Merge branch 'develop-rando' of garrettjoecox.github.com:HarbourMasters/Shipwright into develop-rando-changes

This commit is contained in:
Garrett Cox
2024-02-21 14:27:08 -06:00
366 changed files with 5591 additions and 4801 deletions

View File

@@ -635,7 +635,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
Play_CameraSetAtEye(play, camIdx, &spC0, &spB4);
csCam->roll = 0;
csCam->fov = 75.0f;
player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = spD0.yaw + 0x7FFF;
player->actor.shape.rot.y = player->actor.world.rot.y = player->yaw = spD0.yaw + 0x7FFF;
func_8002DF54(play, NULL, 8);
break;
case 3240:
@@ -675,7 +675,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
Quake_SetCountdown(i, D_80120698 - 20);
break;
case 3390:
player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = -0x3FD9;
player->actor.shape.rot.y = player->actor.world.rot.y = player->yaw = -0x3FD9;
csInfo->keyFrames = D_80121DB4;
csInfo->keyFrameCnt = 9;
@@ -698,7 +698,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
D_80121F1C[0].eyeTargetInit = play->view.eye;
D_80121F1C[0].fovTargetInit = play->view.fovy;
Actor_GetFocus(&spA0, actor);
player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = spA0.rot.y;
player->actor.shape.rot.y = player->actor.world.rot.y = player->yaw = spA0.rot.y;
csInfo->keyFrames = D_80121F1C;
csInfo->keyFrameCnt = 4;
@@ -789,7 +789,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
func_8002DF54(play, NULL, 8);
func_800C0808(play, camIdx, player, CAM_SET_CS_C);
player->stateFlags1 |= 0x20000000;
player->stateFlags1 |= PLAYER_STATE1_IN_CUTSCENE;
player->actor.freezeTimer = 90;
i = Quake_Add(csCam, 1);
@@ -813,7 +813,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
csInfo->keyFrames = D_801225D4;
csInfo->keyFrameCnt = ARRAY_COUNT(D_801225D4);
player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = 0x3FFC;
player->actor.shape.rot.y = player->actor.world.rot.y = player->yaw = 0x3FFC;
func_800C0808(play, camIdx, player, CAM_SET_CS_C);
func_8002DF54(play, NULL, 8);
break;
@@ -986,7 +986,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
if (func_800C0CB8(play)) {
D_801231B4[0].eyeTargetInit.z = D_801231B4[1].eyeTargetInit.z = !LINK_IS_ADULT ? 100.0f : 120.0f;
if (player->stateFlags1 & 0x08000000) {
if (player->stateFlags1 & PLAYER_STATE1_IN_WATER) {
D_801231B4[2].atTargetInit.z = 0.0f;
}
Actor_GetWorldPosShapeRot(&spA0, &player->actor);