ovl_player_actor: Dawn of a new PR (#1227)

* Rename Player_UpdateBottleHeld

* Match func_808497A0

* func_80852290 NON_MATCHING

* Match func_8083B3B4

* Params cleanup

* Match func_8083FBC4

* sfxId cleanups and others

* Fix declaration of functions from D_8085D990

* Change D_8085BE84 to be a 2D array

* ARRAY_COUNT_2D

* Match func_8085ADA0

* func_808426F0 nonmatching

* Match func_80852290

* Match func_808426F0

Co-authored-by: engineer124 <engineer124engineer124@gmail.com>

* Add notes to Player_SetDoAction

* Name putAwayCountdown

* rebase

* Match func_80856918

* format

* func_8084933C nonmatching
small amount of boomerang documentation

* Progress on moving data near where it is used

* finish moving data

* format

* cleanup up remaining data

* more match

* Some minor cleanups

* PlayerCsMode enum

* func_80851F18 nonmatching

* Fix unk_B10

* Purge ExchangeItemID enum

* Rename `targetActor` to `talkActor`

* Name `targetedActor`

* PLAYER_LIMB_BUF_SIZE

Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com>

* Change SkelAnime Player functions to take a void pointer for the corresponding buffers

* Use PlayerAnimationFrame on Player_DrawImpl

* Match func_8082F1AC

* Match func_8083D23C

* cleanup

* Match and clean up func_808373F8

* Match and document func_8083A98C

* PLAYER_PARAMS macro and PlayerInitMode enum

* Preliminary names for InitMode functions

* Match func_8083C8E8

* remove redundant externs

* Match func_8084933C

* cleanup func_8084933C

* Access D_8085BE84 directly instead of using a macro

* Match func_8084AC84

* Fix boomearng typo

* OK boomerang

* cleanup func_8083D168

* untargetedRotY

* this->unk_14E = ABS_ALT(var_v1);

* GIFIELD macros

* sort of a match

* Match func_8084C16C

Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com>

* Use the same trick to match func_808573A4

* Add note on Deku spinning

* Match func_8084D18C

* Match func_80850D68

* Improve func_80832660

* Match func_80854EFC

Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com>

* Rename unk_B2A to getItemDrawId

* Some cleanup

* fix merge issues

* format

* minor anim docs

* Match func_808553F4

* Cleanup func_808553F4

* func_8083D860 nonmatching

* Match func_8083D860

* Defake func_80859BA8

* ()

* Add notes to PlayerAnimGroup enum

* underwaterTimer

Co-authored-by: engineer124 <engineer124engineer124@gmail.com>

* some stateFlags cleaning

* more stateFlags cleaning

* some notes and minor cleanups

* more general cleanups

* Slightly less fake func_80832CAC

* Document some melee weapon damage stuff

* Mark lunge storage

* Note PCS patch

* match

* add notes to bss

* yeet extra indentation

* add reloc as nonmatching to spec

* floorSfxOffset

* Player_GetFloorSfx

* Player_GetFloorSfxByAge

* Comments for AnimSfx dunctions

* Name some AnimSfx functions

* Name AnimSfx stuff

* Some PlayerAgeProperties notes

* use animflag defines

* Player_SpawnExplosive

* fix enum and some other minor fixes

* Bit more misc. cleanup

* Use OoT's version of func_808333CC

* Note on quickspin buffer

* Final nonmatching, func_80851F18

Co-authored-by: Synray <31429825+Synray@users.noreply.github.com>

* RIP player.c

* Name Player_StopHorizontalMovement

* misc fixes

* Actor_DeactivateLens

* fixes

* typos and tweaks

* minor stuff

* add names as comments on the animgoup array

* Correct some function names and data type

* add anim commets to ageproperties

* some notes

* De-fake func_80840F90

* Defake & clean up func_8085ADA0

* Improve func_80859BA8

* Enums in func_80852B28

* Name some secret-related things

* 3 small things

* stuff

* Player_TalkWithPlayer

* SurfaceType_GetFloorType

* SurfaceType_GetWallFlags

* and more bgcheck stuff

* more bss naming

* sPlayerControlInput

* clean up func_80836F10 a bit

* name the parameters of func_80835BF8

* door stuff

* remove NON_MATCHING

* remove D_8085D2B0 padding

* Name some Player_Cutscene_ functions

* various cleanups

* format

* remainingHopsCounter

* some cleanups on the struct

* Actor_RequestRumble

* this->exchangeItemId = PLAYER_AP_NONE;

* fix merge stuff

* format

* PlayerUnkAA5

* Name two cylinder-related functions

* BSS

* Add MagicConsume's enum, treat lensActive as bool

* Update func_808332A0 based on better info

* fix merge

* fix merge issues

* remove redundant comments

* Name Player_AddQuake

* ANIM_FLAG_UPDATE*_*Y

* Format

* AT_TYPE_ENEMY

* fix merge issues

* format

* fix uintptr_ts

* Rename

* Name leftHandMf

* fix merge issues

* format

* exchangeItemId <= PLAYER_IA_MINUS1

* getItemDrawIdPlusOne

* currentActorCsIndex

* <= PLAYER_IA_MINUS1

* fix merge issues

* format

* namefixer and bss

* fix build

* bombs parameters cleanup

* bss

* Fix building

* fix building

* Fix building

* Fix building and cleanups

* Pre-PR cleanup

* really...

