diff options
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/z_actor.c | 8 | ||||
| -rw-r--r-- | src/code/z_camera.c | 6 | ||||
| -rw-r--r-- | src/code/z_player_lib.c | 10 |
3 files changed, 11 insertions, 13 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 4a86cf25c..ddb8a9e0b 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -4511,9 +4511,7 @@ Gfx* func_80034B54(GraphicsContext* gfxCtx) { displayList = displayListHead = GRAPH_ALLOC(gfxCtx, 2 * sizeof(Gfx)); - gDPSetRenderMode(displayListHead++, G_RM_FOG_SHADE_A, - AA_EN | Z_CMP | Z_UPD | IM_RD | CLR_ON_CVG | CVG_DST_WRAP | ZMODE_XLU | FORCE_BL | - GBL_c2(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)); + gDPSetRenderMode(displayListHead++, G_RM_FOG_SHADE_A, Z_UPD | G_RM_AA_ZB_XLU_SURF2); gSPEndDisplayList(displayListHead++); @@ -4565,10 +4563,10 @@ s16 Actor_UpdateAlphaByDistance(Actor* actor, PlayState* play, s16 alpha, f32 ra if (radius < distance) { actor->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; - Math_SmoothStepToS(&alpha, 0, 6, 0x14, 1); + Math_SmoothStepToS(&alpha, 0, 6, 20, 1); } else { actor->flags |= ACTOR_FLAG_ATTENTION_ENABLED; - Math_SmoothStepToS(&alpha, 0xFF, 6, 0x14, 1); + Math_SmoothStepToS(&alpha, 255, 6, 20, 1); } return alpha; diff --git a/src/code/z_camera.c b/src/code/z_camera.c index 803a89400..3baaf6579 100644 --- a/src/code/z_camera.c +++ b/src/code/z_camera.c @@ -6333,8 +6333,8 @@ s32 Camera_Demo5(Camera* camera) { camera->timer += D_8011D79C[2].timerInit + D_8011D79C[3].timerInit; } } else if (eyeTargetDist < 300.0f && eyePlayerGeo.r < 30.0f) { - // distance from the camera's current positon and the target is less than 300 units - // and the distance fromthe camera's current position to the player is less than 30 units + // distance from the camera's current position and the target is less than 300 units + // and the distance from the camera's current position to the player is less than 30 units static OnePointCsFull D_8011D83C[] = { { ONEPOINT_CS_ACTION(ONEPOINT_CS_ACTION_ID_3, false, true), @@ -7237,7 +7237,7 @@ s32 Camera_Special6(Camera* camera) { sCameraInterfaceField = roData->interfaceField; if (eyeNext->x != bgCamPos.x || eyeNext->y != bgCamPos.y || eyeNext->z != bgCamPos.z || camera->animState == 0) { - // A change in the current scene's camera positon has been detected, + // A change in the current scene's camera position has been detected, // Change "screens" camera->player->actor.freezeTimer = 12; // Overwrite hud visibility to CAM_HUD_VISIBILITY_HEARTS_FORCE diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c index 69d7b76d9..49948f856 100644 --- a/src/code/z_player_lib.c +++ b/src/code/z_player_lib.c @@ -1007,7 +1007,7 @@ PlayerFaceIndices sPlayerFaces[PLAYER_FACE_MAX] = { void* sEyeTextures[PLAYER_EYES_MAX] = { gLinkAdultEyesOpenTex, // PLAYER_EYES_OPEN gLinkAdultEyesHalfTex, // PLAYER_EYES_HALF - gLinkAdultEyesClosedfTex, // PLAYER_EYES_CLOSED + gLinkAdultEyesClosedTex, // PLAYER_EYES_CLOSED gLinkAdultEyesRightTex, // PLAYER_EYES_RIGHT gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT gLinkAdultEyesWideTex, // PLAYER_EYES_WIDE @@ -1027,7 +1027,7 @@ void* sEyeTextures[][PLAYER_EYES_MAX] = { { gLinkAdultEyesOpenTex, // PLAYER_EYES_OPEN gLinkAdultEyesHalfTex, // PLAYER_EYES_HALF - gLinkAdultEyesClosedfTex, // PLAYER_EYES_CLOSED + gLinkAdultEyesClosedTex, // PLAYER_EYES_CLOSED gLinkAdultEyesRightTex, // PLAYER_EYES_RIGHT gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT gLinkAdultEyesWideTex, // PLAYER_EYES_WIDE @@ -1035,9 +1035,9 @@ void* sEyeTextures[][PLAYER_EYES_MAX] = { gLinkAdultEyesWincingTex, // PLAYER_EYES_WINCING }, { - gLinkChildEyesOpenTex, // PLAYER_EYES_OPEN - gLinkChildEyesHalfTex, // PLAYER_EYES_HALF - gLinkChildEyesClosedfTex, // PLAYER_EYES_CLOSED + gLinkChildEyesOpenTex, // PLAYER_EYES_OPEN + gLinkChildEyesHalfTex, // PLAYER_EYES_HALF + gLinkChildEyesClosedTex, // PLAYER_EYES_CLOSED /* Note `PLAYER_EYES_RIGHT` corresponds to the "left" eyes texture, and vice-versa with the "right" eyes textures. This is because on the textures Link appears to look left/right as if facing outwards the screen, |
