Add system for skipping skeleton interpolation for a given actor and applied it to Happy Mask Salesman, tagged fireworks
This commit is contained in:
parent
31d2424774
commit
30e66ab12b
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@ -83,7 +83,11 @@ void Actor_Init(Actor* actor, PlayState* play) {
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Gfx* push_limb_matrix_group(Gfx* dlist, Actor* actor, u32 limb_index) {
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if (actor != NULL) {
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u32 cur_transform_id = actor_transform_id(actor);
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gEXMatrixGroupDecomposedNormal(dlist++, cur_transform_id + limb_index, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_ALLOW);
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if (actor_get_interpolation_skipped(actor)) {
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gEXMatrixGroupDecomposedSkip(dlist++, cur_transform_id + limb_index, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
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} else {
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gEXMatrixGroupDecomposedNormal(dlist++, cur_transform_id + limb_index, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_ALLOW);
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}
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}
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return dlist;
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}
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@ -92,7 +96,11 @@ Gfx* push_limb_matrix_group(Gfx* dlist, Actor* actor, u32 limb_index) {
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Gfx* push_post_limb_matrix_group(Gfx* dlist, Actor* actor, u32 limb_index) {
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if (actor != NULL) {
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u32 cur_transform_id = actor_transform_id(actor);
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gEXMatrixGroupDecomposedNormal(dlist++, cur_transform_id + limb_index + ACTOR_TRANSFORM_LIMB_COUNT, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_ALLOW);
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if (actor_get_interpolation_skipped(actor)) {
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gEXMatrixGroupDecomposedSkip(dlist++, cur_transform_id + limb_index, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
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} else {
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gEXMatrixGroupDecomposedNormal(dlist++, cur_transform_id + limb_index + ACTOR_TRANSFORM_LIMB_COUNT, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_ALLOW);
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}
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}
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return dlist;
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}
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@ -101,7 +109,11 @@ Gfx* push_post_limb_matrix_group(Gfx* dlist, Actor* actor, u32 limb_index) {
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Gfx* push_skin_limb_matrix_group(Gfx* dlist, Actor* actor, u32 limb_index) {
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if (actor != NULL) {
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u32 cur_transform_id = actor_transform_id(actor);
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gEXMatrixGroupDecomposedVerts(dlist++, cur_transform_id + limb_index, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_ALLOW);
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if (actor_get_interpolation_skipped(actor)) {
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gEXMatrixGroupDecomposedSkip(dlist++, cur_transform_id + limb_index, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
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} else {
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gEXMatrixGroupDecomposedVerts(dlist++, cur_transform_id + limb_index, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_ALLOW);
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}
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}
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return dlist;
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}
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@ -1257,5 +1269,8 @@ void Actor_Draw(PlayState* play, Actor* actor) {
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}
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actor->isDrawn = true;
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// @recomp Clear the actor's interpolation skipped flag.
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actor_clear_interpolation_skipped(actor);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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@ -0,0 +1,31 @@
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// Required to include MM decomp headers without having built the repo
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#ifndef OBJECT_FALL2_H
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#define OBJECT_FALL2_H 1
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extern Vtx object_fall2Vtx_000000[];
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extern Gfx gOpenMouthMoonDL[];
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extern u64 gOpenMouthMoonFarSideTLUT[];
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extern u64 gOpenMouthMoonFaceTLUT[];
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extern u64 gOpenMouthMoonEyesTex[];
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extern u64 gOpenMouthMoonFarSideTex[];
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extern u64 gOpenMouthMoonFaceTex[];
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extern u64 gOpenMouthMoonTeethTex[];
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extern u8 object_fall2_Blob_005EF4[];
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extern Vtx object_fall2_Vtx_005F10[];
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extern Gfx object_fall2_DL_006E00[];
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extern Gfx object_fall2_DL_006EF0[];
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extern Gfx object_fall2_DL_006FF8[];
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extern Gfx object_fall2_DL_007100[];
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extern Gfx object_fall2_DL_007208[];
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extern Gfx object_fall2_DL_007310[];
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extern Gfx object_fall2_DL_007418[];
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extern Gfx object_fall2_DL_007520[];
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extern Gfx object_fall2_DL_007628[];
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extern Gfx object_fall2_DL_007730[];
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extern u64 object_fall2_Tex_007838[];
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extern u64 object_fall2_Tex_008038[];
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extern AnimatedMatTexScrollParams object_fall2_Matanimheader_008840TexScrollParams_008838[];
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extern AnimatedMaterial object_fall2_Matanimheader_008840[];
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extern u8 object_fall2_Blob_008898[];
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#endif
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@ -1,5 +1,6 @@
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#include "patches.h"
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#include "transform_ids.h"
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#include "overlays/actors/ovl_En_Hanabi/z_en_hanabi.h"
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extern EffectSsInfo sEffectSsInfo;
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@ -90,3 +91,86 @@ void EffectSS_DrawParticle(PlayState* play, s32 index) {
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CLOSE_DISPS(play->state.gfxCtx);
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}
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extern u64 gSun1Tex[];
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extern Gfx gSunSparkleMaterialDL[];
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extern Gfx gSunSparkleModelDL[];
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extern u8 D_80B23C40[];
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extern u8 D_80B23C2C[];
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// @recomp Modified to take the actor as an argument for relocation and to tag firework transforms.
