Merge remote-tracking branch 'upstream/master' into play

This commit is contained in:
Derek Hensley
2022-10-04 17:38:41 -07:00
315 changed files with 13597 additions and 6414 deletions
+25 -23
View File
@@ -1,5 +1,8 @@
#include "global.h"
#include "z64rumble.h"
#include "z64quake.h"
#include "z64shrink_window.h"
#include "z64view.h"
#include "overlays/gamestates/ovl_daytelop/z_daytelop.h"
#include "overlays/gamestates/ovl_opening/z_opening.h"
#include "overlays/gamestates/ovl_file_choose/z_file_choose.h"
@@ -309,7 +312,7 @@ void Play_SetupTransition(PlayState* this, s32 transitionType) {
transitionCtx->transitionType = transitionType;
transitionCtx->fbdemoType = fbdemoType;
if (fbdemoType != -1) {
func_80163C90(transitionCtx);
Transition_Init(transitionCtx);
}
}
@@ -379,7 +382,7 @@ const char D_801DFB28[] = "fk";
void Play_ClearTransitionInstanceType(PlayState* this) {
if (this->transitionCtx.fbdemoType != -1) {
func_80163D80(&this->transitionCtx, this);
Transition_Destroy(&this->transitionCtx);
}
this->transitionCtx.transitionType = -1;
}
@@ -577,7 +580,7 @@ void func_80166968(PlayState* this, Camera* camera) {
Distortion_ClearType(0x10);
Distortion_ClearType(8);
if (sQuakeIndex != 0) {
Quake_RemoveFromIdx(sQuakeIndex);
Quake_Remove(sQuakeIndex);
}
func_800F694C(this);
func_801A3EC0(0);
@@ -612,20 +615,20 @@ void Play_UpdateTransition(PlayState* this) {
((this->nextEntrance == ENTRANCE(ROAD_TO_IKANA, 1)) &&
!(gSaveContext.save.weekEventReg[0x34] & 0x20))) &&
(!func_800FE590(this) || (Entrance_GetSceneId(this->nextEntrance + sceneLayer) < 0) ||
(func_801A8A50(0) != NA_BGM_FINAL_HOURS))) {
(Audio_GetActiveSequence(0) != NA_BGM_FINAL_HOURS))) {
func_801A4058(20);
gSaveContext.seqIndex = 0xFF;
gSaveContext.nightSeqIndex = 0xFF;
gSaveContext.seqId = 0xFF;
gSaveContext.ambienceId = 0xFF;
}
if (func_800FD768()) {
func_801A4058(20);
gSaveContext.seqIndex = 0xFF;
gSaveContext.nightSeqIndex = 0xFF;
gSaveContext.seqId = 0xFF;
gSaveContext.ambienceId = 0xFF;
}
if (func_800FE590(this) && (Entrance_GetSceneId(this->nextEntrance + sceneLayer) >= 0) &&
(func_801A8A50(0) == NA_BGM_FINAL_HOURS)) {
(Audio_GetActiveSequence(0) == NA_BGM_FINAL_HOURS)) {
func_801A41C8(20);
}
}
@@ -703,8 +706,8 @@ void Play_UpdateTransition(PlayState* this) {
}
this->transitionCtx.setColor(&this->transitionCtx.instanceData, color);
if (this->transitionCtx.setUnkColor != NULL) {
this->transitionCtx.setUnkColor(&this->transitionCtx.instanceData, color);
if (this->transitionCtx.setEnvColor != NULL) {
this->transitionCtx.setEnvColor(&this->transitionCtx.instanceData, color);
}
this->transitionCtx.setType(&this->transitionCtx.instanceData,
@@ -1190,9 +1193,9 @@ void Play_Draw(PlayState* this) {
var_fv0 = 12800.0f;
}
func_8013F0D0(&this->view, this->view.fovy, this->view.zNear, var_fv0);
View_SetPerspective(&this->view, this->view.fovy, this->view.zNear, var_fv0);
View_RenderView(&this->view, 0xF);
View_Apply(&this->view, 0xF);
// The billboard matrix temporarily stores the viewing matrix
Matrix_MtxToMtxF(&this->view.viewing, &this->billboardMtxF);
@@ -1238,7 +1241,7 @@ void Play_Draw(PlayState* this) {
SET_FULLSCREEN_VIEWPORT(&spA8);
func_801400CC(&spA8, &sp218);
View_ApplyTo(&spA8, &sp218);
this->transitionCtx.draw(&this->transitionCtx.instanceData, &sp218);
}
@@ -1421,7 +1424,7 @@ void Play_Draw(PlayState* this) {
Vec3s sp4C;
Camera_Update(&sp4C, GET_ACTIVE_CAM(this));
func_80140024(&this->view);
View_UpdateViewingMatrix(&this->view);
this->view.unk164 = 0;
if ((this->skyboxId != 0) && !this->envCtx.skyboxDisabled) {
SkyboxDraw_UpdateMatrix(&this->skyboxCtx, this->view.eye.x, this->view.eye.y, this->view.eye.z);
@@ -2204,18 +2207,17 @@ void Play_Init(GameState* thisx) {
if (((gSaveContext.gameMode != 0) && (gSaveContext.gameMode != 1)) || (gSaveContext.save.cutscene >= 0xFFF0)) {
gSaveContext.unk_3DC0 = 0;
Magic_Reset(this);
gSaveContext.sceneSetupIndex = (gSaveContext.save.cutscene & 0xF) + 1;
gSaveContext.sceneLayer = (gSaveContext.save.cutscene & 0xF) + 1;
gSaveContext.save.cutscene = 0;
} else {
gSaveContext.sceneSetupIndex = 0;
gSaveContext.sceneLayer = 0;
}
sp87 = gSaveContext.sceneSetupIndex;
sp87 = gSaveContext.sceneLayer;
Play_SpawnScene(
this,
Entrance_GetSceneIdAbsolute(((void)0, gSaveContext.save.entrance) + ((void)0, gSaveContext.sceneSetupIndex)),
Entrance_GetSpawnNum(((void)0, gSaveContext.save.entrance) + ((void)0, gSaveContext.sceneSetupIndex)));
this, Entrance_GetSceneIdAbsolute(((void)0, gSaveContext.save.entrance) + ((void)0, gSaveContext.sceneLayer)),
Entrance_GetSpawnNum(((void)0, gSaveContext.save.entrance) + ((void)0, gSaveContext.sceneLayer)));
KaleidoScopeCall_Init(this);
func_80121FC4(this);
@@ -2317,8 +2319,8 @@ void Play_Init(GameState* thisx) {
func_800F15D8(&this->mainCamera);
func_801129E4(this);
func_800FB758(this);
gSaveContext.seqIndex = this->soundCtx.seqIndex;
gSaveContext.nightSeqIndex = this->soundCtx.nightSeqIndex;
gSaveContext.seqId = this->sequenceCtx.seqId;
gSaveContext.ambienceId = this->sequenceCtx.ambienceId;
AnimationContext_Update(this, &this->animationCtx);
func_800EDBE0(this);
gSaveContext.respawnFlag = 0;