revert wromg rename

This commit is contained in:
Unnunu
2025-04-15 08:34:48 +03:00
parent 2e39255093
commit 981a860d5c
6 changed files with 94 additions and 94 deletions
+4 -4
View File
@@ -3490,13 +3490,13 @@ void hud_draw_model(ObjectModel *objModel) {
s32 textureEnabled;
s32 i;
s32 texIndex;
s32 randomizationFlags;
s32 flags;
numBatches = objModel->numberOfBatches;
for (i = 0; i < numBatches; i++) {
randomizationFlags = objModel->batches[i].flags;
if (!(randomizationFlags & RENDER_Z_UPDATE)) {
flags = objModel->batches[i].flags;
if (!(flags & RENDER_Z_UPDATE)) {
vertOffset = objModel->batches[i].verticesOffset;
triOffset = objModel->batches[i].facesOffset;
numVerts = objModel->batches[i + 1].verticesOffset - vertOffset;
@@ -3510,7 +3510,7 @@ void hud_draw_model(ObjectModel *objModel) {
} else {
texPtr = objModel->textures[texIndex].texture;
}
load_and_set_texture_no_offset(&gHudDL, texPtr, randomizationFlags & ~RENDER_Z_COMPARE);
load_and_set_texture_no_offset(&gHudDL, texPtr, flags & ~RENDER_Z_COMPARE);
gSPVertexDKR(gHudDL++, OS_PHYSICAL_TO_K0(verts), numVerts, 0);
if (texPtr == NULL) {
textureEnabled = TRIN_DISABLE_TEXTURE;
+4 -4
View File
@@ -13844,7 +13844,7 @@ void menu_element_render(s32 elementID) {
*/
void render_track_selection_viewport_border(ObjectModel *objMdl) {
UNUSED s32 pad1[4];
s32 randomizationFlags;
s32 flags;
UNUSED s32 pad2[4];
TextureHeader *tex;
Triangle *tris;
@@ -13857,9 +13857,9 @@ void render_track_selection_viewport_border(ObjectModel *objMdl) {
s32 texEnabled;
s32 i;
randomizationFlags = RENDER_FOG_ACTIVE | RENDER_ANTI_ALIASING;
flags = RENDER_FOG_ACTIVE | RENDER_ANTI_ALIASING;
if (sMenuGuiOpacity != 255) {
randomizationFlags = RENDER_FOG_ACTIVE | RENDER_SEMI_TRANSPARENT | RENDER_ANTI_ALIASING;
flags = RENDER_FOG_ACTIVE | RENDER_SEMI_TRANSPARENT | RENDER_ANTI_ALIASING;
}
for (i = 0; i < objMdl->numberOfBatches; i++) {
if (!(objMdl->batches[i].flags & RENDER_Z_UPDATE)) {
@@ -13879,7 +13879,7 @@ void render_track_selection_viewport_border(ObjectModel *objMdl) {
texEnabled = TRUE;
texOffset = objMdl->batches[i].unk7 << 14;
}
load_and_set_texture(&sMenuCurrDisplayList, tex, randomizationFlags, texOffset);
load_and_set_texture(&sMenuCurrDisplayList, tex, flags, texOffset);
gSPVertexDKR(sMenuCurrDisplayList++, OS_PHYSICAL_TO_K0(verts), numVerts, 0);
gSPPolygon(sMenuCurrDisplayList++, OS_PHYSICAL_TO_K0(tris), numTris, texEnabled);
+4 -4
View File
@@ -3899,7 +3899,7 @@ void obj_loop_trigger(Object *obj, UNUSED s32 updateRate) {
f32 diffY;
f32 diffZ;
f32 radiusF;
s32 randomizationFlags;
s32 flags;
f32 distance;
s32 courseFlags;
@@ -3909,9 +3909,9 @@ void obj_loop_trigger(Object *obj, UNUSED s32 updateRate) {
courseFlags = settings->courseFlagsPtr[settings->courseId];
curRaceType = get_current_level_race_type();
if (triggerEntry->index >= 0) {
randomizationFlags = 0x10000 << triggerEntry->index;
flags = 0x10000 << triggerEntry->index;
if (obj->interactObj->distance < trigger->radius) {