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void func_80B22FA8_patched(Actor* thisx, EnHanabiStruct* arg0, PlayState* play2) {
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PlayState* play = play2;
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GraphicsContext* gfxCtx = play->state.gfxCtx;
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s32 i;
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u8 sp53;
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OPEN_DISPS(gfxCtx);
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Gfx_SetupDL25_Xlu(play->state.gfxCtx);
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POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, SETUPDL_20);
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gSPSegment(POLY_XLU_DISP++, 0x08, Lib_SegmentedToVirtual(gSun1Tex));
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gSPDisplayList(POLY_XLU_DISP++, gSunSparkleMaterialDL);
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sp53 = 0xFF;
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// @recomp Manually relocate, TODO remove when automated by recompiler.
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u8* D_80B23C40_relocated = (u8*)actor_relocate(thisx, D_80B23C40);
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u8* D_80B23C2C_relocated = (u8*)actor_relocate(thisx, D_80B23C2C);
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for (i = 0; i < 400; i++, arg0++) {
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if (arg0->unk_00 != 1) {
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continue;
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}
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Matrix_Translate(arg0->unk_08.x, arg0->unk_08.y, arg0->unk_08.z, MTXMODE_NEW);
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Matrix_ReplaceRotation(&play->billboardMtxF);
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if (arg0->unk_01 < 40) {
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Matrix_Scale(arg0->unk_04 * 0.025f * arg0->unk_01, arg0->unk_04 * 0.025f * arg0->unk_01, 1.0f,
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MTXMODE_APPLY);
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} else {
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Matrix_Scale(arg0->unk_04, arg0->unk_04, 1.0f, MTXMODE_APPLY);
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}
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Matrix_RotateZS(play->gameplayFrames * 4864, MTXMODE_APPLY);
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// @recomp Tag the matrix.
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gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_ALLOW);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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if (sp53 != arg0->unk_02) {
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetEnvColor(POLY_XLU_DISP++, D_80B23C40_relocated[arg0->unk_02], D_80B23C40_relocated[arg0->unk_02 + 1],
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D_80B23C40_relocated[arg0->unk_02 + 2], 255);
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sp53 = arg0->unk_02;
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}
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if (arg0->unk_01 < 6) {
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, D_80B23C2C_relocated[arg0->unk_02], D_80B23C2C_relocated[arg0->unk_02 + 1],
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D_80B23C2C_relocated[arg0->unk_02 + 2], arg0->unk_01 * 50);
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} else {
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, D_80B23C2C_relocated[arg0->unk_02], D_80B23C2C_relocated[arg0->unk_02 + 1],
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D_80B23C2C_relocated[arg0->unk_02 + 2], 255);
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}
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gSPDisplayList(POLY_XLU_DISP++, gSunSparkleModelDL);
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// @recomp Pop the matrix group.
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gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
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}
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CLOSE_DISPS(gfxCtx);
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}
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// @recomp Patched to call a custom version of a vanilla function.
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void EnHanabi_Draw(Actor* thisx, PlayState* play) {
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EnHanabi* this = (EnHanabi*)thisx;
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Matrix_Push();
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// @recomp Call a modified version of the function that takes the actor for relocation purposes.
