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authorKenix3 <kenixwhisperwind@gmail.com>2021-04-29 18:56:18 -0400
committerGitHub <noreply@github.com>2021-04-29 18:56:18 -0400
commitc40bb119e1f64972e6a0879110826c455a28437b (patch)
treefb1a29a657a985bcd707004a31d43086310d9d95 /src/code/code_0x800CAAD0.c
parente97f10a6fa573e8b817ed03a4674d52b1818dafa (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.c40
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);