mirror of
https://github.com/zeldaret/oot
synced 2026-07-10 06:57:21 -04:00
Fix misc 23 (#2699)
* remove noop macros Fault_SetFontColor Fault_SetCharPad under PLATFORM_N64 * remove duplicate declarations in sfx.h * use render mode presets more * decimal for alpha values * fix some z_camera comments typos * fix references to preprocess.sh (used to be preprocess.py) * remove outdated comment on deps in makefile * code_800AD920 was renamed to z_viszbuf * fix capitalization typo: gOcarinaofTimeDesignTex -> gOcarinaOfTimeDesignTex * fix typo: gLinkAdultEyesClosedfTex, gLinkChildEyesClosedfTex -> remove extra f * fix typo: gCrstalSwitchRedTex, gCrstalSwitchBlueTex -> gCrystal * fix PARAMS_GET_U amount of bits
This commit is contained in:
+3
-5
@@ -4511,9 +4511,7 @@ Gfx* func_80034B54(GraphicsContext* gfxCtx) {
|
||||
|
||||
displayList = displayListHead = GRAPH_ALLOC(gfxCtx, 2 * sizeof(Gfx));
|
||||
|
||||
gDPSetRenderMode(displayListHead++, G_RM_FOG_SHADE_A,
|
||||
AA_EN | Z_CMP | Z_UPD | IM_RD | CLR_ON_CVG | CVG_DST_WRAP | ZMODE_XLU | FORCE_BL |
|
||||
GBL_c2(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA));
|
||||
gDPSetRenderMode(displayListHead++, G_RM_FOG_SHADE_A, Z_UPD | G_RM_AA_ZB_XLU_SURF2);
|
||||
|
||||
gSPEndDisplayList(displayListHead++);
|
||||
|
||||
@@ -4565,10 +4563,10 @@ s16 Actor_UpdateAlphaByDistance(Actor* actor, PlayState* play, s16 alpha, f32 ra
|
||||
|
||||
if (radius < distance) {
|
||||
actor->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
|
||||
Math_SmoothStepToS(&alpha, 0, 6, 0x14, 1);
|
||||
Math_SmoothStepToS(&alpha, 0, 6, 20, 1);
|
||||
} else {
|
||||
actor->flags |= ACTOR_FLAG_ATTENTION_ENABLED;
|
||||
Math_SmoothStepToS(&alpha, 0xFF, 6, 0x14, 1);
|
||||
Math_SmoothStepToS(&alpha, 255, 6, 20, 1);
|
||||
}
|
||||
|
||||
return alpha;
|
||||
|
||||
+3
-3
@@ -6333,8 +6333,8 @@ s32 Camera_Demo5(Camera* camera) {
|
||||
camera->timer += D_8011D79C[2].timerInit + D_8011D79C[3].timerInit;
|
||||
}
|
||||
} else if (eyeTargetDist < 300.0f && eyePlayerGeo.r < 30.0f) {
|
||||
// distance from the camera's current positon and the target is less than 300 units
|
||||
// and the distance fromthe camera's current position to the player is less than 30 units
|
||||
// distance from the camera's current position and the target is less than 300 units
|
||||
// and the distance from the camera's current position to the player is less than 30 units
|
||||
static OnePointCsFull D_8011D83C[] = {
|
||||
{
|
||||
ONEPOINT_CS_ACTION(ONEPOINT_CS_ACTION_ID_3, false, true),
|
||||
@@ -7237,7 +7237,7 @@ s32 Camera_Special6(Camera* camera) {
|
||||
sCameraInterfaceField = roData->interfaceField;
|
||||
|
||||
if (eyeNext->x != bgCamPos.x || eyeNext->y != bgCamPos.y || eyeNext->z != bgCamPos.z || camera->animState == 0) {
|
||||
// A change in the current scene's camera positon has been detected,
|
||||
// A change in the current scene's camera position has been detected,
|
||||
// Change "screens"
|
||||
camera->player->actor.freezeTimer = 12;
|
||||