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func_80B22FA8_patched(thisx, this->unk_148, play);
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Matrix_Pop();
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}
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@ -5,6 +5,8 @@
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#include "overlays/actors/ovl_Boss_04/z_boss_04.h"
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#include "overlays/actors/ovl_Boss_Hakugin/z_boss_hakugin.h"
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#include "overlays/actors/ovl_En_Water_Effect/z_en_water_effect.h"
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#include "overlays/actors/ovl_En_Osn/z_en_osn.h"
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#include "overlays/actors/ovl_En_Fall2/z_en_fall2.h"
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extern EnTanron2* D_80BB8458[82];
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extern Boss04* D_80BB8450;
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@ -684,3 +686,233 @@ void func_80B0C398(BossHakugin* this, PlayState* play) {
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CLOSE_DISPS(play->state.gfxCtx);
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}
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// @recomp Skip interpolation for the Happy Mask Salesman when his animation changes.
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extern AnimationInfo sHappyMaskSalesmanAnimationInfo[];
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typedef enum {
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/* 0 */ OSN_ANIM_IDLE,
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/* 1 */ OSN_ANIM_ARMS_OUT,
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/* 2 */ OSN_ANIM_BOWING,
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/* 3 */ OSN_ANIM_REMINISCE,
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/* 4 */ OSN_ANIM_HANDS_CLASPED,
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/* 5 */ OSN_ANIM_BELIEVE,
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/* 6 */ OSN_ANIM_THINK,
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/* 7 */ OSN_ANIM_SHAKE_HEAD,
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/* 8 */ OSN_ANIM_ORGAN_TALK,
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/* 9 */ OSN_ANIM_ORGAN_PLAY,
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/* 10 */ OSN_ANIM_SHAKE,
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/* 11 */ OSN_ANIM_CHOKE,
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/* 12 */ OSN_ANIM_DESPAIR,
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/* 13 */ OSN_ANIM_FAST_BOWS,
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/* 14 */ OSN_ANIM_HAND_OUT,
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/* 15 */ OSN_ANIM_LYING_DOWN_FACE_UP,
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/* 16 */ OSN_ANIM_LYING_DOWN_FACE_DOWN,
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/* 17 */ OSN_ANIM_MASK_LOOK_AT,
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/* 18 */ OSN_ANIM_TURN_AROUND_START,
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/* 19 */ OSN_ANIM_TURN_AROUND_LOOP,
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/* 20 */ OSN_ANIM_WALK_AWAY,
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/* 21 */ OSN_ANIM_MASK_LOOK_FROM_START,
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/* 22 */ OSN_ANIM_MASK_LOOK_FROM_LOOP,
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/* 23 */ OSN_ANIM_HAND_OUT_2, // Exact same as OSN_ANIM_HAND_OUT
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/* 24 */ OSN_ANIM_WALK_AWAY_END, // Only the last frame of OSN_ANIM_WALK_AWAY
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/* 25 */ OSN_ANIM_MAX
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} OsnAnimation;
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void EnOsn_HandleCsAction(EnOsn* this, PlayState* play);
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void EnOsn_Idle(EnOsn* this, PlayState* play);
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// @recomp Patched to skip interpolation when the Happy Mask Salesman changes animations.
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void EnOsn_ChooseAction(EnOsn* this, PlayState* play) {
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// @recomp Manually relocate the static symbol.
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AnimationInfo* sAnimationInfo = (AnimationInfo*)actor_relocate(&this->actor, sHappyMaskSalesmanAnimationInfo);
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u32 isSwitchFlagSet = Flags_GetSwitch(play, 0);
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this->csId = this->actor.csId;
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Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, OSN_ANIM_IDLE);
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if (!isSwitchFlagSet) {
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// @recomp Manual relocation, TODO remove when automated by the recompiler.
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this->actionFunc = (EnOsnActionFunc)actor_relocate(&this->actor, EnOsn_HandleCsAction);
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} else {
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// @recomp Manual relocation, TODO remove when automated by the recompiler.
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this->actionFunc = (EnOsnActionFunc)actor_relocate(&this->actor, EnOsn_Idle);
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}
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// @recomp Skip interpolation this frame.
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actor_set_interpolation_skipped(&this->actor);
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}
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void EnOsn_TurnAround(EnOsn* this);
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void EnOsn_LookFromMask(EnOsn* this);
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void EnOsn_FadeOut(EnOsn* this);
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// @recomp Patched to skip interpolation when the Happy Mask Salesman changes animations.
