diff options
| author | petrie911 <69443847+petrie911@users.noreply.github.com> | 2021-03-31 11:18:31 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-03-31 12:18:31 -0400 |
| commit | 9b4482314a1dbbaf8ac354f587db45ee8697d431 (patch) | |
| tree | 8cac42b160f39a2ff6fd29f6a1948441e6c154ae /src/code/z_actor.c | |
| parent | 28cfd82a4f692cdeb1e66c2df980da07e6b41e2d (diff) | |
OnePointDemo OK (#719)
* matches
* more matches
* progress?
* it's time
* so close
* organize declarations
* docs
* more fixes
* more fixes
* fix stage 1
* more fixes
* first try
* demo ids in decimal
* final cleanup
* one more thing
* fixes
* more cleanup
* onepointcs
* OnePointCutscene
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Diffstat (limited to 'src/code/z_actor.c')
| -rw-r--r-- | src/code/z_actor.c | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 807f90356..f5d99fff3 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -42,7 +42,7 @@ void ActorShadow_Draw(Actor* actor, Lights* lights, GlobalContext* globalCtx, Gf Matrix_Put(&sp60); if (dlist != gCircleShadowDL) { - Matrix_RotateY(actor->shape.rot.y * (M_PI / 32768), MTXMODE_APPLY); + Matrix_RotateY(actor->shape.rot.y * (M_PI / 0x8000), MTXMODE_APPLY); } temp2 = (1.0f - (temp1 * (1.0f / 350))) * actor->shape.shadowScale; @@ -407,7 +407,7 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) { Matrix_Translate(actor->focus.pos.x, actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y) + 17.0f, actor->focus.pos.z, MTXMODE_NEW); - Matrix_RotateY((f32)((u16)(globalCtx->gameplayFrames * 3000)) * (M_PI / 32768), MTXMODE_APPLY); + Matrix_RotateY((f32)((u16)(globalCtx->gameplayFrames * 3000)) * (M_PI / 0x8000), MTXMODE_APPLY); Matrix_Scale((iREG(27) + 35) / 1000.0f, (iREG(28) + 60) / 1000.0f, (iREG(29) + 50) / 1000.0f, MTXMODE_APPLY); gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, naviColor->inner.r, naviColor->inner.g, naviColor->inner.b, 255); @@ -1898,7 +1898,7 @@ void func_8002FBAC(GlobalContext* globalCtx) { spD4 = spCC * 0.200000000000000011102230246252 + 1.0f; } - if ((globalCtx->csCtx.state == 0) && + if ((globalCtx->csCtx.state == CS_STATE_IDLE) && (gSaveContext.respawn[RESPAWN_MODE_TOP].entranceIndex == gSaveContext.entranceIndex) && (globalCtx->roomCtx.curRoom.num == gSaveContext.respawn[RESPAWN_MODE_TOP].roomIndex)) { POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x19); @@ -2430,7 +2430,7 @@ void func_800315AC(GlobalContext* globalCtx, ActorContext* actorCtx) { if ((HREG(64) != 1) || (HREG(72) != 0)) { if (globalCtx->actorCtx.unk_03 != 0) { func_8003115C(globalCtx, invisibleActorCounter, invisibleActors); - if ((globalCtx->csCtx.state != 0) || Player_InCsMode(globalCtx)) { + if ((globalCtx->csCtx.state != CS_STATE_IDLE) || Player_InCsMode(globalCtx)) { func_800304B0(globalCtx); } } @@ -3842,7 +3842,7 @@ s16 func_80034DD4(Actor* actor, GlobalContext* globalCtx, s16 arg2, f32 arg3) { Player* player = PLAYER; f32 var; - if ((globalCtx->csCtx.state != 0) || (gDbgCamEnabled != 0)) { + if ((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) { var = Math_Vec3f_DistXYZ(&actor->world.pos, &globalCtx->view.eye) * 0.25f; } else { var = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos); @@ -5488,7 +5488,7 @@ s32 func_80038154(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar actor->focus.pos = actor->world.pos; actor->focus.pos.y += arg4; - if (!(((globalCtx->csCtx.state != 0) || (gDbgCamEnabled != 0)) && (gSaveContext.entranceIndex == 0x00EE))) { + if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE))) { var = actor->yawTowardsPlayer - actor->shape.rot.y; abs_var = ABS(var); if (abs_var >= 0x4300) { @@ -5497,7 +5497,7 @@ s32 func_80038154(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar } } - if (((globalCtx->csCtx.state != 0) || (gDbgCamEnabled != 0)) && (gSaveContext.entranceIndex == 0x00EE)) { + if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE)) { sp2C = globalCtx->view.eye; } else { sp2C = player->actor.focus.pos; @@ -5517,7 +5517,7 @@ s32 func_80038290(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar actor->focus.pos = arg4; - if (!(((globalCtx->csCtx.state != 0) || (gDbgCamEnabled != 0)) && (gSaveContext.entranceIndex == 0x00EE))) { + if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE))) { var = actor->yawTowardsPlayer - actor->shape.rot.y; abs_var = ABS(var); if (abs_var >= 0x4300) { @@ -5526,7 +5526,7 @@ s32 func_80038290(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar } } - if (((globalCtx->csCtx.state != 0) || (gDbgCamEnabled != 0)) && (gSaveContext.entranceIndex == 0x00EE)) { + if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE)) { sp24 = globalCtx->view.eye; } else { sp24 = player->actor.focus.pos; |
