
temp_f2 = ((1.0f < temp_f2) ? 0.0f : (((1.0f - temp_f2) > 1.0f) ? 1.0f : 1.0f - temp_f2));
|
||||
|
||||
gDPPipeSync(POLY_XLU_DISP++);
|
||||
|
|
@ -577,8 +579,8 @@ void func_808DD3C8(Actor* thisx, PlayState* play2) {
|
|||
void func_808DD970(Actor* thisx, PlayState* play2) {
|
||||
f32 temp_f0;
|
||||
f32 temp_f20;
|
||||
Vec3f spBC;
|
||||
Vec3f spB0;
|
||||
Vec3f worldPos;
|
||||
Vec3f screenPos;
|
||||
f32 tempf;
|
||||
s16 i;
|
||||
f32 phi_f26;
|
||||
|
|
@ -607,15 +609,17 @@ void func_808DD970(Actor* thisx, PlayState* play2) {
|
|||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
for (i = 0; i < this->unk_114C; i++) {
|
||||
spBC.x = this->unk_14C[i].unk_00 + this->unk_14C[i].unk_0C;
|
||||
spBC.y = this->unk_14C[i].unk_04 + this->unk_14C[i].unk_10;
|
||||
spBC.z = this->unk_14C[i].unk_08 + this->unk_14C[i].unk_14;
|
||||
func_80169474(play, &spBC, &spB0);
|
||||
worldPos.x = this->unk_14C[i].unk_00 + this->unk_14C[i].unk_0C;
|
||||
worldPos.y = this->unk_14C[i].unk_04 + this->unk_14C[i].unk_10;
|
||||
worldPos.z = this->unk_14C[i].unk_08 + this->unk_14C[i].unk_14;
|
||||
|
||||
if ((spB0.x >= 0.0f) && (spB0.x < 320.0f) && (spB0.y >= 0.0f) && (spB0.y < 240.0f)) {
|
||||
Matrix_Translate(spBC.x, spBC.y, spBC.z, MTXMODE_NEW);
|
||||
Play_GetScreenPos(play, &worldPos, &screenPos);
|
||||
|
||||
if ((screenPos.x >= 0.0f) && (screenPos.x < SCREEN_WIDTH) && (screenPos.y >= 0.0f) &&
|
||||
(screenPos.y < SCREEN_HEIGHT)) {
|
||||
Matrix_Translate(worldPos.x, worldPos.y, worldPos.z, MTXMODE_NEW);
|
||||
Matrix_Scale(0.03f, 0.03f, 0.03f, MTXMODE_APPLY);
|
||||
temp_f0 = Math_Vec3f_DistXYZ(&spBC, &play->view.eye);
|
||||
temp_f0 = Math_Vec3f_DistXYZ(&worldPos, &play->view.eye);
|
||||
temp_f0 = (u8)(255.0f * phi_f26) * (1.0f - (temp_f0 / 300.0f));
|
||||
|
||||
gDPPipeSync(POLY_XLU_DISP++);
|
||||
|
|
|
|||
|
|
@ -783,7 +783,7 @@
|
|||
0x800B882C:("func_800B882C",),
|
||||
0x800B886C:("func_800B886C",),
|
||||
0x800B8898:("Actor_GetScreenPos",),
|
||||
0x800B8934:("func_800B8934",),
|
||||
0x800B8934:("Actor_OnScreen",),
|
||||
0x800B89F8:("Actor_HasParent",),
|
||||
0x800B8A1C:("Actor_PickUp",),
|
||||
0x800B8B84:("Actor_PickUpNearby",),
|
||||
|
|
@ -1258,8 +1258,8 @@
|
|||
0x800DDDD0:("Camera_Init",),
|
||||
0x800DDFE0:("func_800DDFE0",),
|
||||
0x800DE0E0:("func_800DE0E0",),
|
||||
0x800DE0EC:("func_800DE0EC",),
|
||||
0x800DE308:("func_800DE308",),
|
||||
0x800DE0EC:("Camera_InitPlayerSettings",),
|
||||
0x800DE308:("Camera_ChangeStatus",),
|
||||
0x800DE324:("func_800DE324",),
|
||||
0x800DE62C:("func_800DE62C",),
|
||||
0x800DE840:("func_800DE840",),
|
||||
|
|
@ -1280,7 +1280,7 @@
|
|||
0x800DFCB4:("Camera_GetCamDirPitch",),
|
||||
0x800DFCDC:("Camera_GetCamDirYaw",),
|
||||