* format

* review

* stateFlag Mistakes

* 268 * 0.1f

* z64door.h

* fix cutscene stuff

* bss

* Update include/z64player.h

Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>

* Update include/z64player.h

Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>

* reiew

* PR Review

* collision

* review

* format and a few stuff i missed

* EnBomExplosiveType

* weekeventregconvert and eventinfconvert

* more review

* review

* bss

* review

* re format sGetItemTable

* Entangle PlayerMask and PlayerItemAction

* a few extra cases i missed

* bss

* review

* EnArrow stuff

* ARROW_MAGIC_DEKU_BUBBLE

* minor format

* merge

* fix bss

* review

* !ARROW_IS_ARROW

* review

* bool cleanup

* fix merge

* review

* Player_StopCutscene

* Player_RequestQuake

* quakeIndex

* Player_RequestQuakeAndRumble

* knobDoor and slidingDoor

* bss

* fix

* review

* dog and float

---------

Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Co-authored-by: petrie911 <pmontag@PHYS-S129.iowa.uiowa.edu>
Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com>
Co-authored-by: Synray <31429825+Synray@users.noreply.github.com>
This commit is contained in:
Anghelo Carvajal
2023-05-28 17:41:37 -04:00
committed by GitHub
parent 20f7e2199a
commit efc9df3f56
87 changed files with 22423 additions and 2223 deletions
+38 -37
View File
@@ -1374,7 +1374,7 @@ s32 func_800B724C(PlayState* play, Actor* actor, u8 csMode) {
player->csMode = csMode;
player->unk_398 = actor;
player->unk_3BA = 0;
player->doorBgCamIndex = 0;
return true;
}
@@ -1382,7 +1382,7 @@ s32 func_800B7298(PlayState* play, Actor* actor, u8 csMode) {
Player* player = GET_PLAYER(play);
if (func_800B724C(play, actor, csMode)) {
player->unk_3BA = 1;
player->doorBgCamIndex = 1;
return true;
}
return false;
@@ -3490,49 +3490,50 @@ void Enemy_StartFinishingBlow(PlayState* play, Actor* actor) {
}
// blinking routine
s16 func_800BBAC0(s16 arg0[2], s16 arg1, s16 arg2, s16 arg3) {
if (DECR(arg0[1]) == 0) {
arg0[1] = Rand_S16Offset(arg1, arg2);
s16 func_800BBAC0(BlinkInfo* info, s16 arg1, s16 arg2, s16 arg3) {
if (DECR(info->blinkTimer) == 0) {
info->blinkTimer = Rand_S16Offset(arg1, arg2);
}
if (arg0[1] - arg3 > 0) {
arg0[0] = 0;
} else if ((arg0[1] - arg3 >= -1) || (arg0[1] < 2)) {
arg0[0] = 1;
if (info->blinkTimer - arg3 > 0) {
info->eyeTexIndex = 0;
} else if ((info->blinkTimer - arg3 >= -1) || (info->blinkTimer < 2)) {
info->eyeTexIndex = 1;
} else {
arg0[0] = 2;
info->eyeTexIndex = 2;
}
return arg0[0];
return info->eyeTexIndex;
}
// blinking routine
s16 func_800BBB74(s16 arg0[2], s16 arg1, s16 arg2, s16 arg3) {
if (DECR(arg0[1]) == 0) {
arg0[1] = Rand_S16Offset(arg1, arg2);
s16 func_800BBB74(BlinkInfo* info, s16 arg1, s16 arg2, s16 arg3) {
if (DECR(info->blinkTimer) == 0) {
info->blinkTimer = Rand_S16Offset(arg1, arg2);
}
if (arg0[1] - arg3 > 0) {
arg0[0] = 0;
} else if (arg0[1] - arg3 == 0) {
arg0[0] = 1;
if (info->blinkTimer - arg3 > 0) {
info->eyeTexIndex = 0;
} else if (info->blinkTimer - arg3 == 0) {
info->eyeTexIndex = 1;
} else {
arg0[0] = 2;
info->eyeTexIndex = 2;
}
return arg0[0];
return info->eyeTexIndex;
}
// unused blinking routine
s16 func_800BBC20(s16 arg0[2], s16 arg1, s16 arg2, s16 arg3) {
if (DECR(arg0[1]) == 0) {
arg0[1] = Rand_S16Offset(arg1, arg2);
arg0[0]++;
if ((arg0[0] % 3) == 0) {
arg0[0] = (s32)(Rand_ZeroOne() * arg3) * 3;
s16 func_800BBC20(BlinkInfo* info, s16 arg1, s16 arg2, s16 arg3) {
if (DECR(info->blinkTimer) == 0) {
info->blinkTimer = Rand_S16Offset(arg1, arg2);
