Name alpha-distance update function from decomp (#4658)
This commit is contained in:
@@ -4547,25 +4547,25 @@ void func_80034CC4(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overr
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
||||
s16 func_80034DD4(Actor* actor, PlayState* play, s16 arg2, f32 arg3) {
|
||||
s16 Actor_UpdateAlphaByDistance(Actor* actor, PlayState* play, s16 alpha, f32 radius) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
f32 var;
|
||||
f32 distance;
|
||||
|
||||
if ((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) {
|
||||
var = Math_Vec3f_DistXYZ(&actor->world.pos, &play->view.eye) * 0.25f;
|
||||
distance = Math_Vec3f_DistXYZ(&actor->world.pos, &play->view.eye) * 0.25f;
|
||||
} else {
|
||||
var = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos);
|
||||
distance = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos);
|
||||
}
|
||||
|
||||
if (arg3 < var) {
|
||||
if (radius < distance) {
|
||||
actor->flags &= ~ACTOR_FLAG_TARGETABLE;
|
||||
Math_SmoothStepToS(&arg2, 0, 6, 0x14, 1);
|
||||
Math_SmoothStepToS(&alpha, 0, 6, 0x14, 1);
|
||||
} else {
|
||||
actor->flags |= ACTOR_FLAG_TARGETABLE;
|
||||
Math_SmoothStepToS(&arg2, 0xFF, 6, 0x14, 1);
|
||||
Math_SmoothStepToS(&alpha, 0xFF, 6, 0x14, 1);
|
||||
}
|
||||
|
||||
return arg2;
|
||||
return alpha;
|
||||
}
|
||||
|
||||
void Animation_ChangeByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo, s32 index) {
|
||||
|
||||
Reference in New Issue
Block a user