0x800DFD04:("Camera_AddQuake",),
|
||||
0x800DFD78:("func_800DFD78",),
|
||||
0x800DFD78:("Camera_SetViewParam",),
|
||||
0x800DFEF0:("func_800DFEF0",),
|
||||
0x800DFF18:("func_800DFF18",),
|
||||
0x800DFF34:("func_800DFF34",),
|
||||
|
|
@ -1288,7 +1288,7 @@
|
|||
0x800DFF60:("Camera_SetFlags",),
|
||||
0x800DFF84:("Camera_ClearFlags",),
|
||||
0x800DFFAC:("Camera_ChangeDoorCam",),
|
||||
0x800E007C:("func_800E007C",),
|
||||
0x800E007C:("Camera_Copy",),
|
||||
0x800E01AC:("func_800E01AC",),
|
||||
0x800E01B8:("Camera_GetQuakeOffset",),
|
||||
0x800E01DC:("func_800E01DC",),
|
||||
|
|
@ -2986,18 +2986,18 @@
|
|||
0x80165EC0:("func_80165EC0",),
|
||||
0x80166060:("func_80166060",),
|
||||
0x801660B8:("func_801660B8",),
|
||||
0x8016613C:("Play_Fini",),
|
||||
0x8016613C:("Play_Destroy",),
|
||||
0x801663C4:("func_801663C4",),
|
||||
0x80166644:("func_80166644",),
|
||||
0x801668B4:("func_801668B4",),
|
||||
0x80166968:("func_80166968",),
|
||||
0x80166B30:("func_80166B30",),
|
||||
0x80167814:("func_80167814",),
|
||||
0x80167814:("Play_Update",),
|
||||
0x80167DE4:("func_80167DE4",),
|
||||
0x80167F0C:("func_80167F0C",),
|
||||
0x80168090:("Play_Draw",),
|
||||
0x80168DAC:("func_80168DAC",),
|
||||
0x80168F64:("Play_Update",),
|
||||
0x80168F64:("Play_Main",),
|
||||
0x801690CC:("Play_InCsMode",),
|
||||
0x80169100:("func_80169100",),
|
||||
0x801691F0:("func_801691F0",),
|
||||
|
|
@ -3005,22 +3005,22 @@
|
|||
0x8016927C:("func_8016927C",),
|
||||
0x801692C4:("func_801692C4",),
|
||||
0x801693D4:("Play_SceneInit",),
|
||||
0x80169474:("func_80169474",),
|
||||
0x80169474:("Play_GetScreenPos",),
|
||||
0x801694DC:("Play_CreateSubCamera",),
|
||||
0x80169584:("Play_GetActiveCamId",),
|
||||
0x80169590:("Play_CameraChangeStatus",),
|
||||
0x80169590:("Play_ChangeCameraStatus",),
|
||||
0x80169600:("Play_ClearCamera",),
|
||||
0x80169668:("Play_ClearAllSubCameras",),
|
||||
0x801696D4:("Play_GetCamera",),
|
||||
0x8016970C:("Play_CameraSetAtEye",),
|
||||
0x8016981C:("Play_CameraSetAtEyeUp",),
|
||||
0x80169940:("Play_CameraSetFov",),
|
||||
0x80169988:("Play_CameraSetRoll",),
|
||||
0x8016970C:("Play_SetCameraAtEye",),
|
||||
0x8016981C:("Play_SetCameraAtEyeUp",),
|
||||
0x80169940:("Play_SetCameraFov",),
|
||||
0x80169988:("Play_SetCameraRoll",),
|
||||
0x801699D4:("Play_CopyCamera",),
|
||||
0x80169A50:("func_80169A50",),
|
||||
0x80169AC0:("Play_CameraChangeSetting",),
|
||||
0x80169AC0:("Play_ChangeCameraSetting",),
|
||||
0x80169AFC:("func_80169AFC",),
|
||||
0x80169BC4:("Play_CameraGetUID",),
|
||||
0x80169BC4:("Play_GetCameraUID",),
|
||||
0x80169BF8:("func_80169BF8",),
|
||||
0x80169C64:("Play_GetActorCsCamSetting",),
|
||||
0x80169C84:("Play_GetActorCsCamFuncData",),
|
||||
|
