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Update ac_train1.c to use updated player process names
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+2
-2
@@ -146,13 +146,13 @@ static void aTR1_passenger_ctrl(ACTOR* actor){
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rot.x = ZeroSVec.x;
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rot.y = ZeroSVec.y;
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rot.z = ZeroSVec.z;
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get_player_actor_withoutCheck((GAME_PLAY*)gamePT)->update_Rot_Pos_actor_proc(gamePT, &pos, &rot, 46);
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get_player_actor_withoutCheck((GAME_PLAY*)gamePT)->Set_force_position_angle_proc(gamePT, &pos, &rot, mPlayer_FORCE_POSITION_ANGLE_POSX | mPlayer_FORCE_POSITION_ANGLE_POSY | mPlayer_FORCE_POSITION_ANGLE_POSZ | mPlayer_FORCE_POSITION_ANGLE_ROTY);
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}
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else if(train1->player_pass_leaving == 1){
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pos.x = train1->actor_class.world_position.x + 2.0f;
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pos.y = train1->actor_class.world_position.y + 16.0f;
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pos.z = train1->actor_class.world_position.z + 20.0f;
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get_player_actor_withoutCheck((GAME_PLAY*)gamePT)->update_Rot_Pos_actor_proc(gamePT, &pos, NULL, 14);
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get_player_actor_withoutCheck((GAME_PLAY*)gamePT)->Set_force_position_angle_proc(gamePT, &pos, NULL, mPlayer_FORCE_POSITION_ANGLE_POSX | mPlayer_FORCE_POSITION_ANGLE_POSY | mPlayer_FORCE_POSITION_ANGLE_POSZ);
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}
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}
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+1
-1
Submodule tools/ppcdis updated: 396925fc98...29c3a24832
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