info->eyeTexIndex++;
if ((info->eyeTexIndex % 3) == 0) {
info->eyeTexIndex = (s32)(Rand_ZeroOne() * arg3) * 3;
}
}
return arg0[0];
return info->eyeTexIndex;
}
void Actor_SpawnBodyParts(Actor* actor, PlayState* play, s32 partParams, Gfx** dList) {
@@ -3614,15 +3615,15 @@ void func_800BC154(PlayState* play, ActorContext* actorCtx, Actor* actor, u8 act
// Damage flags for EnArrow
u32 sArrowDmgFlags[] = {
DMG_FIRE_ARROW, // ENARROW_0
DMG_NORMAL_ARROW, // ENARROW_1
DMG_NORMAL_ARROW, // ENARROW_2
DMG_FIRE_ARROW, // ENARROW_3
DMG_ICE_ARROW, // ENARROW_4
DMG_LIGHT_ARROW, // ENARROW_5
DMG_DEKU_NUT, // ENARROW_6
DMG_DEKU_BUBBLE, // ENARROW_7
DMG_DEKU_NUT, // ENARROW_8
DMG_FIRE_ARROW, // ARROW_TYPE_NORMAL_LIT
DMG_NORMAL_ARROW, // ARROW_TYPE_NORMAL_HORSE
DMG_NORMAL_ARROW, // ARROW_TYPE_NORMAL
DMG_FIRE_ARROW, // ARROW_TYPE_FIRE
DMG_ICE_ARROW, // ARROW_TYPE_ICE
DMG_LIGHT_ARROW, // ARROW_TYPE_LIGHT
DMG_DEKU_NUT, // ARROW_TYPE_SLINGSHOT
DMG_DEKU_BUBBLE, // ARROW_TYPE_DEKU_BUBBLE
DMG_DEKU_NUT, // ARROW_TYPE_DEKU_NUT
};
u32 Actor_GetArrowDmgFlags(s32 params) {
@@ -4476,7 +4477,7 @@ s32 func_800BE184(PlayState* play, Actor* actor, f32 xzDist, s16 arg3, s16 arg4,
s16 phi_v0 = BINANG_SUB(BINANG_ROT180(actor->yawTowardsPlayer), player->actor.shape.rot.y);
s16 temp_t0 = actor->yawTowardsPlayer - arg5;
if ((actor->xzDistToPlayer <= xzDist) && (player->meleeWeaponState != 0)) {
if ((actor->xzDistToPlayer <= xzDist) && (player->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0)) {
if ((arg4 >= ABS_ALT(phi_v0)) && (arg3 >= ABS_ALT(temp_t0))) {
return true;
}
+5 -5
View File
@@ -465,13 +465,13 @@ s32 func_800CBA7C(Camera* camera) {
}
}
s32 func_800CBAAC(Camera* camera) {
PlayerMeleeWeaponState func_800CBAAC(Camera* camera) {
Actor* focalActor = camera->focalActor;
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
return ((Player*)focalActor)->meleeWeaponState;
} else {
return 0;
return PLAYER_MELEE_WEAPON_STATE_0;
}
}
@@ -506,13 +506,13 @@ s32 func_800CBB88(Camera* camera) {
Actor* focalActor = camera->focalActor;
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
if ((((Player*)focalActor)->meleeWeaponState != 0) &&
if ((((Player*)focalActor)->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) &&
(((Player*)focalActor)->meleeWeaponAnimation == PLAYER_MWA_GORON_PUNCH_BUTT)) {
return 3;
}
if ((((Player*)focalActor)->stateFlags2 & PLAYER_STATE2_20000) ||
((((Player*)focalActor)->meleeWeaponState != 0) &&
((((Player*)focalActor)->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) &&
(((Player*)focalActor)->meleeWeaponAnimation == PLAYER_MWA_ZORA_PUNCH_KICK))) {
return 1;
}
@@ -3958,7 +3958,7 @@ s32 Camera_Battle1(Camera* camera) {
}
camera->roll = Camera_ScaledStepToCeilS(sp88, camera->roll, 0.06f, 5);
if (func_800CBAAC(camera) != 0) {
if (func_800CBAAC(camera) != PLAYER_MELEE_WEAPON_STATE_0) {
phi_f12 = ((camera->play->state.frames & 8) != 0) ? roData->unk_20 - (roData->unk_20 * 0.5f) : roData->unk_20;
} else {
phi_f12 = ((gSaveContext.save.saveInfo.playerData.health <= 16) ? 0.8f : 1.0f) * (sp78 - (sp78 * 0.05f * spEC));
+36 -48
View File
@@ -114,23 +114,17 @@ void EffectBlure_Init1(void* thisx, void* initParamsx) {
EffectBlureInit1* initParams = (EffectBlureInit1*)initParamsx;
if ((this != NULL) && (initParams != NULL)) {
s32 i;
EffectBlure_InitElements(this);
this->p1StartColor.r = initParams->p1StartColor[0];
this->p2StartColor.r = initParams->p2StartColor[0];
this->p1EndColor.r = initParams->p1EndColor[0];
this->p2EndColor.r = initParams->p2EndColor[0];
