This should fix (all?) 60fps interpolation issues left. (#938)
* This should fix (all?) 60fps interpolation issues left. Resolves #631 #917 * Update z_fishing.c * Re-adds Emil's interpolation in certain places. * move open/close disps out of if statments checking timer based vars, revert fishing to use recordopen/closed child * move disps out of ifs for morpha * use recordopen/recordclose for volv * recordopen/recordclose for ganondorf * switch back to recordopen/recordclose for ganondorf floor * Frame interpolation now uses a 64bit parameter rather than 32. * More 60fps fixes * Fix close child typo * add todo calls to recordopen/recordclose * fix build * revert long long frame interpolation * add some epochs * add more epochs * bongo epochs * the rest of the epochs * fix the typo fix the build * interpolation fixes pr cleanup * init/cleanup bongo epochs * bongo hand trails * Fixes niw feathers * Fixes bongo bongo hands, and replaces epoch * i with epoch + i * don't update epochs Co-authored-by: briaguya <briaguya@alice>
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@@ -25,7 +25,8 @@ typedef struct {
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/* 0x0C */ Vec3f position;
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/* 0x18 */ Vec3s unkVelocity;
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/* 0x1E */ Vec3s unkPosition;
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} EffectSparkElement; // size = 0x24
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/* 0x24 */ s32 epoch;
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} EffectSparkElement; // size = 0x28
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typedef struct {
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/* 0x000 */ Vec3s position;
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@@ -117,7 +118,8 @@ typedef struct {
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/* 0x10 */ f32 startX;
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/* 0x14 */ s16 yaw;
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/* 0x16 */ s16 pitch;
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} EffectShieldParticleElement; // size = 0x18
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/* 0x18 */ s32 epoch;
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} EffectShieldParticleElement; // size = 0x1C
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typedef struct {
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/* 0x00 */ u8 numElements;
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