From 4780abbfd8e141b41807609aae80ae98f3090d1e Mon Sep 17 00:00:00 2001 From: Derek Hensley Date: Sun, 16 Feb 2025 09:30:27 -0800 Subject: 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 --- src/code/z_player_lib.c | 21 ++++++++++----------- 1 file changed, 10 insertions(+), 11 deletions(-) (limited to 'src/code/z_player_lib.c') 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); -- cgit v1.2.3