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Cutscene Documentation (z_eventmgr.c OK) (#1164)
* begin cutscene docs * more docs * more docs * z_eventmgr.c OK Co-authored-by: Thar0 <Thar0@users.noreply.github.com> * cutscene camera * commands WIP * more docs * merge master * csId, oof * more cleanup * more docs, csCam * more cleanup * more docs * more * cleanup functions.h * better misc cmd docs * apply discord discussions * small adjustment * more cleanup * more docs * more cleanup * more cs cam docs * small fix * cmd cleanup * small cleanup * better match, thanks anon * remove last return * PR suggestions, small cleanup * next PR review * rm internal funcs from functions.h * more PR * add comment * csCam interp typedef handler * cleanup, scene cmd * missed an enum use * ActorCutscene -> CutsceneManager, PR Suggestions * more PR Suggestions * more actorCutscene cleanup * R_USE_DEBUG_CUTSCENE * more small docs * move functions to cutscene.h * PlayerCsId * fix bss * missed some function headers * more scene cleanup * more scene cleanup * missed one * CS_SPAWN_FLAGS * wrong usage of macro * more cleanup * name last cs transition types * IsNext bool * update namefixer * fix namefixer * more cleanup * add comment * fixed enums for motion blur * consistent cutscene lists * cutscene entry func consistent * PR Suggestion * fig review * fix additionalCsId name in actor * more pr review * bss --------- Co-authored-by: Thar0 <Thar0@users.noreply.github.com> Co-authored-by: angie <angheloalf95@gmail.com>
This commit is contained in:
co-authored by
Thar0
angie
parent
543c38ae06
commit
9d25fad407
+13
-13
@@ -1371,7 +1371,7 @@ void func_800B722C(GameState* gameState, Player* player) {
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s32 func_800B724C(PlayState* play, Actor* actor, u8 csMode) {
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Player* player = GET_PLAYER(play);
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if ((player->csMode == PLAYER_CSMODE_5) || ((csMode == PLAYER_CSMODE_6) && (player->csMode == PLAYER_CSMODE_0))) {
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if ((player->csMode == PLAYER_CSMODE_5) || ((csMode == PLAYER_CSMODE_END) && (player->csMode == PLAYER_CSMODE_0))) {
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return false;
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}
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@@ -1880,7 +1880,7 @@ s32 func_800B8500(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, Player
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player->talkActorDistance = actor->xzDistToPlayer;
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player->exchangeItemId = exchangeItemId;
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ActorCutscene_SetIntentToPlay(0x7C);
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CutsceneManager_Queue(CS_ID_GLOBAL_TALK);
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return true;
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}
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@@ -2048,7 +2048,7 @@ s32 Actor_OfferGetItem(Actor* actor, PlayState* play, GetItemId getItemId, f32 x
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player->getItemDirection = absYawDiff;
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if ((getItemId > GI_NONE) && (getItemId < GI_MAX)) {
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ActorCutscene_SetIntentToPlay(play->playerActorCsIds[1]);
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CutsceneManager_Queue(play->playerCsIds[PLAYER_CS_ID_ITEM_GET]);
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}
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return true;
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@@ -2123,7 +2123,7 @@ s32 Actor_SetRideActor(PlayState* play, Actor* horse, s32 mountSide) {
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PLAYER_STATE1_40000 | PLAYER_STATE1_80000 | PLAYER_STATE1_100000 | PLAYER_STATE1_200000))) {
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player->rideActor = horse;
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player->mountSide = mountSide;
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ActorCutscene_SetIntentToPlay(0x7C);
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CutsceneManager_Queue(CS_ID_GLOBAL_TALK);
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return true;
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}
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@@ -3126,8 +3126,8 @@ void Actor_FreeOverlay(ActorOverlay* entry) {
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Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 posX, f32 posY, f32 posZ, s16 rotX,
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s16 rotY, s16 rotZ, s32 params) {
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return Actor_SpawnAsChildAndCutscene(actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params, -1,
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HALFDAYBIT_ALL, NULL);
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return Actor_SpawnAsChildAndCutscene(actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params,
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CS_ID_NONE, HALFDAYBIT_ALL, NULL);
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}
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ActorInit* Actor_LoadOverlay(ActorContext* actorCtx, s16 index) {
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@@ -3171,7 +3171,7 @@ ActorInit* Actor_LoadOverlay(ActorContext* actorCtx, s16 index) {
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}
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Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s16 index, f32 x, f32 y, f32 z, s16 rotX,
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s16 rotY, s16 rotZ, s32 params, u32 cutscene, u32 halfDaysBits, Actor* parent) {
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s16 rotY, s16 rotZ, s32 params, u32 csId, u32 halfDaysBits, Actor* parent) {
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s32 pad;
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Actor* actor;
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ActorInit* actorInit;
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@@ -3237,10 +3237,10 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1
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actor->home.rot.y = rotY;
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actor->home.rot.z = rotZ;
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actor->params = params & 0xFFFF;
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actor->cutscene = (cutscene & 0x7F);
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actor->csId = csId & 0x7F;
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if (actor->cutscene == 0x7F) {
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actor->cutscene = -1;
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if (actor->csId == 0x7F) {
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actor->csId = CS_ID_NONE;
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}
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if (halfDaysBits != 0) {
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@@ -3263,8 +3263,8 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1
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Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, PlayState* play, s16 actorId, f32 posX, f32 posY,
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f32 posZ, s16 rotX, s16 rotY, s16 rotZ, s32 params) {
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return Actor_SpawnAsChildAndCutscene(actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params, -1,
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parent->halfDaysBits, parent);
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return Actor_SpawnAsChildAndCutscene(actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params,
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CS_ID_NONE, parent->halfDaysBits, parent);
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}
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void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
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@@ -4404,7 +4404,7 @@ s16 func_800BDB6C(Actor* actor, PlayState* play, s16 arg2, f32 arg3) {
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Player* player = GET_PLAYER(play);
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f32 phi_f2;
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if ((play->csCtx.state != CS_STATE_0) || gDbgCamEnabled) {
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if ((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) {
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phi_f2 = Math_Vec3f_DistXYZ(&actor->world.pos, &play->view.eye) * 0.25f;
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} else {
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phi_f2 = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos);
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