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Play (2 NON_MATCHINGS) (#1109)
* Bring over progress from another branch
Co-authored-by: Maide <34639600+Kelebek1@users.noreply.github.com>
* cleanup, fake match Play_Init
* small fixes
* Some small cleanup
* Match func_80165460 (from debug)
* Match func_80165658
* Match func_80165DB8, func_80165DCC, func_80165DF0, func_80165E04
* Match func_80167DE4 (from debug)
* Match func_80167F0C
* Match func_80168DAC
* Matched func_80169100
* Matched func_801691F0
* import D_801DFA18
* match Play_Main thanks to debug
* cleanup
* synray does it again
* add docs from debug
* fix func_801656A4
* more docs and cleanup
* Match func_80166B30 and diff fake match in Init
* import transition docs from OoT
* Play Update, sort of
* cleanup Play_Update
* more cleanup
* slightly more docs
* small docs
* Play_Draw WIP Thanks @petrie911
* progress?
* two more matches
* format
* misc play docs
* transitions cleanup
* Motion Blur
* Transitions
* Fog
* Bombers notebook + small cleanup
* bss
* Camera Functions
* Picto functions
* Init
* MotionBlur Clean up
* Floor Surface
* Pictographs some more
* regs
* fix circular dependency problem
* Cleanup PR commits outside play
* namefixer
* PR picto
* PR audio
* PR small clean ups
* debug strings
* Picto defines
* bss
* enums
* remove void
* typedefs
* Hireso -> BombersNotebook
* bss comments
* bss and I8/I5 functions
* Smaller PR comments
* Transitions
* Combine enums
* Revert "Combine enums"
This reverts commit 0da1ebcaed.
* Fix Transition defines
* RGBA16 macros
* Unname
* worldCoverAlpha
* Rename Update and Draw
* PR review, plus annotate bug
* Clean up nonmatchings with a closer DrawGame
* Format
* New macros
* UpdateMain and DrawMain
* Fix merge
* Small cleanups from PR
* zFar
* Intensity macros
* Format
* Remove bss comments
* Compression/decompression
* Small cleanup
* Format
* More PR cleanup
* Cleanup picto stuff
* format
* Fix compression comments
* Play processes state enums DONE -> READY
* cutscene comment
* fix bss
Co-authored-by: Maide <34639600+Kelebek1@users.noreply.github.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Co-authored-by: petrie911 <pmontag@PHYS-S129.iowa.uiowa.edu>
Co-authored-by: angie <angheloalf95@gmail.com>
This commit is contained in:
+7
-7
@@ -224,7 +224,7 @@ void ActorShadow_DrawFeet(Actor* actor, Lights* mapper, PlayState* play) {
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for (i = 0; i < ARRAY_COUNT(floorHeight); i++, spB8 >>= 1) {
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feetPosPtr->y += 50.0f;
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*floorHeightPtr = func_80169100(play, &sp13C, &spF8, &bgId, feetPosPtr);
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*floorHeightPtr = Play_GetFloorSurfaceImpl(play, &sp13C, &spF8, &bgId, feetPosPtr);
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feetPosPtr->y -= 50.0f;
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distToFloor = feetPosPtr->y - *floorHeightPtr;
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@@ -2442,7 +2442,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
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params.player = player;
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params.play = play;
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if (play->unk_18844 != 0) {
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if (play->unk_18844) {
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params.unk_18 = ACTOR_FLAG_200000;
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} else {
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params.unk_18 = ACTOR_FLAG_200000 | ACTOR_FLAG_40 | ACTOR_FLAG_10;
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@@ -2698,7 +2698,7 @@ void Actor_DrawLensActors(PlayState* play, s32 numInvisibleActors, Actor** invis
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spAC = tmp;
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Actor_DrawLensOverlay(&spAC, play->actorCtx.lensMaskSize);
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tmp = func_801660B8(play, spAC);
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tmp = Play_SetFog(play, spAC);
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for (spB4 = 0, invisibleActor = invisibleActors; spB4 < numInvisibleActors; spB4++, invisibleActor++) {
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POLY_XLU_DISP = tmp;
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@@ -2779,9 +2779,9 @@ s32 func_800BA2FC(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projec
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f32 phi_f16;
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if (play->view.fovy != 60.0f) {
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phi_f12 = actor->uncullZoneScale * play->unk_187F0.x * 0.76980036f; // sqrt(16/27)
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phi_f12 = actor->uncullZoneScale * play->projectionMtxFDiagonal.x * 0.76980036f; // sqrt(16/27)
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phi_f14 = play->unk_187F0.y * 0.57735026f; // 1 / sqrt(3)
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phi_f14 = play->projectionMtxFDiagonal.y * 0.57735026f; // 1 / sqrt(3)
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phi_f16 = actor->uncullZoneScale * phi_f14;
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phi_f14 *= actor->uncullZoneDownward;
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} else {
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@@ -2809,7 +2809,7 @@ void Actor_DrawAll(PlayState* play, ActorContext* actorCtx) {
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s32 actorFlags;
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s32 i;
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if (play->unk_18844 != 0) {
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if (play->unk_18844) {
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actorFlags = ACTOR_FLAG_200000;
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} else {
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actorFlags = ACTOR_FLAG_200000 | ACTOR_FLAG_40 | ACTOR_FLAG_20;
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@@ -2880,7 +2880,7 @@ void Actor_DrawAll(PlayState* play, ActorContext* actorCtx) {
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gSPBranchList(ref2, &tmp2[1]);
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POLY_XLU_DISP = &tmp2[1];
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if (play->unk_18844 == 0) {
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if (!play->unk_18844) {
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Lights_DrawGlow(play);
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}
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