// Overwrite hud visibility to CAM_HUD_VISIBILITY_HEARTS_FORCE
|
||||
|
||||
@@ -1007,7 +1007,7 @@ PlayerFaceIndices sPlayerFaces[PLAYER_FACE_MAX] = {
|
||||
void* sEyeTextures[PLAYER_EYES_MAX] = {
|
||||
gLinkAdultEyesOpenTex, // PLAYER_EYES_OPEN
|
||||
gLinkAdultEyesHalfTex, // PLAYER_EYES_HALF
|
||||
gLinkAdultEyesClosedfTex, // PLAYER_EYES_CLOSED
|
||||
gLinkAdultEyesClosedTex, // PLAYER_EYES_CLOSED
|
||||
gLinkAdultEyesRightTex, // PLAYER_EYES_RIGHT
|
||||
gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT
|
||||
gLinkAdultEyesWideTex, // PLAYER_EYES_WIDE
|
||||
@@ -1027,7 +1027,7 @@ void* sEyeTextures[][PLAYER_EYES_MAX] = {
|
||||
{
|
||||
gLinkAdultEyesOpenTex, // PLAYER_EYES_OPEN
|
||||
gLinkAdultEyesHalfTex, // PLAYER_EYES_HALF
|
||||
gLinkAdultEyesClosedfTex, // PLAYER_EYES_CLOSED
|
||||
gLinkAdultEyesClosedTex, // PLAYER_EYES_CLOSED
|
||||
gLinkAdultEyesRightTex, // PLAYER_EYES_RIGHT
|
||||
gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT
|
||||
gLinkAdultEyesWideTex, // PLAYER_EYES_WIDE
|
||||
@@ -1035,9 +1035,9 @@ void* sEyeTextures[][PLAYER_EYES_MAX] = {
|
||||
gLinkAdultEyesWincingTex, // PLAYER_EYES_WINCING
|
||||
},
|
||||
{
|
||||
gLinkChildEyesOpenTex, // PLAYER_EYES_OPEN
|
||||
gLinkChildEyesHalfTex, // PLAYER_EYES_HALF
|
||||
gLinkChildEyesClosedfTex, // PLAYER_EYES_CLOSED
|
||||
gLinkChildEyesOpenTex, // PLAYER_EYES_OPEN
|
||||
gLinkChildEyesHalfTex, // PLAYER_EYES_HALF
|
||||
gLinkChildEyesClosedTex, // PLAYER_EYES_CLOSED
|
||||
/*
|
||||
Note `PLAYER_EYES_RIGHT` corresponds to the "left" eyes texture, and vice-versa with the "right" eyes textures.
|
||||
This is because on the textures Link appears to look left/right as if facing outwards the screen,
|
||||
|
||||
@@ -96,7 +96,7 @@ void BgYdanMaruta_Init(Actor* thisx, PlayState* play) {
|
||||
Collider_InitTris(play, &this->collider);
|
||||
Collider_SetTris(play, &this->collider, &this->dyna.actor, &sTrisInit, this->colliderElements);
|
||||
|
||||
this->switchFlag = PARAMS_GET_U(this->dyna.actor.params, 0, 16);
|
||||
this->switchFlag = PARAMS_GET_U(this->dyna.actor.params, 0, 8);
|
||||
thisx->params = PARAMS_GET_U(thisx->params, 8, 8); // thisx is required to match here
|
||||
|
||||
if (this->dyna.actor.params == 0) {
|
||||
|
||||
@@ -622,7 +622,7 @@ void ObjSwitch_CrystalOffInit(ObjSwitch* this) {
|
||||
this->crystalColor.r = 0;
|
||||
this->crystalColor.g = 0;
|
||||
this->crystalColor.b = 0;
|
||||
this->crystalSubtype1texture = gCrstalSwitchRedTex;
|
||||
this->crystalSubtype1texture = gCrystalSwitchRedTex;
|
||||
this->actionFunc = ObjSwitch_CrystalOff;
|
||||
}
|
||||
|
||||
@@ -677,7 +677,7 @@ void ObjSwitch_CrystalOnInit(ObjSwitch* this) {
|
||||
this->crystalColor.r = 255;
|
||||
this->crystalColor.g = 255;
|
||||
this->crystalColor.b = 255;
|
||||
this->crystalSubtype1texture = gCrstalSwitchBlueTex;
|
||||
this->crystalSubtype1texture = gCrystalSwitchBlueTex;
|
||||
this->actionFunc = ObjSwitch_CrystalOn;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user