mirror of
https://github.com/izzy2lost/Diddy-Kong-Racing.git
synced 2026-06-19 01:16:26 -07:00
Document camera and sprites (#614)
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+5
-5
@@ -1555,7 +1555,7 @@ Particle *create_general_particle(Object *obj, ParticleEmitter *emitter) {
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if (particle->kind == PARTICLE_KIND_SPRITE) {
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particle->sprite = (Sprite *) tex_load_sprite(descriptor->textureID, 0);
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if (particle->sprite != NULL) {
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if (particle->sprite->frames[0]->flags & 4) {
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if (particle->sprite->textures[0]->flags & 4) {
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if (particle->descFlags & PARTICLE_DESC_FLAG_1000) {
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particle->trans.flags |= OBJ_FLAGS_UNK_0100;
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} else {
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@@ -1563,7 +1563,7 @@ Particle *create_general_particle(Object *obj, ParticleEmitter *emitter) {
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}
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}
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if (behaviour->flags & PARTICLE_RANDOM_TEXTURE_FRAME) {
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particle->textureFrame = rand_range(0, particle->sprite->baseTextureId - 1) << 8;
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particle->textureFrame = rand_range(0, particle->sprite->numberOfFrames - 1) << 8;
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if ((particle->descFlags &
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(PARTICLE_TEXTURE_ANIM_FORWARD_ENABLED | PARTICLE_TEXTURE_ANIM_BACKWARD_ENABLED)) ==
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PARTICLE_TEXTURE_ANIM_BACKWARD_ENABLED) {
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@@ -1572,7 +1572,7 @@ Particle *create_general_particle(Object *obj, ParticleEmitter *emitter) {
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} else if ((particle->descFlags &
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(PARTICLE_TEXTURE_ANIM_FORWARD_ENABLED | PARTICLE_TEXTURE_ANIM_BACKWARD_ENABLED)) ==
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PARTICLE_TEXTURE_ANIM_BACKWARD_ENABLED) {
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particle->textureFrame = (particle->sprite->baseTextureId << 8) - 1;
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particle->textureFrame = (particle->sprite->numberOfFrames << 8) - 1;
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} else {
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particle->textureFrame = 0;
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}
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@@ -2173,7 +2173,7 @@ void update_particle_texture_frame(Particle *particle) {
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keepGoing = -1;
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i = 0; // required to match
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textureCount = particle->kind == PARTICLE_KIND_SPRITE ? particle->sprite->baseTextureId * 256
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textureCount = particle->kind == PARTICLE_KIND_SPRITE ? particle->sprite->numberOfFrames * 256
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: particle->model->texture->numOfTextures;
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forwardEnabled = particle->descFlags & PARTICLE_TEXTURE_ANIM_FORWARD_ENABLED;
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@@ -2406,7 +2406,7 @@ void render_particle(Particle *particle, Gfx **dList, Mtx **mtx, Vertex **vtx, s
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if (particle->kind == PARTICLE_KIND_SPRITE) {
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temp = particle->textureFrame;
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particle->textureFrame >>= 8;
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particle->textureFrame = (particle->textureFrame * 255) / (particle->sprite->baseTextureId);
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particle->textureFrame = (particle->textureFrame * 255) / (particle->sprite->numberOfFrames);
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render_sprite_billboard(dList, mtx, vtx, (Object *) particle, particle->sprite, renderFlags);
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particle->textureFrame = temp;
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} else {
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