|
|
|||
|
|
@ -138,7 +138,8 @@ wordReplace = {
|
|||
"func_800BE22C": "Actor_ApplyDamage",
|
||||
"Audio_PlaySoundAtPosition": "SoundSource_PlaySfxAtFixedWorldPos",
|
||||
"func_800F0590": "SoundSource_PlaySfxEachFrameAtFixedWorldPos",
|
||||
"func_8016970C": "Play_CameraSetAtEye",
|
||||
"func_8016970C": "Play_SetCameraAtEye",
|
||||
"Play_CameraSetAtEye": "Play_SetCameraAtEye",
|
||||
"func_800BBA88": "Enemy_StartFinishingBlow",
|
||||
"ShrinkWindow_Step": "ShrinkWindow_Update",
|
||||
"ShrinkWindow_Fini": "ShrinkWindow_Destroy",
|
||||
|
|
@ -451,17 +452,25 @@ wordReplace = {
|
|||
"func_800DFFAC": "Camera_ChangeDoorCam",
|
||||
"func_801694DC": "Play_CreateSubCamera",
|
||||
"Play_GetActiveCameraIndex": "Play_GetActiveCamId",
|
||||
"func_80169590": "Play_CameraChangeStatus",
|
||||
"func_80169590": "Play_ChangeCameraStatus",
|
||||
"Play_CameraChangeStatus": "Play_ChangeCameraStatus",
|
||||
"func_80169600": "Play_ClearCamera",
|
||||
"func_80169668": "Play_ClearAllSubCameras",
|
||||
"func_8016981C": "Play_CameraSetAtEyeUp",
|
||||
"func_80169940": "Play_CameraSetFov",
|
||||
"func_80169988": "Play_CameraSetRoll",
|
||||
"func_8016981C": "Play_SetCameraAtEyeUp",
|
||||
"func_80169940": "Play_SetCameraFov",
|
||||
"func_80169988": "Play_SetCameraRoll",
|
||||
"Play_CameraSetAtEyeUp": "Play_SetCameraAtEyeUp",
|
||||
"Play_CameraSetFov": "Play_SetCameraFov",
|
||||
"Play_CameraSetRoll": "Play_SetCameraRoll",
|
||||
"func_801699D4": "Play_CopyCamera",
|
||||
"func_80169AC0": "Play_CameraChangeSetting",
|
||||
"func_80169BC4": "Play_CameraGetUID",
|
||||
"func_80169AC0": "Play_ChangeCameraSetting",
|
||||
"Play_CameraChangeSetting": "Play_ChangeCameraSetting",
|
||||
"func_80169BC4": "Play_GetCameraUID",
|
||||
"Play_CameraGetUID": "Play_GetCameraUID",
|
||||
"func_80169C64": "Play_GetActorCsCamSetting",
|
||||
"Play_GetCsCamDataSetting": "Play_GetActorCsCamSetting",
|
||||
"func_80169C84": "Play_GetActorCsCamFuncData",
|
||||
"Play_GetCsCamDataVec3s": "Play_GetActorCsCamFuncData",
|
||||
"convert_scene_number_among_shared_scenes": "Play_GetOriginalSceneNumber",
|
||||
"func_80169D40": "Play_SaveCycleSceneFlags",
|
||||
"func_80169DCC": "Play_SetRespawnData",
|
||||
|
|
|
|||
|
|
@ -297,7 +297,7 @@ asm/non_matchings/code/z_actor/func_800B8804.s,func_800B8804,0x800B8804,0xA
|
|||
asm/non_matchings/code/z_actor/func_800B882C.s,func_800B882C,0x800B882C,0x10
|
||||
asm/non_matchings/code/z_actor/func_800B886C.s,func_800B886C,0x800B886C,0xB
|
||||
asm/non_matchings/code/z_actor/Actor_GetScreenPos.s,Actor_GetScreenPos,0x800B8898,0x27
|
||||
asm/non_matchings/code/z_actor/func_800B8934.s,func_800B8934,0x800B8934,0x31
|
||||
asm/non_matchings/code/z_actor/Actor_OnScreen.s,Actor_OnScreen,0x800B8934,0x31
