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https://github.com/izzy2lost/2ship2harkinian-Android.git
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z_skin_matrix OK (#81)
* Set up file * Rename * z_skin_matrix OK * Cleanup * /n nits
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@@ -6,15 +6,15 @@
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// The functions will use the BgCheck2 prefix for now.
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void BgCheck2_UpdateActorPosition(CollisionContext* bgCtxt, s32 index, Actor* actor) {
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z_Matrix prevMatrix;
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z_Matrix prevMatrixInv;
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z_Matrix currMatrix;
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MtxF prevMatrix;
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MtxF prevMatrixInv;
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MtxF currMatrix;
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Vec3f newPos;
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Vec3f posWithInv;
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if (BgCheck_IsActorMeshIndexValid(index) == 0) return;
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Matrix_MakeTranslationRotationYXZScale(&prevMatrix,
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SkinMatrix_SetScaleRotateYRPTranslate(&prevMatrix,
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bgCtxt->dyna.actorMeshArr[index].prevParams.scale.x,
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bgCtxt->dyna.actorMeshArr[index].prevParams.scale.y,
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bgCtxt->dyna.actorMeshArr[index].prevParams.scale.z,
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@@ -25,9 +25,9 @@ void BgCheck2_UpdateActorPosition(CollisionContext* bgCtxt, s32 index, Actor* ac
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bgCtxt->dyna.actorMeshArr[index].prevParams.pos.y,
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bgCtxt->dyna.actorMeshArr[index].prevParams.pos.z);
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if (Matrix_Invert(&prevMatrix, &prevMatrixInv) == 2) return;
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if (SkinMatrix_Invert(&prevMatrix, &prevMatrixInv) == 2) return;
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Matrix_MakeTranslationRotationYXZScale(&currMatrix,
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SkinMatrix_SetScaleRotateYRPTranslate(&currMatrix,
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bgCtxt->dyna.actorMeshArr[index].currParams.scale.x,
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bgCtxt->dyna.actorMeshArr[index].currParams.scale.y,
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bgCtxt->dyna.actorMeshArr[index].currParams.scale.z,
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@@ -17,7 +17,7 @@ void EffFootmark_Init(GlobalContext* ctxt) {
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}
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}
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void EffFootmark_Add(GlobalContext* ctxt, z_Matrix* displayMatrix, Actor* actor, u8 id, Vec3f* location, u16 size, u8 red, u8 green, u8 blue, u16 alpha, u16 alphaChange, u16 fadeoutDelay) {
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void EffFootmark_Add(GlobalContext* ctxt, MtxF* displayMatrix, Actor* actor, u8 id, Vec3f* location, u16 size, u8 red, u8 green, u8 blue, u16 alpha, u16 alphaChange, u16 fadeoutDelay) {
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s32 i;
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EffFootmark* footmark;
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EffFootmark* destination = NULL;
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@@ -16,8 +16,8 @@ void EffectSs_DrawGEffect(GlobalContext* globalCtx, EffectSs* this, void* textur
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scale = this->rgScale * D_801DC100;
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SkinMatrix_SetTranslate(&mfTrans, this->pos.x, this->pos.y, this->pos.z);
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Matrix_MakeScale(&mfScale, scale, scale, scale);
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SkinMatrix_MtxFMtxFMult(&mfTrans, &globalCtx->mf_187FC, &mfTrans11DA0);
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SkinMatrix_SetScale(&mfScale, scale, scale, scale);
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SkinMatrix_MtxFMtxFMult(&mfTrans, &globalCtx->unk187FC, &mfTrans11DA0);
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SkinMatrix_MtxFMtxFMult(&mfTrans11DA0, &mfScale, &mfResult);
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gSegments[6] = PHYSICAL_TO_VIRTUAL(object);
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gSPSegment(POLY_XLU_DISP++, 0x06, object);
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File diff suppressed because it is too large
Load Diff
+1
-1
@@ -237,7 +237,7 @@ s32 View_SetQuake(View* view, Vec3f rot, Vec3f scale, f32 speed) {
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}
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s32 View_StepQuake(View* view, RSPMatrix* matrix) {
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z_Matrix mf;
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MtxF mf;
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if (view->quakeSpeed == 0.0f) {
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return 0;
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