Introduce DEFINE_ENTRANCE for entrance table and create entrance enum (#1213)

* entrance table OK

* entrance enum fixed

* most entrances using enum, still need to do conditionals

* more entrances

* entrance_table.h cleanups

* some review

* remove _0 from first entrance in a group of setups

* change table description

* typo

* wens spellcheck in vscode

* remove extra line
This commit is contained in:
fig02
2022-05-09 13:45:53 -04:00
committed by GitHub
parent 95b4317931
commit 2efd00863a
43 changed files with 2478 additions and 2231 deletions
+8 -4
View File
@@ -5550,7 +5550,8 @@ s32 func_80038154(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
actor->focus.pos = actor->world.pos;
actor->focus.pos.y += arg4;
if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE))) {
if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) &&
(gSaveContext.entranceIndex == ENTR_SPOT04_0))) {
var = actor->yawTowardsPlayer - actor->shape.rot.y;
abs_var = ABS(var);
if (abs_var >= 0x4300) {
@@ -5559,7 +5560,8 @@ s32 func_80038154(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
}
}
if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE)) {
if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) &&
(gSaveContext.entranceIndex == ENTR_SPOT04_0)) {
sp2C = globalCtx->view.eye;
} else {
sp2C = player->actor.focus.pos;
@@ -5579,7 +5581,8 @@ s32 func_80038290(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
actor->focus.pos = arg4;
if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE))) {
if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) &&
(gSaveContext.entranceIndex == ENTR_SPOT04_0))) {
var = actor->yawTowardsPlayer - actor->shape.rot.y;
abs_var = ABS(var);
if (abs_var >= 0x4300) {
@@ -5588,7 +5591,8 @@ s32 func_80038290(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
}
}
if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE)) {
if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) &&
(gSaveContext.entranceIndex == ENTR_SPOT04_0)) {
sp24 = globalCtx->view.eye;
} else {
sp24 = player->actor.focus.pos;