|
||||
asm/non_matchings/code/z_actor/Actor_HasParent.s,Actor_HasParent,0x800B89F8,0x9
|
||||
asm/non_matchings/code/z_actor/Actor_PickUp.s,Actor_PickUp,0x800B8A1C,0x5A
|
||||
asm/non_matchings/code/z_actor/Actor_PickUpNearby.s,Actor_PickUpNearby,0x800B8B84,0xB
|
||||
|
|
@ -772,8 +772,8 @@ asm/non_matchings/code/z_camera/Camera_Free.s,Camera_Free,0x800DDDA8,0xA
|
|||
asm/non_matchings/code/z_camera/Camera_Init.s,Camera_Init,0x800DDDD0,0x84
|
||||
asm/non_matchings/code/z_camera/func_800DDFE0.s,func_800DDFE0,0x800DDFE0,0x40
|
||||
asm/non_matchings/code/z_camera/func_800DE0E0.s,func_800DE0E0,0x800DE0E0,0x3
|
||||
asm/non_matchings/code/z_camera/func_800DE0EC.s,func_800DE0EC,0x800DE0EC,0x87
|
||||
asm/non_matchings/code/z_camera/func_800DE308.s,func_800DE308,0x800DE308,0x7
|
||||
asm/non_matchings/code/z_camera/Camera_InitPlayerSettings.s,Camera_InitPlayerSettings,0x800DE0EC,0x87
|
||||
asm/non_matchings/code/z_camera/Camera_ChangeStatus.s,Camera_ChangeStatus,0x800DE308,0x7
|
||||
asm/non_matchings/code/z_camera/func_800DE324.s,func_800DE324,0x800DE324,0xC2
|
||||
asm/non_matchings/code/z_camera/func_800DE62C.s,func_800DE62C,0x800DE62C,0x85
|
||||
asm/non_matchings/code/z_camera/func_800DE840.s,func_800DE840,0x800DE840,0x14
|
||||
|
|
@ -794,7 +794,7 @@ asm/non_matchings/code/z_camera/Camera_GetCamDir.s,Camera_GetCamDir,0x800DFC90,0
|
|||
asm/non_matchings/code/z_camera/Camera_GetCamDirPitch.s,Camera_GetCamDirPitch,0x800DFCB4,0xA
|
||||
asm/non_matchings/code/z_camera/Camera_GetCamDirYaw.s,Camera_GetCamDirYaw,0x800DFCDC,0xA
|
||||
asm/non_matchings/code/z_camera/Camera_AddQuake.s,Camera_AddQuake,0x800DFD04,0x1D
|
||||
asm/non_matchings/code/z_camera/func_800DFD78.s,func_800DFD78,0x800DFD78,0x5E
|
||||
asm/non_matchings/code/z_camera/Camera_SetViewParam.s,Camera_SetViewParam,0x800DFD78,0x5E
|
||||
asm/non_matchings/code/z_camera/func_800DFEF0.s,func_800DFEF0,0x800DFEF0,0xA
|
||||
asm/non_matchings/code/z_camera/func_800DFF18.s,func_800DFF18,0x800DFF18,0x7
|
||||
asm/non_matchings/code/z_camera/func_800DFF34.s,func_800DFF34,0x800DFF34,0x4
|
||||
|
|
@ -802,7 +802,7 @@ asm/non_matchings/code/z_camera/func_800DFF44.s,func_800DFF44,0x800DFF44,0x7
|
|||
asm/non_matchings/code/z_camera/Camera_SetFlags.s,Camera_SetFlags,0x800DFF60,0x9
|
||||
asm/non_matchings/code/z_camera/Camera_ClearFlags.s,Camera_ClearFlags,0x800DFF84,0xA
|
||||
asm/non_matchings/code/z_camera/Camera_ChangeDoorCam.s,Camera_ChangeDoorCam,0x800DFFAC,0x34
|
||||
asm/non_matchings/code/z_camera/func_800E007C.s,func_800E007C,0x800E007C,0x4C
|
||||
asm/non_matchings/code/z_camera/Camera_Copy.s,Camera_Copy,0x800E007C,0x4C
|
||||
asm/non_matchings/code/z_camera/func_800E01AC.s,func_800E01AC,0x800E01AC,0x3
|
||||
