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authorDerek Hensley <hensley.derek58@gmail.com>2025-02-16 09:30:27 -0800
committerGitHub <noreply@github.com>2025-02-16 09:30:27 -0800
commit4780abbfd8e141b41807609aae80ae98f3090d1e (patch)
tree421e0a22a5ef25078757a201d257ad2dff2e08ca /src/code/z_player_lib.c
parent1241a8ca5c25e964673b036db4cac40df5fae239 (diff)
Misc FAKE fixes (#1783)
* CutsceneCamera_UpdateSplines fake match * CutsceneCamera_Init -1 splineIndex * Eye Point comment * func_80B781DC better fake * func_80B32F04 * ObjSwitch_Update * ObjSwitch_InitTrisCollider * ObjAqua_Init * EnTrt_ItemGiven * func_80C10E98 partly * EnTest7_WarpCsWarp this to 1 * EnTest6_InvertedSoTCutscene better fake * EnTest6_DrawAmmoDropRupee * EnPoSisters_MatchPlayerY * func_8095B76C * EnMinifrog_Init * func_80A5C0B8 * EnKnight_UpdateEffects * EnKnight_FlyingHeadAttack * EnKakasi_Init * EnInvadepoh_ModelInfo_GetNextFaceAnim * BgAstrBombwall_InitCollider like func_809CE068 * Player_UpdateInterface * Player_CsAction_TranslateReverse * DynaPoly_AddBgActorToLookup better fake * CutsceneManager_FindEntranceCsId * func_800AE930 better fake * Math3D_CylVsLineSeg better fake * MapDisp_InitBossRoomStorey * Play_Init * EnTimeTag_Diary_Wait better fake * Remove fake label from Player_SwordFromIA * Player_PostLimbDrawGameplay partly * EffectBlure_AddVertex prev temp * Player_PostLimbDrawGameplay attempt 2 * AudioMgr_StopAllSfxExceptSystem * Camera_Normal0 * Camera_Jump2 * Camera_Normal3 * PR review
Diffstat (limited to 'src/code/z_player_lib.c')
-rw-r--r--src/code/z_player_lib.c21
1 files changed, 10 insertions, 11 deletions
diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c
index 8a7a622da..483d371c9 100644
--- a/src/code/z_player_lib.c
+++ b/src/code/z_player_lib.c
@@ -1698,9 +1698,8 @@ PlayerExplosive Player_GetExplosiveHeld(Player* player) {
PlayerSword Player_SwordFromIA(Player* player, PlayerItemAction itemAction) {
PlayerSword sword = PLAYER_SWORD_KOKIRI;
- //! FAKE:
if ((itemAction == PLAYER_IA_LAST_USED) ||
- ((sword = GET_SWORD_FROM_IA(itemAction), (sword > PLAYER_SWORD_NONE)) && (sword < PLAYER_SWORD_MAX))) {
+ (sword = GET_SWORD_FROM_IA(itemAction), ((sword > PLAYER_SWORD_NONE) && (sword < PLAYER_SWORD_MAX)))) {
return sword;
}
@@ -3817,29 +3816,28 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
}
}
} else if (limbIndex == PLAYER_LIMB_HEAD) {
- //! FAKE:
- if (((*dList1 != NULL) && ((((void)0, player->currentMask)) != (((void)0, PLAYER_MASK_NONE)))) &&
+ if (((*dList1 != NULL) && ((u32)player->currentMask != PLAYER_MASK_NONE)) &&
(((player->transformation == PLAYER_FORM_HUMAN) &&
((player->skelAnime.animation != &gPlayerAnim_cl_setmask) || (player->skelAnime.curFrame >= 12.0f))) ||
((((player->transformation != PLAYER_FORM_HUMAN) && (player->currentMask >= PLAYER_MASK_FIERCE_DEITY)) &&
((player->transformation + PLAYER_MASK_FIERCE_DEITY) != player->currentMask)) &&
(player->skelAnime.curFrame >= 10.0f)))) {
if (func_80127438(play, player, player->currentMask)) {
- s32 maskMinusOne = ((void)0, player->currentMask) - 1;
+ s32 maskMinusOne = player->currentMask - 1;
OPEN_DISPS(play->state.gfxCtx);
- if (((void)0, player->currentMask) == PLAYER_MASK_COUPLE) {
+ if (player->currentMask == PLAYER_MASK_COUPLE) {
Player_DrawCouplesMask(play, player);
- } else if (((void)0, player->currentMask) == PLAYER_MASK_CIRCUS_LEADER) {
+ } else if (player->currentMask == PLAYER_MASK_CIRCUS_LEADER) {
Player_DrawCircusLeadersMask(play, player);
- } else if (((void)0, player->currentMask) == PLAYER_MASK_BLAST) {
+ } else if (player->currentMask == PLAYER_MASK_BLAST) {
Player_DrawBlastMask(play, player);
- } else if (((void)0, player->currentMask) == PLAYER_MASK_BUNNY) {
+ } else if (player->currentMask == PLAYER_MASK_BUNNY) {
Player_DrawBunnyHood(play);
- } else if (((void)0, player->currentMask) == PLAYER_MASK_GREAT_FAIRY) {
+ } else if (player->currentMask == PLAYER_MASK_GREAT_FAIRY) {
Player_DrawGreatFairysMask(play, player);
- } else if (((void)0, player->currentMask) >= PLAYER_MASK_FIERCE_DEITY) {
+ } else if (player->currentMask >= PLAYER_MASK_FIERCE_DEITY) {
static Vec2f D_801C0E04[PLAYER_FORM_MAX] = {
{ 140.0f, -130.0f }, // PLAYER_FORM_FIERCE_DEITY
{ 0.0f, -200.0f }, // PLAYER_FORM_GORON
@@ -4013,6 +4011,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
} else if ((limbIndex == PLAYER_LIMB_HAT) && (player->stateFlags3 & PLAYER_STATE3_100000)) {
Vec3f sp5C;
Vec3f sp50;
+ s32 pad;
Matrix_MultVecX(3000.0f, &sp5C);
Matrix_MultVecX(2300.0f, &sp50);