this->p1StartColor.g = initParams->p1StartColor[1];
this->p2StartColor.g = initParams->p2StartColor[1];
this->p1EndColor.g = initParams->p1EndColor[1];
this->p2EndColor.g = initParams->p2EndColor[1];
this->p1StartColor.b = initParams->p1StartColor[2];
this->p2StartColor.b = initParams->p2StartColor[2];
this->p1EndColor.b = initParams->p1EndColor[2];
this->p2EndColor.b = initParams->p2EndColor[2];
this->p1StartColor.a = initParams->p1StartColor[3];
this->p2StartColor.a = initParams->p2StartColor[3];
this->p1EndColor.a = initParams->p1EndColor[3];
this->p2EndColor.a = initParams->p2EndColor[3];
for (i = 0; i < 4; i++) {
this->p1StartColor[i] = initParams->p1StartColor[i];
this->p2StartColor[i] = initParams->p2StartColor[i];
this->p1EndColor[i] = initParams->p1EndColor[i];
this->p2EndColor[i] = initParams->p2EndColor[i];
}
this->elemDuration = initParams->elemDuration;
this->unkFlag = initParams->unkFlag;
this->calcMode = initParams->calcMode;
@@ -155,23 +149,17 @@ void EffectBlure_Init2(void* thisx, void* initParamsx) {
EffectBlureInit2* initParams = (EffectBlureInit2*)initParamsx;
if ((this != NULL) && (initParams != NULL)) {
s32 i;
EffectBlure_InitElements(this);
this->p1StartColor.r = initParams->p1StartColor[0];
this->p2StartColor.r = initParams->p2StartColor[0];
this->p1EndColor.r = initParams->p1EndColor[0];
this->p2EndColor.r = initParams->p2EndColor[0];
this->p1StartColor.g = initParams->p1StartColor[1];
this->p2StartColor.g = initParams->p2StartColor[1];
this->p1EndColor.g = initParams->p1EndColor[1];
this->p2EndColor.g = initParams->p2EndColor[1];
this->p1StartColor.b = initParams->p1StartColor[2];
this->p2StartColor.b = initParams->p2StartColor[2];
this->p1EndColor.b = initParams->p1EndColor[2];
this->p2EndColor.b = initParams->p2EndColor[2];
this->p1StartColor.a = initParams->p1StartColor[3];
this->p2StartColor.a = initParams->p2StartColor[3];
this->p1EndColor.a = initParams->p1EndColor[3];
this->p2EndColor.a = initParams->p2EndColor[3];
for (i = 0; i < 4; i++) {
this->p1StartColor[i] = initParams->p1StartColor[i];
this->p2StartColor[i] = initParams->p2StartColor[i];
this->p1EndColor[i] = initParams->p1EndColor[i];
this->p2EndColor[i] = initParams->p2EndColor[i];
}
this->elemDuration = initParams->elemDuration;
this->unkFlag = initParams->unkFlag;
this->calcMode = initParams->calcMode;
@@ -372,14 +360,14 @@ void EffectBlure_GetComputedValues(EffectBlure* this, s32 index, f32 ratio, Vec3
color1->r = color1->g = color1->b = color1->a = 255;
color2->r = color2->g = color2->b = color2->a = 255;
} else {
color1->r = func_800B0A24(this->p1StartColor.r, this->p1EndColor.r, ratio);
color1->g = func_800B0A24(this->p1StartColor.g, this->p1EndColor.g, ratio);
color1->b = func_800B0A24(this->p1StartColor.b, this->p1EndColor.b, ratio);
color1->a = func_800B0A24(this->p1StartColor.a, this->p1EndColor.a, ratio);
color2->r = func_800B0A24(this->p2StartColor.r, this->p2EndColor.r, ratio);
color2->g = func_800B0A24(this->p2StartColor.g, this->p2EndColor.g, ratio);
color2->b = func_800B0A24(this->p2StartColor.b, this->p2EndColor.b, ratio);
color2->a = func_800B0A24(this->p2StartColor.a, this->p2EndColor.a, ratio);
color1->r = func_800B0A24(this->p1StartColor[0], this->p1EndColor[0], ratio);
color1->g = func_800B0A24(this->p1StartColor[1], this->p1EndColor[1], ratio);
color1->b = func_800B0A24(this->p1StartColor[2], this->p1EndColor[2], ratio);
color1->a = func_800B0A24(this->p1StartColor[3], this->p1EndColor[3], ratio);
