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-rw-r--r--src/code/z_snap.c28
1 files changed, 14 insertions, 14 deletions
diff --git a/src/code/z_snap.c b/src/code/z_snap.c
index 5d37e3eac..d64cfbe6e 100644
--- a/src/code/z_snap.c
+++ b/src/code/z_snap.c
@@ -22,7 +22,7 @@ s32 Snap_RecordPictographedActors(PlayState* play) {
gSaveContext.save.pictoFlags1 = 0;
if (play->sceneId == SCENE_20SICHITAI) {
- Snap_SetFlag(PICTOGRAPH_IN_SWAMP);
+ Snap_SetFlag(PICTO_VALID_IN_SWAMP);
}
for (; category < ACTORCAT_MAX; category++) {
@@ -155,43 +155,43 @@ s32 Snap_ValidatePictograph(PlayState* play, Actor* actor, s32 flag, Vec3f* pos,
// Check distance
distance = OLib_Vec3fDist(pos, &camera->eye);
if ((distance < distanceMin) || (distanceMax < distance)) {
- Snap_SetFlag(PICTOGRAPH_BAD_DISTANCE);
- ret = PICTOGRAPH_BAD_DISTANCE;
+ Snap_SetFlag(PICTO_VALID_BAD_DISTANCE);
+ ret = PICTO_VALID_BAD_DISTANCE;
}
// Check rot is facing camera?
x = Snap_AbsS(Camera_GetCamDirPitch(camera) + rot->x);
y = Snap_AbsS(Camera_GetCamDirYaw(camera) - BINANG_SUB(rot->y, 0x7FFF));
if ((0 < angleRange) && ((angleRange < x) || (angleRange < y))) {
- Snap_SetFlag(PICTOGRAPH_BAD_ANGLE);
- ret |= PICTOGRAPH_BAD_ANGLE;
+ Snap_SetFlag(PICTO_VALID_BAD_ANGLE);
+ ret |= PICTO_VALID_BAD_ANGLE;
}
// Check in capture region
Actor_GetProjectedPos(play, pos, &projectedPos, &distance);
// Convert to projected position to device coordinates, shift to be relative to the capture region's top-left corner
- x = (s16)PROJECTED_TO_SCREEN_X(projectedPos, distance) - PICTO_CAPTURE_REGION_TOPLEFT_X;
- y = (s16)PROJECTED_TO_SCREEN_Y(projectedPos, distance) - PICTO_CAPTURE_REGION_TOPLEFT_Y;
+ x = (s16)PROJECTED_TO_SCREEN_X(projectedPos, distance) - PICTO_VALID_TOPLEFT_X;
+ y = (s16)PROJECTED_TO_SCREEN_Y(projectedPos, distance) - PICTO_VALID_TOPLEFT_Y;
// checks if the coordinates are within the capture region
- if ((x < 0) || (x > PICTO_RESOLUTION_HORIZONTAL) || (y < 0) || (y > PICTO_RESOLUTION_VERTICAL)) {
- Snap_SetFlag(PICTOGRAPH_NOT_IN_VIEW);
- ret |= PICTOGRAPH_NOT_IN_VIEW;
+ if ((x < 0) || (x > PICTO_VALID_WIDTH) || (y < 0) || (y > PICTO_VALID_HEIGHT)) {
+ Snap_SetFlag(PICTO_VALID_NOT_IN_VIEW);
+ ret |= PICTO_VALID_NOT_IN_VIEW;
}
// Check not obscured by bg collision
if (BgCheck_ProjectileLineTest(&play->colCtx, pos, &camera->eye, &projectedPos, &poly, true, true, true, true,
&bgId)) {
- Snap_SetFlag(PICTOGRAPH_BEHIND_BG);
- ret |= PICTOGRAPH_BEHIND_BG;
+ Snap_SetFlag(PICTO_VALID_BEHIND_BG);
+ ret |= PICTO_VALID_BEHIND_BG;
}
// Check not obscured by actor collision
actors[0] = actor;
actors[1] = &GET_PLAYER(play)->actor;
if (CollisionCheck_LineOCCheck(play, &play->colChkCtx, pos, &camera->eye, actors, 2)) {
- Snap_SetFlag(PICTOGRAPH_BEHIND_COLLISION);
- ret |= PICTOGRAPH_BEHIND_COLLISION;
+ Snap_SetFlag(PICTO_VALID_BEHIND_COLLISION);
+ ret |= PICTO_VALID_BEHIND_COLLISION;
}
// If all of the above checks pass, set the flag