diff options
| author | Kenix3 <kenixwhisperwind@gmail.com> | 2021-04-29 18:56:18 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-04-29 18:56:18 -0400 |
| commit | c40bb119e1f64972e6a0879110826c455a28437b (patch) | |
| tree | fb1a29a657a985bcd707004a31d43086310d9d95 /src/code/code_0x800CAAD0.c | |
| parent | e97f10a6fa573e8b817ed03a4674d52b1818dafa (diff) | |
Adds in scene support (#117)
* 1 scene done, Z2_SOUGEN OK
* All scenes OK
* Makefile improvements
* Use WIP ZAPD branch as submodule
* Add spawn rotation flag macro
* Fix bad merge
* Move scenes to be in their own subfolders
* Rename and restructure extracted baserom files
* Progress tracking for assets
* Add asset progress to csv
* Use master ZAPD
* Use distclean like in OOT
* Fix up a few things with the makefile
* Fix scenes not being dumped from ELF
Co-authored-by: Rozelette <Uberpanzermensch@gmail.com>
Diffstat (limited to 'src/code/code_0x800CAAD0.c')
| -rw-r--r-- | src/code/code_0x800CAAD0.c | 40 |
1 files changed, 20 insertions, 20 deletions
diff --git a/src/code/code_0x800CAAD0.c b/src/code/code_0x800CAAD0.c index a910156c0..edd623ca5 100644 --- a/src/code/code_0x800CAAD0.c +++ b/src/code/code_0x800CAAD0.c @@ -15,28 +15,28 @@ void BgCheck2_UpdateActorPosition(CollisionContext* bgCtxt, s32 index, Actor* ac if (BgCheck_IsActorMeshIndexValid(index) == 0) return; SkinMatrix_SetScaleRotateYRPTranslate(&prevMatrix, - bgCtxt->dyna.actorMeshArr[index].prevParams.scale.x, - bgCtxt->dyna.actorMeshArr[index].prevParams.scale.y, - bgCtxt->dyna.actorMeshArr[index].prevParams.scale.z, - bgCtxt->dyna.actorMeshArr[index].prevParams.rotation.x, - bgCtxt->dyna.actorMeshArr[index].prevParams.rotation.y, - bgCtxt->dyna.actorMeshArr[index].prevParams.rotation.z, - bgCtxt->dyna.actorMeshArr[index].prevParams.pos.x, - bgCtxt->dyna.actorMeshArr[index].prevParams.pos.y, - bgCtxt->dyna.actorMeshArr[index].prevParams.pos.z); + bgCtxt->dyna.bgActors[index].prevTransform.scale.x, + bgCtxt->dyna.bgActors[index].prevTransform.scale.y, + bgCtxt->dyna.bgActors[index].prevTransform.scale.z, + bgCtxt->dyna.bgActors[index].prevTransform.rot.x, + bgCtxt->dyna.bgActors[index].prevTransform.rot.y, + bgCtxt->dyna.bgActors[index].prevTransform.rot.z, + bgCtxt->dyna.bgActors[index].prevTransform.pos.x, + bgCtxt->dyna.bgActors[index].prevTransform.pos.y, + bgCtxt->dyna.bgActors[index].prevTransform.pos.z); if (SkinMatrix_Invert(&prevMatrix, &prevMatrixInv) == 2) return; SkinMatrix_SetScaleRotateYRPTranslate(&currMatrix, - bgCtxt->dyna.actorMeshArr[index].currParams.scale.x, - bgCtxt->dyna.actorMeshArr[index].currParams.scale.y, - bgCtxt->dyna.actorMeshArr[index].currParams.scale.z, - bgCtxt->dyna.actorMeshArr[index].currParams.rotation.x, - bgCtxt->dyna.actorMeshArr[index].currParams.rotation.y, - bgCtxt->dyna.actorMeshArr[index].currParams.rotation.z, - bgCtxt->dyna.actorMeshArr[index].currParams.pos.x, - bgCtxt->dyna.actorMeshArr[index].currParams.pos.y, - bgCtxt->dyna.actorMeshArr[index].currParams.pos.z); + bgCtxt->dyna.bgActors[index].curTransform.scale.x, + bgCtxt->dyna.bgActors[index].curTransform.scale.y, + bgCtxt->dyna.bgActors[index].curTransform.scale.z, + bgCtxt->dyna.bgActors[index].curTransform.rot.x, + bgCtxt->dyna.bgActors[index].curTransform.rot.y, + bgCtxt->dyna.bgActors[index].curTransform.rot.z, + bgCtxt->dyna.bgActors[index].curTransform.pos.x, + bgCtxt->dyna.bgActors[index].curTransform.pos.y, + bgCtxt->dyna.bgActors[index].curTransform.pos.z); SkinMatrix_Vec3fMtxFMultXYZ(&prevMatrixInv, &actor->world.pos, &posWithInv); SkinMatrix_Vec3fMtxFMultXYZ(&currMatrix, &posWithInv, &newPos); @@ -49,7 +49,7 @@ void BgCheck2_UpdateActorYRotation(CollisionContext* bgCtxt, s32 index, Actor* a if (BgCheck_IsActorMeshIndexValid(index) == 0) return; - angleChange = bgCtxt->dyna.actorMeshArr[index].currParams.rotation.y - bgCtxt->dyna.actorMeshArr[index].prevParams.rotation.y; + angleChange = bgCtxt->dyna.bgActors[index].curTransform.rot.y - bgCtxt->dyna.bgActors[index].prevTransform.rot.y; if (actor->id == 0) { ((ActorPlayer*)actor)->unkAD4 += angleChange; @@ -83,7 +83,7 @@ u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* bgCtxt, s32 index, Acto if (BgCheck_IsActorMeshIndexValid(index) == 0) return 0; - if (((bgCtxt->dyna.flags[index] & 2) != 0) || ((bgCtxt->dyna.flags[index] & 1) == 0)) return 0; + if (((bgCtxt->dyna.bgActorFlags[index] & 2) != 0) || ((bgCtxt->dyna.bgActorFlags[index] & 1) == 0)) return 0; meshActor = BgCheck_GetActorOfMesh(bgCtxt,index); |
