Remove eyespy

This commit is contained in:
Ryan Dwyer
2022-11-04 20:39:39 +10:00
parent 6400af6d88
commit 2d0094a8b8
25 changed files with 45 additions and 3548 deletions
-4
View File
@@ -46,7 +46,6 @@
#define USINGDEVICE(device) (!g_Vars.currentplayer->isdead \
&& !g_InCutscene \
&& EYESPYINACTIVE() \
&& (g_Vars.currentplayer->devicesactive & ~g_Vars.currentplayer->devicesinhibit & (device)))
#if VERSION >= VERSION_PAL_BETA
@@ -61,8 +60,6 @@
#define VOLUME(volume) (volume)
#endif
#define EYESPYINACTIVE() (!g_Vars.currentplayer->eyespy || (g_Vars.currentplayer->eyespy && !g_Vars.currentplayer->eyespy->active))
#define ERASERSQDIST(p) ( \
(p[0] - g_Vars.currentplayer->eraserpos.f[0]) * (p[0] - g_Vars.currentplayer->eraserpos.f[0]) + \
(p[1] - g_Vars.currentplayer->eraserpos.f[1]) * (p[1] - g_Vars.currentplayer->eraserpos.f[1]) + \
@@ -364,7 +361,6 @@
#define CAMERAMODE_DEFAULT 0
#define CAMERAMODE_THIRDPERSON 1
#define CAMERAMODE_EYESPY 2
#define CASING_NONE -1
#define CASING_STANDARD 0
+1 -35
View File
@@ -1948,40 +1948,6 @@ struct escalatorobj { // objtype 0x3b
/*0x60*/ struct coord prevpos;
};
struct eyespy {
/*0x00*/ struct prop *prop;
/*0x04*/ struct coord look;
/*0x10*/ struct coord up;
/*0x1c*/ f32 theta; // turn angle in degrees
/*0x20*/ f32 costheta;
/*0x24*/ f32 sintheta;
/*0x28*/ f32 verta;
/*0x2c*/ f32 cosverta;
/*0x30*/ f32 sinverta;
/*0x34*/ u8 held; // the eyespy is held by the player (opposite of deployed)
/*0x35*/ u8 deployed; // the eyespy is deployed in the stage somewhere
/*0x36*/ s8 startuptimer60;
/*0x37*/ s8 active; // player is currently controlling the eyespy
/*0x38*/ s8 buttonheld;
/*0x39*/ s8 camerabuttonheld;
/*0x3a*/ s16 bobdir;
/*0x3c*/ u8 bobtimer;
/*0x3d*/ u8 bobactive;
/*0x40*/ struct coord vel;
/*0x4c*/ struct coord unk4c;
/*0x58*/ f32 speed;
/*0x5c*/ f32 oldground;
/*0x60*/ f32 height; // height above ground - 30 to 160 on G5 and CI training, 80 to 160 elsewhere
/*0x64*/ f32 gravity;
/*0x68*/ s8 camerashuttertime;
/*0x69*/ u8 hit;
/*0x6a*/ u8 opendoor;
/*0x6b*/ u8 mode;
/*0x6c*/ f32 velf[2];
/*0x74*/ f32 vels[2];
/*0x7c*/ f32 pitch;
};
struct sndstate {
/*0x00*/ ALLink node;
/*0x08*/ ALSound *sound;
@@ -2533,7 +2499,7 @@ struct player {
/*0x0440*/ struct coord standup[2];
/*0x0458*/ s32 standcnt;
/*0x045c*/ struct model model;
/*0x0480*/ struct eyespy *eyespy;
/*0x0480*/ s32 eyespy;
/*0x0484*/ u8 *unk0484; // pointer to vtx buffer?
/*0x0488*/ u8 *unk0488; // pointer to vtx buffer?
/*0x048c*/ bool aborted;