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Fix Link eyes left/right (#2558)
* Fix gLinkAdultEyes Left/Right Tex names * swap PLAYER_EYES_ LEFT/RIGHT and related * comment on gLinkChildEyesLeftTex/Right appearing swapped
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+13
-7
@@ -984,12 +984,12 @@ PlayerFaceIndices sPlayerFaces[PLAYER_FACE_MAX] = {
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{ PLAYER_EYES_CLOSED, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_CLOSED_2
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// The rest of these faces go unused. Face data encoded within animations handles all other faces.
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{ PLAYER_EYES_RIGHT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_RIGHT
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{ PLAYER_EYES_LEFT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_LEFT
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{ PLAYER_EYES_WIDE, PLAYER_MOUTH_HALF }, // PLAYER_FACE_SURPRISED
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{ PLAYER_EYES_WINCING, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_HURT
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{ PLAYER_EYES_OPEN, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_GASP
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{ PLAYER_EYES_LEFT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_LEFT
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{ PLAYER_EYES_RIGHT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_RIGHT_2
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{ PLAYER_EYES_RIGHT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_RIGHT
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{ PLAYER_EYES_LEFT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_LEFT_2
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{ PLAYER_EYES_CLOSED, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_EYES_CLOSED_MOUTH_OPEN
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{ PLAYER_EYES_HALF, PLAYER_MOUTH_HALF }, // PLAYER_FACE_OPENING
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{ PLAYER_EYES_OPEN, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_EYES_AND_MOUTH_OPEN
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@@ -1007,8 +1007,8 @@ void* sEyeTextures[PLAYER_EYES_MAX] = {
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gLinkAdultEyesOpenTex, // PLAYER_EYES_OPEN
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gLinkAdultEyesHalfTex, // PLAYER_EYES_HALF
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gLinkAdultEyesClosedfTex, // PLAYER_EYES_CLOSED
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gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT
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gLinkAdultEyesRightTex, // PLAYER_EYES_RIGHT
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gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT
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gLinkAdultEyesWideTex, // PLAYER_EYES_WIDE
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gLinkAdultEyesDownTex, // PLAYER_EYES_DOWN
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gLinkAdultEyesWincingTex, // PLAYER_EYES_WINCING
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@@ -1027,8 +1027,8 @@ void* sEyeTextures[][PLAYER_EYES_MAX] = {
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gLinkAdultEyesOpenTex, // PLAYER_EYES_OPEN
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gLinkAdultEyesHalfTex, // PLAYER_EYES_HALF
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gLinkAdultEyesClosedfTex, // PLAYER_EYES_CLOSED
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gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT
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gLinkAdultEyesRightTex, // PLAYER_EYES_RIGHT
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gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT
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gLinkAdultEyesWideTex, // PLAYER_EYES_WIDE
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gLinkAdultEyesDownTex, // PLAYER_EYES_DOWN
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gLinkAdultEyesWincingTex, // PLAYER_EYES_WINCING
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@@ -1037,8 +1037,14 @@ void* sEyeTextures[][PLAYER_EYES_MAX] = {
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gLinkChildEyesOpenTex, // PLAYER_EYES_OPEN
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gLinkChildEyesHalfTex, // PLAYER_EYES_HALF
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gLinkChildEyesClosedfTex, // PLAYER_EYES_CLOSED
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gLinkChildEyesLeftTex, // PLAYER_EYES_LEFT
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gLinkChildEyesRightTex, // PLAYER_EYES_RIGHT
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/*
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Note `PLAYER_EYES_RIGHT` corresponds to the "left" eyes texture, and vice-versa with the "right" eyes textures.
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This is because on the textures Link appears to look left/right as if facing outwards the screen,
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but the image is mirrored by the child Link model's UVs, reversing the direction actually looked in,
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which results in-game in the correct eyes direction.
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*/
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gLinkChildEyesLeftTex, // PLAYER_EYES_RIGHT
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gLinkChildEyesRightTex, // PLAYER_EYES_LEFT
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gLinkChildEyesWideTex, // PLAYER_EYES_WIDE
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gLinkChildEyesDownTex, // PLAYER_EYES_DOWN
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gLinkChildEyesWincingTex, // PLAYER_EYES_WINCING
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