Introducing z64camera.h (#797)

* Introduce z64camera.h

* format

* Oops

* Change paramData to u8

* BINANG_TO_DEGF and DEGF_TO_BINANG to z64camera.h

* Fix bss, thanks Anon

* Update with docs from OoT

* Cleanup

* Fix activeCamId

* underwater

* remove interface alpha stuff

* Oops

* To Hex

* Cleanup cam settings comments

* PR Suggestions

* More PR Suggestions

* trackActor -> focalActor

* Fix merge

* Fix bss, thanks Anon
This commit is contained in:
engineer124
2022-07-12 00:25:40 -04:00
committed by GitHub
parent 628482f3c4
commit fda5da2500
45 changed files with 492 additions and 175 deletions
+4 -4
View File
@@ -1343,7 +1343,7 @@ void Actor_SetCameraHorseSetting(PlayState* play, Player* player) {
EnHorse* rideActor = (EnHorse*)player->rideActor;
if ((rideActor != NULL) && !(rideActor->unk_1EC & 0x10)) {
func_800DFAC8(Play_GetCamera(play, CAM_ID_MAIN), 4);
Camera_ChangeSetting(Play_GetCamera(play, CAM_ID_MAIN), CAM_SET_HORSE);
}
}
}
@@ -2508,10 +2508,10 @@ void Actor_Draw(PlayState* play, Actor* actor) {
Lights_Draw(light, play->state.gfxCtx);
if (actor->flags & ACTOR_FLAG_1000) {
Matrix_SetTranslateRotateYXZ(actor->world.pos.x + play->mainCamera.skyboxOffset.x,
Matrix_SetTranslateRotateYXZ(actor->world.pos.x + play->mainCamera.quakeOffset.x,
actor->world.pos.y +
((actor->shape.yOffset * actor->scale.y) + play->mainCamera.skyboxOffset.y),
actor->world.pos.z + play->mainCamera.skyboxOffset.z, &actor->shape.rot);
((actor->shape.yOffset * actor->scale.y) + play->mainCamera.quakeOffset.y),
actor->world.pos.z + play->mainCamera.quakeOffset.z, &actor->shape.rot);
} else {
Matrix_SetTranslateRotateYXZ(actor->world.pos.x, actor->world.pos.y + (actor->shape.yOffset * actor->scale.y),
actor->world.pos.z, &actor->shape.rot);