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Fix build
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@@ -3774,8 +3774,6 @@ s32 is_behind_surface(Vec3f pos, struct Surface *surf) {
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*/
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s32 is_range_behind_surface(Vec3f from, Vec3f to, struct Surface *surf, s16 range, s16 surfType) {
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s32 behindSurface = TRUE;
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s32 leftBehind = 0;
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s32 rightBehind = 0;
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f32 checkDist;
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s16 checkPitch, checkYaw;
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Vec3f checkPos;
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@@ -3786,11 +3784,11 @@ s32 is_range_behind_surface(Vec3f from, Vec3f to, struct Surface *surf, s16 rang
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behindSurface = is_behind_surface(to, surf);
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} else {
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vec3f_get_dist_and_angle(from, to, &checkDist, &checkPitch, &checkYaw);
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vec3f_set_dist_and_angle(from, checkPos, checkDist, checkPitch, checkYaw + range);
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leftBehind = is_behind_surface(checkPos, surf);
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vec3f_set_dist_and_angle(from, checkPos, checkDist, checkPitch, checkYaw - range);
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rightBehind = is_behind_surface(checkPos, surf);
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behindSurface = leftBehind * rightBehind;
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vec3f_set_dist_and_angle(from, checkPos, checkDist, checkPitch, (checkYaw + range));
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s32 leftBehind = is_behind_surface(checkPos, surf);
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vec3f_set_dist_and_angle(from, checkPos, checkDist, checkPitch, (checkYaw - range));
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s32 rightBehind = is_behind_surface(checkPos, surf);
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behindSurface = (leftBehind * rightBehind);
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}
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}
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}
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@@ -3802,9 +3800,9 @@ s32 is_range_behind_surface(Vec3f from, Vec3f to, struct Surface *surf, s16 rang
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* scaled along a line between them. Typically, somewhere in the middle.
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*/
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void scale_along_line(Vec3f dst, Vec3f from, Vec3f to, f32 scale) {
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dst[0] = ((((to[0] - from[0]) * scale) + from[0]);
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dst[1] = ((((to[1] - from[1]) * scale) + from[1]);
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dst[2] = ((((to[2] - from[2]) * scale) + from[2]);
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dst[0] = (((to[0] - from[0]) * scale) + from[0]);
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dst[1] = (((to[1] - from[1]) * scale) + from[1]);
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dst[2] = (((to[2] - from[2]) * scale) + from[2]);
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}
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/**
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* Effectively created a rectangular prism defined by a vector starting at the center
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@@ -6853,7 +6851,7 @@ void cutscene_dance_closeup_start(struct Camera *c) {
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void cutscene_dance_closeup_focus_mario(struct Camera *c) {
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Vec3f marioPos;
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vec3f_set(marioPos, sMarioCamState->pos[0], (sMarioCamState->pos[1] + 125.0f,) sMarioCamState->pos[2]);
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vec3f_set(marioPos, sMarioCamState->pos[0], (sMarioCamState->pos[1] + 125.0f), sMarioCamState->pos[2]);
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approach_vec3f_asymptotic(sCutsceneVars[9].point, marioPos, 0.2f, 0.2f, 0.2f);
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vec3f_copy(c->focus, sCutsceneVars[9].point);
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}
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