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This should fix (all?) 60fps interpolation issues left. (#938)
* This should fix (all?) 60fps interpolation issues left. Resolves #631 #917 * Update z_fishing.c * Re-adds Emil's interpolation in certain places. * move open/close disps out of if statments checking timer based vars, revert fishing to use recordopen/closed child * move disps out of ifs for morpha * use recordopen/recordclose for volv * recordopen/recordclose for ganondorf * switch back to recordopen/recordclose for ganondorf floor * Frame interpolation now uses a 64bit parameter rather than 32. * More 60fps fixes * Fix close child typo * add todo calls to recordopen/recordclose * fix build * revert long long frame interpolation * add some epochs * add more epochs * bongo epochs * the rest of the epochs * fix the typo fix the build * interpolation fixes pr cleanup * init/cleanup bongo epochs * bongo hand trails * Fixes niw feathers * Fixes bongo bongo hands, and replaces epoch * i with epoch + i * don't update epochs Co-authored-by: briaguya <briaguya@alice>
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@@ -3973,6 +3973,8 @@ void Actor_DrawDoorLock(GlobalContext* globalCtx, s32 frame, s32 type) {
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f32 chainsTranslateX;
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f32 chainsTranslateY;
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f32 rotZStep;
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static s32 epoch = 0;
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epoch++;
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entry = &sDoorLocksInfo[type];
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chainRotZ = entry->chainsRotZInit;
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@@ -3986,6 +3988,7 @@ void Actor_DrawDoorLock(GlobalContext* globalCtx, s32 frame, s32 type) {
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chainsTranslateY = cosf(entry->chainAngle - chainRotZ) * (10 - frame) * 0.1f * entry->chainLength;
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for (i = 0; i < 4; i++) {
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FrameInterpolation_RecordOpenChild(entry, epoch + i * 25);
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Matrix_Put(&baseMtxF);
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Matrix_RotateZ(chainRotZ, MTXMODE_APPLY);
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Matrix_Translate(chainsTranslateX, chainsTranslateY, 0.0f, MTXMODE_APPLY);
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@@ -4005,6 +4008,7 @@ void Actor_DrawDoorLock(GlobalContext* globalCtx, s32 frame, s32 type) {
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}
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chainRotZ += rotZStep;
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FrameInterpolation_RecordCloseChild();
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}
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Matrix_Put(&baseMtxF);
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