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https://github.com/zeldaret/oot
synced 2026-05-26 23:47:38 -04:00
sPlayerFaces as array of structs instead of 2d array (#2559)
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@@ -970,7 +970,7 @@ s32 Player_GetEnvironmentalHazard(PlayState* play) {
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return envHazard + 1;
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}
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u8 sPlayerFaces[PLAYER_FACE_MAX][PLAYER_FACEPART_MAX] = {
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PlayerFaceIndices sPlayerFaces[PLAYER_FACE_MAX] = {
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// The first 6 faces defined must be default blinking faces. See relevant code in `Player_UpdateCommon`.
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{ PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL
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{ PLAYER_EYES_HALF, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_HALF
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@@ -1093,7 +1093,7 @@ void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dL
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// If the eyes index provided by the animation is negative, use the value provided by the `face` argument instead
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if (eyesIndex < 0) {
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eyesIndex = sPlayerFaces[face][PLAYER_FACEPART_EYES];
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eyesIndex = sPlayerFaces[face].eyeIndex;
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}
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#ifndef AVOID_UB
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@@ -1104,7 +1104,7 @@ void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dL
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// If the mouth index provided by the animation is negative, use the value provided by the `face` argument instead
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if (mouthIndex < 0) {
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mouthIndex = sPlayerFaces[face][PLAYER_FACEPART_MOUTH];
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mouthIndex = sPlayerFaces[face].mouthIndex;
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}
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#ifndef AVOID_UB
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