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void EnOsn_HandleCsAction(EnOsn* this, PlayState* play) {
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u8 pad;
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s32 cueChannel;
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if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_130)) {
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cueChannel = Cutscene_GetCueChannel(play, CS_CMD_ACTOR_CUE_130);
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this->shouldRotateHead = false;
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if (this->cueId != play->csCtx.actorCues[cueChannel]->id) {
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this->cueId = play->csCtx.actorCues[cueChannel]->id;
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switch (play->csCtx.actorCues[cueChannel]->id) {
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case 1:
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this->animIndex = OSN_ANIM_BOWING;
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break;
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case 2:
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this->animIndex = OSN_ANIM_ARMS_OUT;
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break;
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case 3:
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this->animIndex = OSN_ANIM_SHAKE_HEAD;
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break;
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case 4:
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this->animIndex = OSN_ANIM_REMINISCE;
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break;
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case 5:
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this->animIndex = OSN_ANIM_THINK;
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break;
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case 6:
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this->animIndex = OSN_ANIM_BELIEVE;
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break;
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case 7:
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this->animIndex = OSN_ANIM_HANDS_CLASPED;
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break;
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case 8:
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this->animIndex = OSN_ANIM_IDLE;
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break;
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case 10:
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this->animIndex = OSN_ANIM_ORGAN_TALK;
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break;
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case 11:
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this->animIndex = OSN_ANIM_ORGAN_PLAY;
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break;
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case 13:
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this->animIndex = OSN_ANIM_SHAKE;
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break;
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case 15:
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this->animIndex = OSN_ANIM_CHOKE;
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break;
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case 16:
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this->animIndex = OSN_ANIM_DESPAIR;
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break;
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case 17:
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this->animIndex = OSN_ANIM_FAST_BOWS;
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break;
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case 18:
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this->animIndex = OSN_ANIM_HAND_OUT;
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break;
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case 19:
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this->animIndex = OSN_ANIM_MASK_LOOK_AT;
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break;
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case 20:
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this->animIndex = OSN_ANIM_TURN_AROUND_START;
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break;
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case 21:
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this->animIndex = OSN_ANIM_WALK_AWAY;
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break;
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case 22:
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this->animIndex = OSN_ANIM_MASK_LOOK_FROM_START;
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break;
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case 23:
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this->animIndex = OSN_ANIM_HAND_OUT_2;
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break;
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case 24:
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this->animIndex = OSN_ANIM_WALK_AWAY_END;
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break;
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default:
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this->animIndex = OSN_ANIM_IDLE;
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break;
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}
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// @recomp Manually relocate the static symbol.
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AnimationInfo* sAnimationInfo = (AnimationInfo*)actor_relocate(&this->actor, sHappyMaskSalesmanAnimationInfo);
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Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, this->animIndex);
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// @recomp Skip interpolation this frame.
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actor_set_interpolation_skipped(&this->actor);
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}
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if ((this->animIndex == OSN_ANIM_BELIEVE) && (play->sceneId == SCENE_SPOT00) &&
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(gSaveContext.sceneLayer == 0xB) && (play->csCtx.curFrame == 400)) {
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Actor_PlaySfx(&this->actor, NA_SE_VO_OMVO00);
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}
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if (this->animIndex == OSN_ANIM_TURN_AROUND_START) {
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EnOsn_TurnAround(this);
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}
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if (this->animIndex == OSN_ANIM_MASK_LOOK_FROM_START) {
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EnOsn_LookFromMask(this);
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}
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if (this->animIndex == OSN_ANIM_WALK_AWAY_END) {
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EnOsn_FadeOut(this);
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}
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if ((this->animIndex == OSN_ANIM_WALK_AWAY) &&
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(Animation_OnFrame(&this->skelAnime, 17.0f) || Animation_OnFrame(&this->skelAnime, 27.0f) ||
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Animation_OnFrame(&this->skelAnime, 37.0f) || Animation_OnFrame(&this->skelAnime, 47.0f) ||
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Animation_OnFrame(&this->skelAnime, 57.0f) || Animation_OnFrame(&this->skelAnime, 67.0f))) {
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Actor_PlaySfx(&this->actor, NA_SE_EV_OMENYA_WALK);
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}
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Cutscene_ActorTranslateAndYaw(&this->actor, play, cueChannel);
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} else {
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this->shouldRotateHead = true;
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this->cueId = 99;
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EnOsn_ChooseAction(this, play);
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}
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}
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// @recomp Patched to tag this actor's draws using linear order matching.