color2->r = func_800B0A24(this->p2StartColor[0], this->p2EndColor[0], ratio);
color2->g = func_800B0A24(this->p2StartColor[1], this->p2EndColor[1], ratio);
color2->b = func_800B0A24(this->p2StartColor[2], this->p2EndColor[2], ratio);
color2->a = func_800B0A24(this->p2StartColor[3], this->p2EndColor[3], ratio);
}
}
@@ -992,19 +980,19 @@ void EffectBlure_Draw(void* thisx, GraphicsContext* gfxCtx) {
vtx[j].v.flag = 0;
vtx[j].v.tc[0] = 0;
vtx[j].v.tc[1] = 0;
vtx[j].v.cn[0] = func_800B0A24(this->p1StartColor.r, this->p1EndColor.r, ratio);
vtx[j].v.cn[1] = func_800B0A24(this->p1StartColor.g, this->p1EndColor.g, ratio);
vtx[j].v.cn[2] = func_800B0A24(this->p1StartColor.b, this->p1EndColor.b, ratio);
vtx[j].v.cn[3] = func_800B0A24(this->p1StartColor.a, this->p1EndColor.a, ratio);
vtx[j].v.cn[0] = func_800B0A24(this->p1StartColor[0], this->p1EndColor[0], ratio);
vtx[j].v.cn[1] = func_800B0A24(this->p1StartColor[1], this->p1EndColor[1], ratio);
vtx[j].v.cn[2] = func_800B0A24(this->p1StartColor[2], this->p1EndColor[2], ratio);
vtx[j].v.cn[3] = func_800B0A24(this->p1StartColor[3], this->p1EndColor[3], ratio);
j++;
vtx[j].v.flag = 0;
vtx[j].v.tc[0] = 0;
vtx[j].v.tc[1] = 0;
vtx[j].v.cn[0] = func_800B0A24(this->p2StartColor.r, this->p2EndColor.r, ratio);
vtx[j].v.cn[1] = func_800B0A24(this->p2StartColor.g, this->p2EndColor.g, ratio);
vtx[j].v.cn[2] = func_800B0A24(this->p2StartColor.b, this->p2EndColor.b, ratio);
vtx[j].v.cn[3] = func_800B0A24(this->p2StartColor.a, this->p2EndColor.a, ratio);
vtx[j].v.cn[0] = func_800B0A24(this->p2StartColor[0], this->p2EndColor[0], ratio);
vtx[j].v.cn[1] = func_800B0A24(this->p2StartColor[1], this->p2EndColor[1], ratio);
vtx[j].v.cn[2] = func_800B0A24(this->p2StartColor[2], this->p2EndColor[2], ratio);
vtx[j].v.cn[3] = func_800B0A24(this->p2StartColor[3], this->p2EndColor[3], ratio);
j++;
}
}
+8 -8
View File
@@ -69,13 +69,13 @@ EnDoor* EnHy_FindNearestDoor(Actor* actor, PlayState* play) {
do {
doorIter = SubS_FindActor(play, doorIter, ACTORCAT_DOOR, ACTOR_EN_DOOR);
door = (EnDoor*)doorIter;
dist = Actor_WorldDistXYZToActor(actor, &door->dyna.actor);
dist = Actor_WorldDistXYZToActor(actor, &door->knobDoor.dyna.actor);
if (!isSetup || (dist < minDist)) {
nearestDoor = door;
minDist = dist;
isSetup = true;
}
doorIter = door->dyna.actor.next;
doorIter = door->knobDoor.dyna.actor.next;
} while (doorIter != NULL);
if (1) {}
@@ -134,16 +134,16 @@ void func_800F0BB4(EnHy* enHy, PlayState* play, EnDoor* door, s16 arg3, s16 arg4
Vec3f offset;
f32 phi_f0;
Actor_OffsetOfPointInActorCoords(&door->dyna.actor, &offset, &enHy->actor.world.pos);
Actor_OffsetOfPointInActorCoords(&door->knobDoor.dyna.actor, &offset, &enHy->actor.world.pos);
phi_f0 = (offset.z >= 0.0f) ? 1.0f : -1.0f;
animIndex = ((s8)phi_f0 < 0) ? 0 : 2;
EnHy_ChangeObjectAndAnim(enHy, play, (animIndex == 0) ? arg3 : arg4);
enHy->skelAnime.baseTransl = *enHy->skelAnime.jointTable;
enHy->skelAnime.prevTransl = *enHy->skelAnime.jointTable;
enHy->skelAnime.moveFlags |= (ANIM_FLAG_UPDATEY | ANIM_FLAG_1);
enHy->skelAnime.moveFlags |= (ANIM_FLAG_UPDATE_Y | ANIM_FLAG_1);
AnimationContext_SetMoveActor(play, &enHy->actor, &enHy->skelAnime, 1.0f);
door->unk_1A1 = 1;
door->animIndex = animIndex;
door->knobDoor.playOpenAnim = true;
door->knobDoor.animIndex = animIndex;
}
s32 func_800F0CE4(EnHy* enHy, PlayState* play, ActorFunc draw, s16 arg3, s16 arg4, f32 arg5) {
@@ -157,7 +157,7 @@ s32 func_800F0CE4(EnHy* enHy, PlayState* play, ActorFunc draw, s16 arg3, s16 arg
if (door != NULL) {
ret = true;
