More player documentation from decomp (#3819)
* FallImpactInfo & AnimSfx stuff * IA function naming & Player_UseItem * ActionChange * Speed modes * Fix build * Misc cleanup * Name Player_Action funcs * PlayerAgeProperties * Most of the Player struct * Update z_player.c --------- Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
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@@ -48,7 +48,7 @@ void func_800432A0(CollisionContext* colCtx, s32 bgId, Actor* actor) {
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s16 rot = colCtx->dyna.bgActors[bgId].curTransform.rot.y - colCtx->dyna.bgActors[bgId].prevTransform.rot.y;
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if (actor->id == ACTOR_PLAYER) {
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((Player*)actor)->currentYaw += rot;
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((Player*)actor)->yaw += rot;
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}
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actor->shape.rot.y += rot;
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@@ -634,7 +634,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
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Play_CameraSetAtEye(play, camIdx, &spC0, &spB4);
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csCam->roll = 0;
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csCam->fov = 75.0f;
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player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = spD0.yaw + 0x7FFF;
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player->actor.shape.rot.y = player->actor.world.rot.y = player->yaw = spD0.yaw + 0x7FFF;
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func_8002DF54(play, NULL, 8);
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break;
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case 3240:
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@@ -674,7 +674,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
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Quake_SetCountdown(i, D_80120698 - 20);
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break;
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case 3390:
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player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = -0x3FD9;
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player->actor.shape.rot.y = player->actor.world.rot.y = player->yaw = -0x3FD9;
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csInfo->keyFrames = D_80121DB4;
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csInfo->keyFrameCnt = 9;
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@@ -697,7 +697,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
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D_80121F1C[0].eyeTargetInit = play->view.eye;
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D_80121F1C[0].fovTargetInit = play->view.fovy;
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Actor_GetFocus(&spA0, actor);
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player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = spA0.rot.y;
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player->actor.shape.rot.y = player->actor.world.rot.y = player->yaw = spA0.rot.y;
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csInfo->keyFrames = D_80121F1C;
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csInfo->keyFrameCnt = 4;
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@@ -817,7 +817,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
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csInfo->keyFrameCnt = 2;
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}
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player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = 0x3FFC;
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player->actor.shape.rot.y = player->actor.world.rot.y = player->yaw = 0x3FFC;
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func_800C0808(play, camIdx, player, CAM_SET_CS_C);
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func_8002DF54(play, NULL, 8);
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break;
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