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-rw-r--r--src/code/z_actor.c10
-rw-r--r--src/code/z_kaleido_setup.c3
-rw-r--r--src/code/z_player_lib.c33
3 files changed, 25 insertions, 21 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 209894a97..993fb72b8 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -1314,14 +1314,14 @@ f32 Actor_HeightDiff(Actor* actor1, Actor* actor2) {
}
/**
- * Sets the current and new inputs.
+ * Calculates and sets the control stick x/y values and writes these to input.
*/
-void func_800B6F20(PlayState* play, Input* input, f32 magnitude, s16 baseYaw) {
- s16 relativeYaw = baseYaw - Camera_GetInputDirYaw(GET_ACTIVE_CAM(play));
+void Actor_SetControlStickData(PlayState* play, Input* input, f32 controlStickMagnitude, s16 controlStickAngle) {
+ s16 relativeAngle = controlStickAngle - Camera_GetInputDirYaw(GET_ACTIVE_CAM(play));
- input->cur.stick_x = -Math_SinS(relativeYaw) * magnitude;
+ input->cur.stick_x = -Math_SinS(relativeAngle) * controlStickMagnitude;
input->rel.stick_x = input->cur.stick_x;
- input->cur.stick_y = Math_CosS(relativeYaw) * magnitude;
+ input->cur.stick_y = Math_CosS(relativeAngle) * controlStickMagnitude;
input->rel.stick_y = input->cur.stick_y;
}
diff --git a/src/code/z_kaleido_setup.c b/src/code/z_kaleido_setup.c
index 277fc5360..32a8d5d74 100644
--- a/src/code/z_kaleido_setup.c
+++ b/src/code/z_kaleido_setup.c
@@ -99,7 +99,8 @@ void KaleidoSetup_Update(PlayState* play) {
if (!CHECK_EVENTINF(EVENTINF_17) && !(player->stateFlags1 & PLAYER_STATE1_20)) {
if (!(play->actorCtx.flags & ACTORCTX_FLAG_1) &&
!(play->actorCtx.flags & ACTORCTX_FLAG_PICTO_BOX_ON)) {
- if ((play->actorCtx.unk268 == 0) && CHECK_BTN_ALL(input->press.button, BTN_START)) {
+ if (!play->actorCtx.isOverrideInputOn &&
+ CHECK_BTN_ALL(input->press.button, BTN_START)) {
gSaveContext.prevHudVisibility = gSaveContext.hudVisibility;
pauseCtx->itemDescriptionOn = false;
pauseCtx->state = PAUSE_STATE_OPENING_0;
diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c
index 547b8bf83..24b9907ce 100644
--- a/src/code/z_player_lib.c
+++ b/src/code/z_player_lib.c
@@ -96,29 +96,32 @@ s32 func_801226E0(PlayState* play, s32 arg1) {
return arg1;
}
-s32 func_80122744(PlayState* play, struct_80122744_arg1* arg1, u32 arg2, Vec3s* arg3) {
- arg1->unk_00 = arg2;
- arg1->unk_01 = 0;
- arg1->unk_04 = arg3;
+s32 Player_InitOverrideInput(PlayState* play, PlayerOverrideInputEntry* inputEntry, u32 numPoints,
+ Vec3s* targetPosList) {
+ inputEntry->numPoints = numPoints;
+ inputEntry->curPoint = 0;
+ inputEntry->targetPosList = targetPosList;
return 1;
}
-s32 func_80122760(PlayState* play, struct_80122744_arg1* arg1, f32 arg2) {
- if (arg1->unk_01 < arg1->unk_00) {
+s32 Player_UpdateOverrideInput(PlayState* play, PlayerOverrideInputEntry* inputEntry, f32 distXZRange) {
+ if (inputEntry->curPoint < inputEntry->numPoints) {
Player* player = GET_PLAYER(play);
- Vec3f sp30;
+ Vec3f targetPos;
s32 pad;
s16 yaw;
f32 distXZ;
- Math_Vec3s_ToVec3f(&sp30, &arg1->unk_04[arg1->unk_01]);
- yaw = Math_Vec3f_Yaw(&player->actor.world.pos, &sp30);
- func_800B6F20(play, &play->actorCtx.unk_26C, arg2, yaw);
- play->actorCtx.unk268 = 1;
- distXZ = Math_Vec3f_DistXZ(&player->actor.world.pos, &sp30);
+ Math_Vec3s_ToVec3f(&targetPos, &inputEntry->targetPosList[inputEntry->curPoint]);
+ yaw = Math_Vec3f_Yaw(&player->actor.world.pos, &targetPos);
- if ((fabsf(player->actor.world.pos.y - sp30.y) < 50.0f) && (distXZ < arg2)) {
- arg1->unk_01++;
+ Actor_SetControlStickData(play, &play->actorCtx.overrideInput, distXZRange, yaw);
+ play->actorCtx.isOverrideInputOn = true;
+
+ distXZ = Math_Vec3f_DistXZ(&player->actor.world.pos, &targetPos);
+
+ if ((fabsf(player->actor.world.pos.y - targetPos.y) < 50.0f) && (distXZ < distXZRange)) {
+ inputEntry->curPoint++;
}
return false;
@@ -498,7 +501,7 @@ bool Player_InBlockingCsMode(PlayState* play, Player* player) {
return (player->stateFlags1 & (PLAYER_STATE1_80 | PLAYER_STATE1_200 | PLAYER_STATE1_20000000)) ||
(player->csAction != PLAYER_CSACTION_NONE) || (play->transitionTrigger == TRANS_TRIGGER_START) ||
(play->transitionMode != TRANS_MODE_OFF) || (player->stateFlags1 & PLAYER_STATE1_1) ||
- (player->stateFlags3 & PLAYER_STATE3_80) || (play->actorCtx.unk268 != 0);
+ (player->stateFlags3 & PLAYER_STATE3_80) || play->actorCtx.isOverrideInputOn;
}
bool Player_InCsMode(PlayState* play) {