fix merge

This commit is contained in:
angie
2023-05-23 23:14:00 -04:00
parent 327a3c4cc9
commit b1e87f7838
2 changed files with 9 additions and 9 deletions
+2 -2
View File
@@ -2,6 +2,7 @@
#define Z64CAMERA_H
#include "ultra64.h"
#include "z64math.h"
#include "z64save.h"
// these two angle conversion macros are slightly inaccurate
@@ -1189,8 +1190,7 @@ typedef struct {
/* 0x00 */ Vec3f unk_00;
/* 0x0C */ Vec3f unk_0C;
/* 0x18 */ f32 unk_18;
/* 0x1C */ Vec3f unk_1C;
/* 0x28 */ Vec3f unk_28;
/* 0x1C */ Linef unk_1C;
/* 0x34 */ Vec3s unk_34;
/* 0x3A */ s16 unk_3A;
/* 0x3C */ s16 timer;
+7 -7
View File
@@ -1255,7 +1255,7 @@ s32 func_800CD44C(Camera* camera, VecGeo* diffGeo, CameraCollision* camEyeCollis
// different bgIds for at->eye[Next] and eye[Next]->at
ret = 3;
} else {
cosEyeAt = Math3D_Parallel(&camEyeCollision->norm, &camAtCollision->norm);
cosEyeAt = Math3D_Cos(&camEyeCollision->norm, &camAtCollision->norm);
if (cosEyeAt < -0.5f) {
ret = 6;
} else if ((cosEyeAt > 0.5f) || (checkEye & 2)) {
@@ -1860,7 +1860,7 @@ void Camera_CalcDefaultSwing(Camera* camera, VecGeo* arg1, VecGeo* arg2, f32 arg
} else if (swing->atEyeColChk.norm.y > 0.50f) {
swing->unk_64 = 0;
} else {
Math3D_AngleBetweenVectors(&camera->unk_0F0, &swing->eyeAtColChk.norm, &sp88);
Math3D_CosOut(&camera->unk_0F0, &swing->eyeAtColChk.norm, &sp88);
if (sp88 > 0.0f) {
swing->unk_64 = 0;
}
@@ -5565,8 +5565,8 @@ s32 Camera_Unique0(Camera* camera) {
switch (camera->animState) {
case 0:
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamOrActorCsCamFuncData(camera, camera->bgCamIndex);
Camera_Vec3sToVec3f(&rwData->unk_1C, &bgCamFuncData->pos);
camera->eye = camera->eyeNext = rwData->unk_1C;
Camera_Vec3sToVec3f(&rwData->unk_1C.a, &bgCamFuncData->pos);
camera->eye = camera->eyeNext = rwData->unk_1C.a;
rwData->unk_34 = bgCamFuncData->rot;
temp_v1 = bgCamFuncData->fov;
@@ -5597,7 +5597,7 @@ s32 Camera_Unique0(Camera* camera) {
}
rwData->unk_3A = camera->focalActor->world.rot.y;
rwData->unk_3E = 0;
camera->eye = camera->eyeNext = rwData->unk_1C;
camera->eye = camera->eyeNext = rwData->unk_1C.a;
Camera_UnsetStateFlag(camera, CAM_STATE_2);
camera->animState++;
// fallthrough
@@ -5605,8 +5605,8 @@ s32 Camera_Unique0(Camera* camera) {
sp84.r = OLib_Vec3fDist(&sp8C, &camera->eye);
sp84.yaw = rwData->unk_34.y;
sp84.pitch = -rwData->unk_34.x;
OLib_VecGeoToVec3f(&rwData->unk_28, &sp84);
func_80179A44(&rwData->unk_1C, focalActorPosRot, &rwData->unk_0C);
OLib_VecGeoToVec3f(&rwData->unk_1C.b, &sp84);
Math3D_LineClosestToPoint(&rwData->unk_1C, &focalActorPosRot->pos, &rwData->unk_0C);
camera->at = rwData->unk_0C;
if (player->stateFlags1 & PLAYER_STATE1_20000000) {