Animation Cleanup: En_R* (#1516)

* begin R

* finish anim R

* cleanup

* small adj

* cleanup

* CS_STATE_IDLE

* CS_ID_NONE

* more cleanup

* sBssPad

* angles

* sneak in small fix

* small fix
This commit is contained in:
engineer124
2023-11-28 22:43:36 +11:00
committed by GitHub
parent 54f7aa23b5
commit a44f19225b
157 changed files with 908 additions and 881 deletions
+1 -1
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@@ -4390,7 +4390,7 @@ void Npc_TrackPointWithLimits(Actor* actor, NpcInteractInfo* interactInfo, s16 m
}
temp = CLAMP(pitchTowardsTarget, minHeadPitch, (s16)(u16)maxHeadPitch);
Math_SmoothStepToS(&interactInfo->headRot.x, temp, 6, 2000, 1);
Math_SmoothStepToS(&interactInfo->headRot.x, temp, 6, 0x7D0, 1);
torsoPitch = pitchTowardsTarget - interactInfo->headRot.x;
+1 -1
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@@ -7228,7 +7228,7 @@ void Camera_EarthquakeDay3(Camera* camera) {
0x1FC, // 8 Large Earthquakes between CLOCK_TIME(4, 30) to CLOCK_TIME(6, 00)
};
if ((CURRENT_DAY == 3) && (CutsceneManager_GetCurrentCsId() == -1)) {
if ((CURRENT_DAY == 3) && (CutsceneManager_GetCurrentCsId() == CS_ID_NONE)) {
time = CURRENT_TIME;
timeSpeedOffset = gSaveContext.save.timeSpeedOffset;
+2 -2
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@@ -10,8 +10,8 @@ typedef struct {
typedef void (*DebugDispObjectDrawFunc)(DebugDispObject*, void*, PlayState*);
void DebugDisplay_DrawSpriteI8(DebugDispObject*, void*, PlayState*);
void DebugDisplay_DrawPolygon(DebugDispObject*, void*, PlayState*);
void DebugDisplay_DrawSpriteI8(DebugDispObject* dispObj, void* texture, PlayState* play);
void DebugDisplay_DrawPolygon(DebugDispObject* dispObj, void* dList, PlayState* play);
Gfx* DebugDisplay_PathDisplayList(GraphicsContext* gfxCtx, Path* path);
DebugDispObject* DebugDisplay_Init(void) {
+2 -2
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@@ -1644,7 +1644,7 @@ void Cutscene_ActorTranslateAndYawSmooth(Actor* actor, PlayState* play, s32 cueC
VEC3F_LERPIMPDST(&actor->world.pos, &startPos, &endPos, lerp);
Math_SmoothStepToS(&actor->world.rot.y, Math_Vec3f_Yaw(&startPos, &endPos), 10, 1000, 1);
Math_SmoothStepToS(&actor->world.rot.y, Math_Vec3f_Yaw(&startPos, &endPos), 10, 0x3E8, 1);
actor->shape.rot.y = actor->world.rot.y;
}
@@ -1669,7 +1669,7 @@ void Cutscene_ActorTranslateXZAndYawSmooth(Actor* actor, PlayState* play, s32 cu
actor->world.pos.x = startPos.x + (endPos.x - startPos.x) * lerp;
actor->world.pos.z = startPos.z + (endPos.z - startPos.z) * lerp;
Math_SmoothStepToS(&actor->world.rot.y, Math_Vec3f_Yaw(&startPos, &endPos), 10, 1000, 1);
Math_SmoothStepToS(&actor->world.rot.y, Math_Vec3f_Yaw(&startPos, &endPos), 10, 0x3E8, 1);
actor->shape.rot.y = actor->world.rot.y;
}
+3 -3
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@@ -333,14 +333,14 @@ void func_800A640C(EnItem00* this, PlayState* play) {
} else if ((this->actor.params >= ITEM00_SHIELD_HERO) && (this->actor.params != ITEM00_DEKU_NUTS_10) &&
(this->actor.params < ITEM00_BOMBS_0)) {
if (this->unk152 == -1) {
if (!Math_SmoothStepToS(&this->actor.shape.rot.x, this->actor.world.rot.x - 0x4000, 2, 3000, 1500)) {
if (!Math_SmoothStepToS(&this->actor.shape.rot.x, this->actor.world.rot.x - 0x4000, 2, 0xBB8, 0x5DC)) {
this->unk152 = -2;
}
} else if (!Math_SmoothStepToS(&this->actor.shape.rot.x, -0x4000 - this->actor.world.rot.x, 2, 3000, 1500)) {
} else if (!Math_SmoothStepToS(&this->actor.shape.rot.x, -0x4000 - this->actor.world.rot.x, 2, 0xBB8, 0x5DC)) {
this->unk152 = -1;
}
Math_SmoothStepToS(&this->actor.world.rot.x, 0, 2, 2500, 500);
Math_SmoothStepToS(&this->actor.world.rot.x, 0, 2, 0x9C4, 0x1F4);
} else if ((this->actor.params == ITEM00_MAP) || (this->actor.params == ITEM00_COMPASS)) {
this->unk152 = -1;
this->actor.shape.rot.y += 0x3C0;
+3 -3
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@@ -2477,9 +2477,9 @@ void Environment_UpdateTimeBasedSequence(PlayState* play) {
s32 pad;
//! FAKE:
if (!gSaveContext.sceneLayer) {}
if (gSaveContext.sceneLayer) {}
if ((play->csCtx.state == 0) && !(play->actorCtx.flags & ACTORCTX_FLAG_TELESCOPE_ON)) {
if ((play->csCtx.state == CS_STATE_IDLE) && !(play->actorCtx.flags & ACTORCTX_FLAG_TELESCOPE_ON)) {
switch (play->envCtx.timeSeqState) {
case TIMESEQ_DAY_BGM:
break;
@@ -2539,7 +2539,7 @@ void Environment_UpdateTimeBasedSequence(PlayState* play) {
if ((play->envCtx.timeSeqState != TIMESEQ_REQUEST) && (((void)0, gSaveContext.save.day) == 3) &&
(CURRENT_TIME < CLOCK_TIME(6, 0)) && !func_800FE5D0(play) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
(play->transitionMode == TRANS_MODE_OFF) && (play->csCtx.state == 0) &&
(play->transitionMode == TRANS_MODE_OFF) && (play->csCtx.state == CS_STATE_IDLE) &&
((play->sceneId != SCENE_00KEIKOKU) || (((void)0, gSaveContext.sceneLayer) != 1)) &&
(CutsceneManager_GetCurrentCsId() == CS_ID_NONE) &&
(AudioSeq_GetActiveSeqId(SEQ_PLAYER_BGM_MAIN) != NA_BGM_FINAL_HOURS) &&