if (((u8) curRaceType != RACETYPE_HUBWORLD) || !(courseFlags & randomizationFlags)) {
if (((u8) curRaceType != RACETYPE_HUBWORLD) || !(courseFlags & flags)) {
radiusF = trigger->radius;
racers = get_racer_objects(&numRacers);
for (i = 0; i < numRacers; i++) {
@@ -3928,7 +3928,7 @@ void obj_loop_trigger(Object *obj, UNUSED s32 updateRate) {
(trigger->directionZ * racerObj->segment.trans.z_position) +
trigger->rotationDiff;
if (distance < 0.0f) {
settings->courseFlagsPtr[settings->courseId] |= randomizationFlags;
settings->courseFlagsPtr[settings->courseId] |= flags;
if (triggerEntry->unkB != 0xFF) {
set_current_text(triggerEntry->unkB);
}
+51 -51
View File
@@ -2754,7 +2754,7 @@ void render_3d_misc(Object *obj) {
*/
void render_3d_billboard(Object *obj) {
s32 intensity;
s32 randomizationFlags;
s32 flags;
s32 alpha;
s32 hasPrimCol;
s32 hasEnvCol;
@@ -2765,7 +2765,7 @@ void render_3d_billboard(Object *obj) {
intensity = 255;
hasPrimCol = FALSE;
hasEnvCol = FALSE;
randomizationFlags = obj->segment.trans.flags | RENDER_Z_UPDATE | RENDER_FOG_ACTIVE;
flags = obj->segment.trans.flags | RENDER_Z_UPDATE | RENDER_FOG_ACTIVE;
if (obj->shading != NULL) {
hasPrimCol = TRUE;
hasEnvCol = TRUE;
@@ -2793,7 +2793,7 @@ void render_3d_billboard(Object *obj) {
}
if (alpha < 255) {
randomizationFlags |= RENDER_SEMI_TRANSPARENT;
flags |= RENDER_SEMI_TRANSPARENT;
hasPrimCol = TRUE;
}
if ((obj->behaviorId == 5) && (obj->segment.trans.scale == 6.0f)) {
@@ -2846,7 +2846,7 @@ void render_3d_billboard(Object *obj) {
RENDER_Z_COMPARE | RENDER_SEMI_TRANSPARENT | RENDER_Z_UPDATE);
} else {
render_sprite_billboard(&gObjectCurrDisplayList, &gObjectCurrMatrix, &gObjectCurrVertexList, obj,
(unk80068514_arg4 *) gfxData, randomizationFlags);
(unk80068514_arg4 *) gfxData, flags);
}
if (hasPrimCol) {
gDPSetPrimColor(gObjectCurrDisplayList++, 0, 0, 255, 255, 255, 255);
@@ -2870,7 +2870,7 @@ void render_3d_model(Object *obj) {
s32 obj60_unk0;
s32 hasOpacity;
s32 hasEnvCol;
s32 randomizationFlags;
s32 flags;
s32 meshBatch;
s32 cicFailed;
f32 vtxX;
@@ -2907,18 +2907,18 @@ void render_3d_model(Object *obj) {
obj_animate(obj);
}
if (obj68->modelType != MODELTYPE_BASIC && objModel->unk40 != NULL) {
randomizationFlags = TRUE;
flags = TRUE;
if (racerObj != NULL && racerObj->vehicleID < VEHICLE_BOSSES &&
racerObj->playerIndex == PLAYER_COMPUTER) {
randomizationFlags = FALSE;
flags = FALSE;
}
if (get_viewport_count() != VIEWPORTS_COUNT_1_PLAYER) {
randomizationFlags = FALSE;
flags = FALSE;
}
obj->curVertData = (Vertex *) obj68->vertices[obj68->animationTaskNum];
if (obj->behaviorId == BHV_UNK_3F) { // 63 = stopwatchicon, stopwatchhand
obj_shade_fancy(objModel, obj, 0, gCurrentLightIntensity);
} else if (randomizationFlags) {
} else if (flags) {
obj_shade_fancy(objModel, obj, -1, gCurrentLightIntensity);
} else {
obj_shade_fast(objModel, obj, gCurrentLightIntensity);
@@ -3008,12 +3008,12 @@ void render_3d_model(Object *obj) {
loopObj->segment.trans.y_position += vtxY;