asm/non_matchings/code/z_camera/Camera_GetQuakeOffset.s,Camera_GetQuakeOffset,0x800E01B8,0x9
|
||||
asm/non_matchings/code/z_camera/func_800E01DC.s,func_800E01DC,0x800E01DC,0x13
|
||||
|
|
@ -2500,18 +2500,18 @@ asm/non_matchings/code/z_play/func_80165E7C.s,func_80165E7C,0x80165E7C,0x11
|
|||
asm/non_matchings/code/z_play/func_80165EC0.s,func_80165EC0,0x80165EC0,0x68
|
||||
asm/non_matchings/code/z_play/func_80166060.s,func_80166060,0x80166060,0x16
|
||||
asm/non_matchings/code/z_play/func_801660B8.s,func_801660B8,0x801660B8,0x21
|
||||
asm/non_matchings/code/z_play/Play_Fini.s,Play_Fini,0x8016613C,0xA2
|
||||
asm/non_matchings/code/z_play/Play_Destroy.s,Play_Destroy,0x8016613C,0xA2
|
||||
asm/non_matchings/code/z_play/func_801663C4.s,func_801663C4,0x801663C4,0xA0
|
||||
asm/non_matchings/code/z_play/func_80166644.s,func_80166644,0x80166644,0x9C
|
||||
asm/non_matchings/code/z_play/func_801668B4.s,func_801668B4,0x801668B4,0x2D
|
||||
asm/non_matchings/code/z_play/func_80166968.s,func_80166968,0x80166968,0x72
|
||||
asm/non_matchings/code/z_play/func_80166B30.s,func_80166B30,0x80166B30,0x339
|
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asm/non_matchings/code/z_play/func_80167814.s,func_80167814,0x80167814,0x174
|
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asm/non_matchings/code/z_play/Play_Update.s,Play_Update,0x80167814,0x174
|
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asm/non_matchings/code/z_play/func_80167DE4.s,func_80167DE4,0x80167DE4,0x4A
|
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asm/non_matchings/code/z_play/func_80167F0C.s,func_80167F0C,0x80167F0C,0x61
|
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asm/non_matchings/code/z_play/Play_Draw.s,Play_Draw,0x80168090,0x347
|
||||
asm/non_matchings/code/z_play/func_80168DAC.s,func_80168DAC,0x80168DAC,0x6E
|
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asm/non_matchings/code/z_play/Play_Update.s,Play_Update,0x80168F64,0x5A
|
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asm/non_matchings/code/z_play/Play_Main.s,Play_Main,0x80168F64,0x5A
|
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asm/non_matchings/code/z_play/Play_InCsMode.s,Play_InCsMode,0x801690CC,0xD
|
||||
asm/non_matchings/code/z_play/func_80169100.s,func_80169100,0x80169100,0x3C
|
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asm/non_matchings/code/z_play/func_801691F0.s,func_801691F0,0x801691F0,0xC
|
||||
|
|
@ -2519,22 +2519,22 @@ asm/non_matchings/code/z_play/Play_LoadScene.s,Play_LoadScene,0x80169220,0x17
|
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asm/non_matchings/code/z_play/func_8016927C.s,func_8016927C,0x8016927C,0x12
|
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asm/non_matchings/code/z_play/func_801692C4.s,func_801692C4,0x801692C4,0x44
