diff options
| author | angie <angheloalf95@gmail.com> | 2023-05-23 23:14:00 -0400 |
|---|---|---|
| committer | angie <angheloalf95@gmail.com> | 2023-05-23 23:14:00 -0400 |
| commit | b1e87f7838aeec12a83251a89b486b993cfec0f0 (patch) | |
| tree | 1aac8f8695a322e3a4a39155dc7e8319184c74c3 /src/code | |
| parent | 327a3c4cc9c9d41437d11967e06887af7fe6313d (diff) | |
fix merge
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/z_camera.c | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/src/code/z_camera.c b/src/code/z_camera.c index ea600b30e..c0bb26430 100644 --- a/src/code/z_camera.c +++ b/src/code/z_camera.c @@ -1255,7 +1255,7 @@ s32 func_800CD44C(Camera* camera, VecGeo* diffGeo, CameraCollision* camEyeCollis // different bgIds for at->eye[Next] and eye[Next]->at ret = 3; } else { - cosEyeAt = Math3D_Parallel(&camEyeCollision->norm, &camAtCollision->norm); + cosEyeAt = Math3D_Cos(&camEyeCollision->norm, &camAtCollision->norm); if (cosEyeAt < -0.5f) { ret = 6; } else if ((cosEyeAt > 0.5f) || (checkEye & 2)) { @@ -1860,7 +1860,7 @@ void Camera_CalcDefaultSwing(Camera* camera, VecGeo* arg1, VecGeo* arg2, f32 arg } else if (swing->atEyeColChk.norm.y > 0.50f) { swing->unk_64 = 0; } else { - Math3D_AngleBetweenVectors(&camera->unk_0F0, &swing->eyeAtColChk.norm, &sp88); + Math3D_CosOut(&camera->unk_0F0, &swing->eyeAtColChk.norm, &sp88); if (sp88 > 0.0f) { swing->unk_64 = 0; } @@ -5565,8 +5565,8 @@ s32 Camera_Unique0(Camera* camera) { switch (camera->animState) { case 0: bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamOrActorCsCamFuncData(camera, camera->bgCamIndex); - Camera_Vec3sToVec3f(&rwData->unk_1C, &bgCamFuncData->pos); - camera->eye = camera->eyeNext = rwData->unk_1C; + Camera_Vec3sToVec3f(&rwData->unk_1C.a, &bgCamFuncData->pos); + camera->eye = camera->eyeNext = rwData->unk_1C.a; rwData->unk_34 = bgCamFuncData->rot; temp_v1 = bgCamFuncData->fov; @@ -5597,7 +5597,7 @@ s32 Camera_Unique0(Camera* camera) { } rwData->unk_3A = camera->focalActor->world.rot.y; rwData->unk_3E = 0; - camera->eye = camera->eyeNext = rwData->unk_1C; + camera->eye = camera->eyeNext = rwData->unk_1C.a; Camera_UnsetStateFlag(camera, CAM_STATE_2); camera->animState++; // fallthrough @@ -5605,8 +5605,8 @@ s32 Camera_Unique0(Camera* camera) { sp84.r = OLib_Vec3fDist(&sp8C, &camera->eye); sp84.yaw = rwData->unk_34.y; sp84.pitch = -rwData->unk_34.x; - OLib_VecGeoToVec3f(&rwData->unk_28, &sp84); - func_80179A44(&rwData->unk_1C, focalActorPosRot, &rwData->unk_0C); + OLib_VecGeoToVec3f(&rwData->unk_1C.b, &sp84); + Math3D_LineClosestToPoint(&rwData->unk_1C, &focalActorPosRot->pos, &rwData->unk_0C); camera->at = rwData->unk_0C; if (player->stateFlags1 & PLAYER_STATE1_20000000) { |