loopObj->segment.trans.z_position += vtxZ;
if (loopObj->segment.header->modelType == OBJECT_MODEL_TYPE_SPRITE_BILLBOARD) {
randomizationFlags = (RENDER_Z_COMPARE | RENDER_FOG_ACTIVE | RENDER_Z_UPDATE);
flags = (RENDER_Z_COMPARE | RENDER_FOG_ACTIVE | RENDER_Z_UPDATE);
} else {
randomizationFlags = (RENDER_Z_COMPARE | RENDER_FOG_ACTIVE | RENDER_Z_UPDATE | RENDER_ANTI_ALIASING);
flags = (RENDER_Z_COMPARE | RENDER_FOG_ACTIVE | RENDER_Z_UPDATE | RENDER_ANTI_ALIASING);
}
if (alpha < 255) {
randomizationFlags |= RENDER_SEMI_TRANSPARENT;
flags |= RENDER_SEMI_TRANSPARENT;
}
#ifdef ANTI_TAMPER
cicFailed = FALSE;
@@ -3036,7 +3036,7 @@ void render_3d_model(Object *obj) {
}
loopObj->properties.common.unk0 = render_sprite_billboard(
&gObjectCurrDisplayList, &gObjectCurrMatrix, &gObjectCurrVertexList, loopObj,
(unk80068514_arg4 *) something, randomizationFlags);
(unk80068514_arg4 *) something, flags);
if (var_v0_2) {
gDkrInsertMatrix(gObjectCurrDisplayList++, 0, 0);
func_80012CE8(&gObjectCurrDisplayList);
@@ -3055,7 +3055,7 @@ void render_3d_model(Object *obj) {
if (loopObj != NULL) {
index = obj->segment.header->unk58;
if (index >= 0 && index < objModel->unk18) {
randomizationFlags = (RENDER_Z_COMPARE | RENDER_FOG_ACTIVE | RENDER_Z_UPDATE);
flags = (RENDER_Z_COMPARE | RENDER_FOG_ACTIVE | RENDER_Z_UPDATE);
something = loopObj->unk68[loopObj->segment.object.modelIndex];
vtxX = obj->curVertData[objModel->unk14[index]].x;
vtxY = obj->curVertData[objModel->unk14[index]].y;
@@ -3065,7 +3065,7 @@ void render_3d_model(Object *obj) {
loopObj->segment.trans.z_position += (vtxZ - loopObj->segment.trans.z_position) * 0.25;
if (loopObj->segment.header->modelType == OBJECT_MODEL_TYPE_SPRITE_BILLBOARD) {
render_sprite_billboard(&gObjectCurrDisplayList, &gObjectCurrMatrix, &gObjectCurrVertexList,
loopObj, (unk80068514_arg4 *) something, randomizationFlags);
loopObj, (unk80068514_arg4 *) something, flags);
}
}
}
@@ -6435,7 +6435,7 @@ void obj_taj_create_balloon(s32 blockID, f32 x, f32 y, f32 z) {
* Has a different response depending on whether the challenge was aborted or finished.
*/
void mode_end_taj_race(s32 reason) {
s32 randomizationFlags;
s32 flags;
s32 i;
Object_Racer *racer;
Settings *settings;
@@ -6476,13 +6476,13 @@ void mode_end_taj_race(s32 reason) {
if (reason == CHALLENGE_END_FINISH) {
if (racer->finishPosition == 1) {
settings = get_settings();
randomizationFlags = racer->vehicleID;
randomizationFlags = 1 << (randomizationFlags + 3);
if (settings->tajFlags & randomizationFlags) {
flags = racer->vehicleID;
flags = 1 << (flags + 3);
if (settings->tajFlags & flags) {
set_next_taj_challenge_menu(5);
} else {
set_next_taj_challenge_menu(racer->vehicleID + 6);
settings->tajFlags |= randomizationFlags;
settings->tajFlags |= flags;
safe_mark_write_save_file(get_save_file_index());
}
} else {
@@ -7065,74 +7065,74 @@ void run_object_init_func(Object *obj, void *entry, s32 param) {
* This includes things like shadow data, interaction and visuals.
