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https://github.com/TwilitRealm/dusklight
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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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+13
-13
@@ -1033,9 +1033,9 @@ static void npc_ks_home(npc_ks_class* i_this) {
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i_this->path_no = 0;
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i_this->field_0xaec = 1;
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if (fopAcM_CheckCondition(actor, 4) != 0) {
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camera_class* camera = dComIfGp_getCamera(0);
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mae.x = camera->lookat.eye.x - camera->lookat.center.x;
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mae.z = camera->lookat.eye.z - camera->lookat.center.z;
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camera_process_class* camera = dComIfGp_getCamera(0);
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mae.x = camera->view.lookat.eye.x - camera->view.lookat.center.x;
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mae.z = camera->view.lookat.eye.z - camera->view.lookat.center.z;
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cMtx_YrotS(*calc_mtx, cM_atan2s(mae.x, mae.z));
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if ((i_this->set_id & 1) != 0) {
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mae.x = 100.0f;
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@@ -1045,7 +1045,7 @@ static void npc_ks_home(npc_ks_class* i_this) {
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mae.y = -50.0f;
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mae.z = 200.0f;
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MtxPosition(&mae, &ato);
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actor->current.pos = camera->lookat.eye + ato;
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actor->current.pos = camera->view.lookat.eye + ato;
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actor->old = actor->current;
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}
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}
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@@ -1802,12 +1802,12 @@ static void hang_end_check(npc_ks_class* i_this) {
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i_this->field_0xaec = 1;
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actor->current.angle.x = 0;
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if (fopAcM_CheckCondition(actor, 4) != 0) {
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camera_class* camera = dComIfGp_getCamera(0);
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camera_process_class* camera = dComIfGp_getCamera(0);
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if (checkDoorDemo()) {
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cMtx_YrotS(*calc_mtx, player->shape_angle.y + 0x8000);
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} else {
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mae.x = camera->lookat.eye.x - camera->lookat.center.x;
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mae.z = camera->lookat.eye.z - camera->lookat.center.z;
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mae.x = camera->view.lookat.eye.x - camera->view.lookat.center.x;
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mae.z = camera->view.lookat.eye.z - camera->view.lookat.center.z;
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cMtx_YrotS(*calc_mtx, cM_atan2s(mae.x, mae.z));
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}
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@@ -1819,7 +1819,7 @@ static void hang_end_check(npc_ks_class* i_this) {
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mae.y = -50.0f;
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mae.z = 100.0f;
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MtxPosition(&mae, &ato);
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actor->current.pos = camera->lookat.eye + ato;
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actor->current.pos = camera->view.lookat.eye + ato;
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actor->old = actor->current;
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}
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}
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@@ -2537,8 +2537,8 @@ static void* s_fsdown_sub(void* i_actor, void* i_data) {
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static void demo_camera(npc_ks_class* i_this) {
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fopAc_ac_c* actor = &i_this->actor;
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daPy_py_c* player = (daPy_py_c*)dComIfGp_getPlayer(0);
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camera_class* camera = dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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camera_class* unused_cam_p = dComIfGp_getCamera(0);
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camera_process_class* camera = dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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camera_process_class* unused_cam_p = dComIfGp_getCamera(0);
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obj_sw_class* sw_p = i_this->child_no;
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fopAc_ac_c* base_sw_p = &sw_p->actor;
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cXyz mae, ato;
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@@ -4048,14 +4048,14 @@ static int npc_ks_option(npc_ks_class* i_this) {
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(fopAcM_CheckCondition(actor, 4) != 0 && fopAcM_otherBgCheck(actor, dComIfGp_getPlayer(0)))) {
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if (iVar1 != 0 && player3->speedF > 2.0f) {
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camera_class* camera = (camera_class*) dComIfGp_getCamera(0);
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mae.x = camera->lookat.eye.x - camera->lookat.center.x;
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mae.z = camera->lookat.eye.z - camera->lookat.center.z;
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mae.x = camera->view.lookat.eye.x - camera->view.lookat.center.x;
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mae.z = camera->view.lookat.eye.z - camera->view.lookat.center.z;
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cMtx_YrotS(*calc_mtx, cM_atan2s(mae.x, mae.z));
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mae.x = 0.0f;
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mae.y = -50.0f;
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mae.z = 100.0f;
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MtxPosition(&mae, &ato);
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ato += camera->lookat.eye;
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ato += camera->view.lookat.eye;
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dBgS_GndChk gnd_chk;
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gnd_chk.SetPos(&ato);
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