func_800F0BB4(enHy, play, door, arg3, arg4);
yaw = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->dyna.actor.world.pos);
yaw = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->knobDoor.dyna.actor.world.pos);
enHy->actor.world.pos.x += arg5 * Math_SinS(yaw);
enHy->actor.world.pos.z += arg5 * Math_CosS(yaw);
enHy->actor.world.rot.y = -yaw;
@@ -179,7 +179,7 @@ s32 func_800F0DD4(EnHy* enHy, PlayState* play, s16 arg2, s16 arg3) {
if (door != NULL) {
ret = true;
func_800F0BB4(enHy, play, door, arg2, arg3);
enHy->actor.shape.rot.y = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->dyna.actor.world.pos);
enHy->actor.shape.rot.y = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->knobDoor.dyna.actor.world.pos);
enHy->actor.world.rot.y = enHy->actor.shape.rot.y;
enHy->actor.gravity = 0.0f;
enHy->actor.flags &= ~ACTOR_FLAG_1;
+2 -2
View File
@@ -2327,8 +2327,8 @@ void Play_Init(GameState* thisx) {
Camera_InitFocalActorSettings(&this->mainCamera, &player->actor);
gDbgCamEnabled = false;
if ((player->actor.params & 0xFF) != 0xFF) {
Camera_ChangeActorCsCamIndex(&this->mainCamera, player->actor.params & 0xFF);
if (PLAYER_GET_BG_CAM_INDEX(&player->actor) != 0xFF) {
Camera_ChangeActorCsCamIndex(&this->mainCamera, PLAYER_GET_BG_CAM_INDEX(&player->actor));
}
CutsceneManager_StoreCamera(&this->mainCamera);
+31 -27
View File
@@ -472,7 +472,7 @@ void func_80123140(PlayState* play, Player* player) {
REG(39) = bootRegs[8];
REG(43) = bootRegs[9];
R_RUN_SPEED_LIMIT = bootRegs[10];
REG(68) = bootRegs[11];
REG(68) = bootRegs[11]; // gravity
REG(69) = bootRegs[12];
IREG(66) = bootRegs[13];
IREG(67) = bootRegs[14];
@@ -503,7 +503,7 @@ s32 Player_InBlockingCsMode(PlayState* play, Player* player) {
s32 Player_InCsMode(PlayState* play) {
Player* player = GET_PLAYER(play);
return Player_InBlockingCsMode(play, player) || player->unk_AA5 == 5;
return Player_InBlockingCsMode(play, player) || (player->unk_AA5 == PLAYER_UNKAA5_5);
}
s32 func_80123420(Player* player) {
@@ -556,8 +556,8 @@ s32 func_801235DC(PlayState* play, f32 arg1, s16 arg2) {
Player* player = GET_PLAYER(play);
if (player->stateFlags3 & PLAYER_STATE3_1000) {
player->unk_B08[0] = arg1;
player->unk_B08[1] += arg1 * 0.05f;
player->unk_B08 = arg1;
player->unk_B0C += arg1 * 0.05f;
player->currentYaw = arg2;
player->actor.home.rot.y = arg2;
player->actor.shape.rot.y = arg2;
@@ -659,7 +659,7 @@ u8 sActionModelGroups[PLAYER_IA_MAX] = {
PLAYER_MODELGROUP_ONE_HAND_SWORD, // PLAYER_IA_SWORD_KOKIRI
PLAYER_MODELGROUP_ONE_HAND_SWORD, // PLAYER_IA_SWORD_RAZOR
PLAYER_MODELGROUP_ONE_HAND_SWORD, // PLAYER_IA_SWORD_GILDED
PLAYER_MODELGROUP_TWO_HAND_SWORD, // PLAYER_IA_SWORD_GREAT_FAIRY
PLAYER_MODELGROUP_TWO_HAND_SWORD, // PLAYER_IA_SWORD_TWO_HANDED
PLAYER_MODELGROUP_STICK, // PLAYER_IA_STICK
PLAYER_MODELGROUP_ZORA_FINS, // PLAYER_IA_ZORA_FINS
PLAYER_MODELGROUP_BOW, // PLAYER_IA_BOW
@@ -1316,6 +1316,7 @@ void Player_UpdateBottleHeld(PlayState* play, Player* player, ItemId itemId, Pla
player->itemAction = itemAction;
}
// Player_Untarget / Player_StopTargeting?
void func_80123DA4(Player* player) {
player->targetedActor = NULL;
player->stateFlags2 &= ~PLAYER_STATE2_2000;
@@ -1445,7 +1446,7 @@ PlayerMeleeWeapon Player_GetMeleeWeaponHeld(Player* player) {
s32 Player_IsHoldingTwoHandedWeapon(Player* player) {
// Relies on the itemActions for two-handed weapons being contiguous.
if ((player->heldItemAction >= PLAYER_IA_SWORD_GREAT_FAIRY) && (player->heldItemAction <= PLAYER_IA_STICK)) {