*/
s32 obj_init_property_flags(s32 behaviorId) {
s32 randomizationFlags = OBJECT_SPAWN_NONE;
s32 flags = OBJECT_SPAWN_NONE;
switch (behaviorId) {
case BHV_RACER:
randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_UNK04 | OBJECT_SPAWN_ANIMATION |
flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_UNK04 | OBJECT_SPAWN_ANIMATION |
OBJECT_SPAWN_INTERACTIVE;
break;
case BHV_SCENERY:
randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_INTERACTIVE;
flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_INTERACTIVE;
break;
case BHV_WEAPON:
randomizationFlags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_UNK04 | OBJECT_SPAWN_INTERACTIVE;
flags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_UNK04 | OBJECT_SPAWN_INTERACTIVE;
break;
case BHV_DINO_WHALE:
randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE;
flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE;
break;
case BHV_DOOR:
case BHV_TT_DOOR:
randomizationFlags = OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_UNK20;
flags = OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_UNK20;
break;
case BHV_WEAPON_BALLOON:
case BHV_GOLDEN_BALLOON:
randomizationFlags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_INTERACTIVE;
flags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_INTERACTIVE;
break;
case BHV_HIT_TESTER:
case BHV_HIT_TESTER_2:
case BHV_SNOWBALL:
case BHV_SNOWBALL_2:
randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE |
flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE |
OBJECT_SPAWN_UNK20;
break;
case BHV_SNOWBALL_3:
case BHV_SNOWBALL_4:
case BHV_HIT_TESTER_3:
case BHV_HIT_TESTER_4:
randomizationFlags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_UNK20;
flags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_UNK20;
break;
case BHV_UNK_18:
randomizationFlags = OBJECT_SPAWN_UNK04;
flags = OBJECT_SPAWN_UNK04;
break;
case BHV_STOPWATCH_MAN:
randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE;
flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE;
break;
case BHV_BANANA:
case BHV_WORLD_KEY:
case BHV_SILVER_COIN:
case BHV_SILVER_COIN_2:
randomizationFlags = OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_SHADOW;
flags = OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_SHADOW;
break;
case BHV_LOG:
randomizationFlags = OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_UNK20;
flags = OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_UNK20;
break;
case BHV_BRIDGE_WHALE_RAMP:
randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_UNK20;
flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_UNK20;
break;
case BHV_RAMP_SWITCH:
randomizationFlags = OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_SHADOW;
flags = OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_SHADOW;
break;
case BHV_SEA_MONSTER:
randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_ANIMATION;
flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_ANIMATION;
break;
case BHV_COLLECT_EGG:
randomizationFlags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_INTERACTIVE;
flags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_INTERACTIVE;
break;
case BHV_UNK_30:
randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_ANIMATION;
flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_ANIMATION;
break;
case BHV_UNK_3F:
randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_ANIMATION;
flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_ANIMATION;
break;
case BHV_ANIMATED_OBJECT:
case BHV_VEHICLE_ANIMATION:
@@ -7140,22 +7140,22 @@ s32 obj_init_property_flags(s32 behaviorId) {
case BHV_WIZPIG_SHIP:
case BHV_ANIMATED_OBJECT_4:
case BHV_PIG_ROCKETEER:
randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION;
flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION;
break;
case BHV_CHARACTER_SELECT:
randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION;
flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION;
break;
case BHV_TROPHY_CABINET:
case BHV_DYNAMIC_LIGHT_OBJECT_2:
case BHV_ROCKET_SIGNPOST:
case BHV_ROCKET_SIGNPOST_2:
randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_UNK20;
flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_INTERACTIVE | OBJECT_SPAWN_UNK20;
break;
case BHV_UNK_5B:
