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