if ((player->heldItemAction >= PLAYER_IA_SWORD_TWO_HANDED) && (player->heldItemAction <= PLAYER_IA_STICK)) {
return true;
}
@@ -2038,7 +2039,7 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx**
pos->x *= player->ageProperties->unk_08;
pos->z *= player->ageProperties->unk_08;
}
if (!(player->skelAnime.moveFlags & ANIM_FLAG_4) || (player->skelAnime.moveFlags & ANIM_FLAG_UPDATEY)) {
if (!(player->skelAnime.moveFlags & ANIM_FLAG_4) || (player->skelAnime.moveFlags & ANIM_FLAG_UPDATE_Y)) {
pos->y *= player->ageProperties->unk_08;
}
}
@@ -2552,14 +2553,16 @@ void func_8012669C(PlayState* play, Player* player, Vec3f* arg2, Vec3f* arg3) {
Matrix_MultVec3f(arg2, &sp3C);
Matrix_MultVec3f(arg3, &sp30);
if (player->meleeWeaponState != 0) {
if (player->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) {
if (func_80126440(play, NULL, &player->meleeWeaponInfo[0], &sp3C, &sp30) &&
(player->transformation != PLAYER_FORM_GORON) && (!(player->stateFlags1 & PLAYER_STATE1_400000))) {
EffectBlure_AddVertex(Effect_GetByIndex(player->meleeWeaponEffectIndex[0]), &player->meleeWeaponInfo[0].tip,
&player->meleeWeaponInfo[0].base);
}
if ((player->meleeWeaponState > 0) && ((player->meleeWeaponAnimation < PLAYER_MWA_SPIN_ATTACK_1H) ||
(player->stateFlags2 & PLAYER_STATE2_20000))) {
if ((player->meleeWeaponState >= PLAYER_MELEE_WEAPON_STATE_1) &&
((player->meleeWeaponAnimation < PLAYER_MWA_SPIN_ATTACK_1H) ||
(player->stateFlags2 & PLAYER_STATE2_20000))) {
Matrix_MultVec3f(&arg2[1], &sp3C);
Matrix_MultVec3f(&arg3[1], &sp30);
func_80126440(play, &player->meleeWeaponQuads[0], &player->meleeWeaponInfo[1], &sp3C, &sp30);
@@ -2714,7 +2717,7 @@ void func_80126BD0(PlayState* play, Player* player, s32 arg2) {
gSPDisplayList(POLY_OPA_DISP++, D_801C0AB4[arg2]);
if (player->meleeWeaponState != 0) {
if (player->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) {
if ((((player->meleeWeaponAnimation == PLAYER_MWA_ZORA_PUNCH_LEFT)) && (arg2 == 0)) ||
((player->meleeWeaponAnimation == PLAYER_MWA_ZORA_PUNCH_COMBO) && (arg2 != 0))) {
func_8012669C(play, player, D_801C0A00, D_801C09DC);
@@ -3296,7 +3299,7 @@ s32 func_80128640(PlayState* play, Player* player, Gfx* dlist) {
Matrix_Push();
Matrix_Translate(-428.26f, 267.2f, -33.82f, MTXMODE_APPLY);
Matrix_RotateZYX(-0x8000, 0, 0x4000, MTXMODE_APPLY);
Matrix_Scale(1.0f, player->unk_B08[1], 1.0f, MTXMODE_APPLY);
Matrix_Scale(1.0f, player->unk_B0C, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDekuStickDL);
@@ -3413,7 +3416,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
3000.0f, // PLAYER_MELEEWEAPON_SWORD_KOKIRI
3000.0f, // PLAYER_MELEEWEAPON_SWORD_RAZOR
4000.0f, // PLAYER_MELEEWEAPON_SWORD_GILDED
5500.0f, // PLAYER_MELEEWEAPON_SWORD_GREAT_FAIRY
5500.0f, // PLAYER_MELEEWEAPON_SWORD_TWO_HANDED
-1.0f, // PLAYER_MELEEWEAPON_STICK
2500.0f, // PLAYER_MELEEWEAPON_ZORA_FINS
};
@@ -3421,19 +3424,19 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
if ((player->transformation == PLAYER_FORM_FIERCE_DEITY) ||
((player->transformation != PLAYER_FORM_ZORA) &&
((player->itemAction == PLAYER_IA_STICK) ||
((player->meleeWeaponState != 0) &&
((player->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) &&
(player->meleeWeaponAnimation != PLAYER_MWA_GORON_PUNCH_RIGHT) &&
(player->meleeWeaponAnimation != PLAYER_MWA_GORON_PUNCH_BUTT))))) {
if (player->itemAction == PLAYER_IA_STICK) {
D_801C0994->x = player->unk_B08[1] * 5000.0f;
D_801C0994->x = player->unk_B0C * 5000.0f;
} else {
D_801C0994->x = sMeleeWeaponLengths[Player_GetMeleeWeaponHeld(player)];