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void EnFall2_Draw(Actor* thisx, PlayState* play) {
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s32 pad;
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EnFall2* this = (EnFall2*)thisx;
|
||||
Mtx* mtx;
|
||||
|
||||
if (!(this->alphaLevel <= 0.0f)) {
|
||||
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
|
||||
AnimatedMat_DrawXlu(play, Lib_SegmentedToVirtual(object_fall2_Matanimheader_008840));
|
||||
|
||||
mtx = GRAPH_ALLOC(play->state.gfxCtx, this->skeletonInfo.unk_18->unk_1 * sizeof(Mtx));
|
||||
|
||||
if (mtx != NULL) {
|
||||
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
|
||||
Matrix_RotateYS((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) + 0x8000), MTXMODE_APPLY);
|
||||
|
||||
// @recomp Tag this actor's matrices.
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx), G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
|
||||
|
||||
func_8018450C(play, &this->skeletonInfo, mtx, NULL, NULL, &this->actor);
|
||||
|
||||
// @recomp Pop the matrix group.
|
||||
gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3,6 +3,7 @@ __start = 0x80000000;
|
|||
/* Static symbols that aren't in the elf */
|
||||
sSceneEntranceTable = 0x801C5720;
|
||||
D_808DE5B0 = 0x808DE5B0;
|
||||
sHappyMaskSalesmanAnimationInfo = 0x80AD22C0;
|
||||
|
||||
/* Dummy addresses that get recompiled into function calls */
|
||||
recomp_puts = 0x8F000000;
|
||||
|
|
|
@ -28,7 +28,7 @@
|
|||
#define EFFECT_SHIELD_PARTICLE_TRANSFORM_ID_START (EFFECT_BLURE_TRANSFORM_ID_START + 2 * EFFECT_TRANSFORM_ID_COUNT)
|
||||
#define EFFECT_TIRE_MARK_TRANSFORM_ID_START (EFFECT_SHIELD_PARTICLE_TRANSFORM_ID_START + 2 * EFFECT_TRANSFORM_ID_COUNT)
|
||||
|
||||
#define ACTOR_TRANSFORM_LIMB_COUNT 128
|
||||
#define ACTOR_TRANSFORM_LIMB_COUNT 256
|
||||
#define ACTOR_TRANSFORM_ID_COUNT (ACTOR_TRANSFORM_LIMB_COUNT * 2) // One ID for each limb and another for each post-draw
|
||||
#define ACTOR_TRANSFORM_ID_START 0x1000000U
|
||||
|
||||
|
@ -37,9 +37,10 @@
|
|||
#define actorIdByte0(actor) ((u8*)(actor))[0x22]
|
||||
// 0x23 between halfDaysBits and world
|
||||
#define actorIdByte1(actor) ((u8*)(actor))[0x23]
|
||||
// 0x3A between audioFlags and focus
|
||||
#define actorIdByte2(actor) ((u8*)(actor))[0x3A]
|
||||
|
||||
// Other unused padding:
|
||||
// 0x3A between audioFlags and focus
|
||||
// 0x3B between audioFlags and focus
|
||||
|
||||
static inline u32 actor_transform_id(Actor* actor) {
|
||||
|
@ -50,6 +51,22 @@ static inline u32 actor_transform_id(Actor* actor) {
|
|||
return (actor_id * ACTOR_TRANSFORM_ID_COUNT) + ACTOR_TRANSFORM_ID_START;
|
||||
}
|
||||
|
||||
typedef enum {
|
||||
ACTOR_TRANSFORM_FLAG_INTERPOLATION_SKIPPED = 1 << 0,
|
||||
} ActorTransformFlags;
|
||||
|
||||
static inline u32 actor_get_interpolation_skipped(Actor* actor) {
|
||||
return (actorIdByte2(actor) & ACTOR_TRANSFORM_FLAG_INTERPOLATION_SKIPPED) != 0;
|
||||
}
|
||||
|
||||
static inline void actor_set_interpolation_skipped(Actor* actor) {
|
||||
actorIdByte2(actor) |= ACTOR_TRANSFORM_FLAG_INTERPOLATION_SKIPPED;
|
||||
}
|
||||
|
||||
static inline void actor_clear_interpolation_skipped(Actor* actor) {
|
||||
actorIdByte2(actor) &= ~ACTOR_TRANSFORM_FLAG_INTERPOLATION_SKIPPED;
|
||||
}
|
||||
|
||||
void force_camera_interpolation();
|
||||
void force_camera_skip_interpolation();
|
||||
|
||||
|
|
Loading…
Reference in New Issue