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d_s_room / d_s_name / d_a_title debug work (#3123)
* d_s_room / d_s_name debug work * camera_class rtti fix * d_a_title debug / handle shield rel changes * fix shield build * fix regressions
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@@ -5829,7 +5829,7 @@ static void cam_spd_set(e_rd_class* i_this) {
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static void demo_camera(e_rd_class* i_this) {
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fopEn_enemy_c* enemy = (fopEn_enemy_c*)&i_this->enemy;
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daPy_py_c* pla = (daPy_py_c*)dComIfGp_getPlayer(0);
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camera_class* camera = (camera_class*) dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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camera_process_class* camera = (camera_process_class*) dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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camera_class* camera0 = (camera_class*) dComIfGp_getCamera(0);
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daNPC_TK_c* taka = (daNPC_TK_c*) fopAcM_SearchByName(PROC_NPC_TK);
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fopAc_ac_c* actor = taka;
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@@ -5917,7 +5917,7 @@ static void demo_camera(e_rd_class* i_this) {
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i_this->demo_cam_center = enemy->current.pos;
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i_this->demo_cam_center.y = (enemy->eyePos.y - 80.0f) + 60.0f + TREG_F(5);
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i_this->demo_cam_eye = camera0->lookat.eye;
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i_this->demo_cam_eye = camera0->view.lookat.eye;
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enemy->current.angle.y = i_this->angleY;
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i_this->field_0x1300 = 2000.0f;
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// fallthrough
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@@ -5970,8 +5970,8 @@ static void demo_camera(e_rd_class* i_this) {
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i_this->demo_cam_zoom = 55.0f;
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camera->mCamera.SetTrimSize(3);
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i_this->demo_cam_center = camera0->lookat.center;
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i_this->demo_cam_eye = camera0->lookat.eye;
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i_this->demo_cam_center = camera0->view.lookat.center;
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i_this->demo_cam_eye = camera0->view.lookat.eye;
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i_this->field_0x12cc.set(-7875.0f, 2125.0f, 7895.0f);
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i_this->field_0x12c0.set(-7527.0f, 2084.0f, 7552.0f);
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cam_spd_set(i_this);
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@@ -6584,7 +6584,7 @@ static int daE_RD_Execute(e_rd_class* i_this) {
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if (i == 0) {
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mae.set(38.0f, 0.0f, 0.0f);
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MtxPosition(&mae, &ato);
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mae = camera->lookat.eye - ato;
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mae = camera->view.lookat.eye - ato;
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y = cM_atan2s(mae.x, mae.z);
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x = -cM_atan2s(mae.y, JMAFastSqrt(mae.x * mae.x + mae.z * mae.z));
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