Fix juggler ball interpolation (#147)

This commit is contained in:
Garrett Cox
2024-05-22 09:04:59 -05:00
parent c49c132b1a
commit fe1a486ae4
@@ -5,6 +5,7 @@
*/
#include "z_en_ja.h"
#include "Enhancements/FrameInterpolation/FrameInterpolation.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
@@ -813,6 +814,7 @@ void func_80BC33C0(EnJaStruct* ptr, PlayState* play) {
if (((ptr->unk_0E < 0) || (ptr->unk_0E >= 19)) && ((ptr->unk_0E < 83) || (ptr->unk_0E >= 103))) {
OPEN_DISPS(play->state.gfxCtx);
FrameInterpolation_RecordOpenChild(ptr, ptr->unk_0C);
Matrix_Translate(ptr->unk_00.x, ptr->unk_00.y, ptr->unk_00.z, MTXMODE_NEW);
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_Scale(0.01f, 0.01f, 0.01f, MTXMODE_APPLY);
@@ -841,6 +843,7 @@ void func_80BC33C0(EnJaStruct* ptr, PlayState* play) {
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_boj_DL_00BCC8);
FrameInterpolation_RecordCloseChild();
CLOSE_DISPS(play->state.gfxCtx);
}