}
func_80126B8C(play, player);
}
Matrix_Get(&player->mf_CC4);
Matrix_MtxFToYXZRot(&player->mf_CC4, &player->leftHandWorld.rot, false);
Matrix_Get(&player->leftHandMf);
Matrix_MtxFToYXZRot(&player->leftHandMf, &player->leftHandWorld.rot, false);
}
}
} else if (limbIndex == PLAYER_LIMB_RIGHT_HAND) {
@@ -3458,18 +3461,18 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
Matrix_MultZero(&sp20C);
temp_fv0 = Math_Vec3f_DistXYZ(sPlayerCurBodyPartPos, &sp20C);
player->unk_B08[0] = temp_fv0 - 3.0f;
player->unk_B08 = temp_fv0 - 3.0f;
if (temp_fv0 < 3.0f) {
player->unk_B08[0] = 0.0f;
player->unk_B08 = 0.0f;
} else {
player->unk_B08[0] *= 1.6f;
if (player->unk_B08[0] > 1.0f) {
player->unk_B08[0] = 1.0f;
player->unk_B08 *= 1.6f;
if (player->unk_B08 > 1.0f) {
player->unk_B08 = 1.0f;
}
}
player->unk_B08[1] = -0.5f;
player->unk_B0C = -0.5f;
}
Matrix_Scale(1.0f, player->unk_B08[0], 1.0f, MTXMODE_APPLY);
Matrix_Scale(1.0f, player->unk_B08, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
@@ -3518,7 +3521,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
Player_DrawHookshotReticle(play, player, 77600.0f);
}
}
} else if (player->meleeWeaponState != 0) {
} else if (player->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) {
if (player->meleeWeaponAnimation == PLAYER_MWA_GORON_PUNCH_RIGHT) {
func_80126B8C(play, player);
}
@@ -3590,6 +3593,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
for (i = 0; i < ARRAY_COUNT(sp178); i++) {
Matrix_Push();
Matrix_Scale(sp178[i].x, sp178[i].y, sp178[i].z, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
@@ -3811,7 +3815,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
&player->meleeWeaponInfo[0].base);
}
} else if (limbIndex == PLAYER_LIMB_RIGHT_SHIN) {
if (player->meleeWeaponState != 0) {
if (player->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) {
if ((player->meleeWeaponAnimation == PLAYER_MWA_ZORA_PUNCH_KICK) ||
(player->meleeWeaponAnimation == PLAYER_MWA_ZORA_JUMPKICK_START) ||
(player->meleeWeaponAnimation == PLAYER_MWA_ZORA_JUMPKICK_FINISH)) {
@@ -3819,7 +3823,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
}
}
} else if (limbIndex == PLAYER_LIMB_WAIST) {
if (player->meleeWeaponState != 0) {
if (player->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) {
if (player->meleeWeaponAnimation == PLAYER_MWA_GORON_PUNCH_BUTT) {
Math_Vec3f_Copy(&player->unk_AF0[1], &player->meleeWeaponInfo[0].base);
func_8012669C(play, player, D_801C0A90, D_801C0A6C);
+1 -1
View File
@@ -1944,7 +1944,7 @@ void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle) {
skelAnime->jointTable->x = skelAnime->baseTransl.x;
skelAnime->prevTransl.z = skelAnime->jointTable->z;
skelAnime->jointTable->z = skelAnime->baseTransl.z;
if (skelAnime->moveFlags & ANIM_FLAG_UPDATEY) {
if (skelAnime->moveFlags & ANIM_FLAG_UPDATE_Y) {
if (skelAnime->moveFlags & ANIM_FLAG_NOMOVE) {
diff->y = 0.0f;
} else {
+2 -2
View File
@@ -15,7 +15,7 @@ Vec3f gOneVec3f = { 1.0f, 1.0f, 1.0f };
s32 D_801C5DBC[] = { 0, 1 }; // Unused
/**
* Finds the first EnDoor instance with unk_1A4 == 5 and the specified switchFlag.
* Finds the first EnDoor instance with doorType == ENDOOR_TYPE_5 and the specified switchFlag.
*/
EnDoor* SubS_FindDoor(PlayState* play, s32 switchFlag) {
Actor* actor = NULL;
@@ -29,7 +29,7 @@ EnDoor* SubS_FindDoor(PlayState* play, s32 switchFlag) {
break;
}
if ((door->unk_1A4 == 5) && (door->switchFlag == (u8)switchFlag)) {
if ((door->doorType == ENDOOR_TYPE_5) && (door->switchFlag == (u8)switchFlag)) {
break;
}