|
||||
asm/non_matchings/code/z_play/Play_SceneInit.s,Play_SceneInit,0x801693D4,0x28
|
||||
asm/non_matchings/code/z_play/func_80169474.s,func_80169474,0x80169474,0x1A
|
||||
asm/non_matchings/code/z_play/Play_GetScreenPos.s,Play_GetScreenPos,0x80169474,0x1A
|
||||
asm/non_matchings/code/z_play/Play_CreateSubCamera.s,Play_CreateSubCamera,0x801694DC,0x2A
|
||||
asm/non_matchings/code/z_play/Play_GetActiveCamId.s,Play_GetActiveCamId,0x80169584,0x3
|
||||
asm/non_matchings/code/z_play/Play_CameraChangeStatus.s,Play_CameraChangeStatus,0x80169590,0x1C
|
||||
asm/non_matchings/code/z_play/Play_ChangeCameraStatus.s,Play_ChangeCameraStatus,0x80169590,0x1C
|
||||
asm/non_matchings/code/z_play/Play_ClearCamera.s,Play_ClearCamera,0x80169600,0x1A
|
||||
asm/non_matchings/code/z_play/Play_ClearAllSubCameras.s,Play_ClearAllSubCameras,0x80169668,0x1B
|
||||
asm/non_matchings/code/z_play/Play_GetCamera.s,Play_GetCamera,0x801696D4,0xE
|
||||
asm/non_matchings/code/z_play/Play_CameraSetAtEye.s,Play_CameraSetAtEye,0x8016970C,0x44
|
||||
asm/non_matchings/code/z_play/Play_CameraSetAtEyeUp.s,Play_CameraSetAtEyeUp,0x8016981C,0x49
|
||||
asm/non_matchings/code/z_play/Play_CameraSetFov.s,Play_CameraSetFov,0x80169940,0x12
|
||||
asm/non_matchings/code/z_play/Play_CameraSetRoll.s,Play_CameraSetRoll,0x80169988,0x13
|
||||
asm/non_matchings/code/z_play/Play_SetCameraAtEye.s,Play_SetCameraAtEye,0x8016970C,0x44
|
||||
asm/non_matchings/code/z_play/Play_SetCameraAtEyeUp.s,Play_SetCameraAtEyeUp,0x8016981C,0x49
|
||||
asm/non_matchings/code/z_play/Play_SetCameraFov.s,Play_SetCameraFov,0x80169940,0x12
|
||||
asm/non_matchings/code/z_play/Play_SetCameraRoll.s,Play_SetCameraRoll,0x80169988,0x13
|
||||
asm/non_matchings/code/z_play/Play_CopyCamera.s,Play_CopyCamera,0x801699D4,0x1F
|
||||
asm/non_matchings/code/z_play/func_80169A50.s,func_80169A50,0x80169A50,0x1C
|
||||
asm/non_matchings/code/z_play/Play_CameraChangeSetting.s,Play_CameraChangeSetting,0x80169AC0,0xF
|
||||
asm/non_matchings/code/z_play/Play_ChangeCameraSetting.s,Play_ChangeCameraSetting,0x80169AC0,0xF
|
||||
asm/non_matchings/code/z_play/func_80169AFC.s,func_80169AFC,0x80169AFC,0x32
|
||||
asm/non_matchings/code/z_play/Play_CameraGetUID.s,Play_CameraGetUID,0x80169BC4,0xD
|
||||
asm/non_matchings/code/z_play/Play_GetCameraUID.s,Play_GetCameraUID,0x80169BC4,0xD
|
||||
asm/non_matchings/code/z_play/func_80169BF8.s,func_80169BF8,0x80169BF8,0x1B
|
||||
asm/non_matchings/code/z_play/Play_GetActorCsCamSetting.s,Play_GetActorCsCamSetting,0x80169C64,0x8
|
||||
asm/non_matchings/code/z_play/Play_GetActorCsCamFuncData.s,Play_GetActorCsCamFuncData,0x80169C84,0xE
|
||||
|
|
|
|||
|
Loading…
Reference in New Issue