randomizationFlags = OBJECT_SPAWN_UNK01;
flags = OBJECT_SPAWN_UNK01;
break;
case BHV_ANIMATED_OBJECT_2:
randomizationFlags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION;
flags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION;
break;
case BHV_EXIT:
case BHV_CHECKPOINT:
@@ -7174,27 +7174,27 @@ s32 obj_init_property_flags(s32 behaviorId) {
case BHV_TELEPORT:
case BHV_FIREBALL_OCTOWEAPON:
case BHV_FIREBALL_OCTOWEAPON_2:
randomizationFlags = OBJECT_SPAWN_INTERACTIVE;
flags = OBJECT_SPAWN_INTERACTIVE;
break;
case BHV_ZIPPER_GROUND:
randomizationFlags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_INTERACTIVE;
flags = OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_INTERACTIVE;
break;
case BHV_ANIMATION:
case BHV_CAMERA_ANIMATION:
case BHV_BUTTERFLY:
randomizationFlags = OBJECT_SPAWN_SHADOW;
flags = OBJECT_SPAWN_SHADOW;
break;
case BHV_PARK_WARDEN:
randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE;
flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION | OBJECT_SPAWN_INTERACTIVE;
break;
case BHV_FROG:
randomizationFlags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION;
flags = OBJECT_SPAWN_UNK01 | OBJECT_SPAWN_SHADOW | OBJECT_SPAWN_ANIMATION;
break;
case BHV_UNK_72:
randomizationFlags = OBJECT_SPAWN_UNK01;
flags = OBJECT_SPAWN_UNK01;
break;
}
return randomizationFlags;
return flags;
}
/**
+23 -23
View File
@@ -4356,7 +4356,7 @@ void func_80053750(Object *objRacer, Object_Racer *racer, f32 updateRateF) {
f64 temp_f0;
f32 velocity;
s32 temp_v1;
s32 randomizationFlags;
s32 flags;
s32 isNotHardBraking;
s32 i;
@@ -4428,7 +4428,7 @@ void func_80053750(Object *objRacer, Object_Racer *racer, f32 updateRateF) {
}
}
}
randomizationFlags = 1;
flags = 1;
if (racer->unk1FB != 0) {
for (i = 0; i < 2; i++) {
someObj = objRacer->unk60->unk4[i];
@@ -4449,7 +4449,7 @@ void func_80053750(Object *objRacer, Object_Racer *racer, f32 updateRateF) {
temp_f0 = someObj->segment.trans.y_position; // Fake
for (i = 0; i < 4; i++) {
someObj = objRacer->unk60->unk4[i];
if (!(racer->unk1E3 & randomizationFlags)) {
if (!(racer->unk1E3 & flags)) {
someObj->segment.trans.y_position += ((-10.0f - someObj->segment.trans.y_position) * 0.125);
if (racer->waterTimer != 0) {
someObj->segment.trans.scale +=
@@ -4460,7 +4460,7 @@ void func_80053750(Object *objRacer, Object_Racer *racer, f32 updateRateF) {
someObj->segment.trans.y_position = (temp_f0 - (temp_f0 * 0.125));
someObj->segment.trans.scale += ((someObj->segment.header->scale - someObj->segment.trans.scale) * 0.1);
}
randomizationFlags <<= 1;
flags <<= 1;
}
someObj = objRacer->unk60->unk4[2];
someObj->segment.trans.rotation.y_rotation = gCurrentStickX * 100;
@@ -4862,7 +4862,7 @@ void update_car_velocity_ground(Object *obj, Object_Racer *racer, s32 updateRate
void func_80054FD0(Object *racerObj, Object_Racer *racer, s32 updateRate) {
s32 pad[3];
s32 sp190;
s32 randomizationFlags;
s32 flags;
s32 mask;
s32 sp184;
f32 sp180;
@@ -4909,11 +4909,11 @@ void func_80054FD0(Object *racerObj, Object_Racer *racer, s32 updateRate) {
sp190 = 0;
D_8011D548 = 0;
D_8011D54C = 0;
randomizationFlags = 0;
flags = 0;
if (racer->playerIndex != PLAYER_COMPUTER || racer->vehicleIDPrev < VEHICLE_BOSSES) {
randomizationFlags = func_80017248(racerObj, 4, &sp190, &racer->unkD8, sp134, spE0, sp58);
flags = func_80017248(racerObj, 4, &sp190, &racer->unkD8, sp134, spE0, sp58);
}
if (randomizationFlags & 0x80) {
if (flags & 0x80) {
for (i = 0; i < 4; i++) {
D_8011D548 = D_8011D548 + sp134[i * 3 + 0];
D_8011D54C = D_8011D54C + sp134[i * 3 + 2];
@@ -4923,10 +4923,10 @@ void func_80054FD0(Object *racerObj, Object_Racer *racer, s32 updateRate) {
D_8011D548 = D_8011D548 - racerObj->segment.trans.x_position;
D_8011D54C = D_8011D54C - racerObj->segment.trans.z_position;
sp130 = TRUE;
randomizationFlags &= ~0x80;
flags &= ~0x80;
}
sp5C = 0;
if (randomizationFlags) {
if (flags) {
sp178 = 0;
for (i = 0; i < 4; i++) {
sp178 += sp134[i * 3 + 1];
@@ -4982,16 +4982,16 @@ void func_80054FD0(Object *racerObj, Object_Racer *racer, s32 updateRate) {
racer->squish_timer = 60;
}
}
racer->unk1E4 = randomizationFlags;
racer->unk1E3 |= randomizationFlags;
racer->unk1E4 = flags;
racer->unk1E3 |= flags;
racer->groundedWheels = 0;
randomizationFlags = 1;
flags = 1;
for (j = 0; j < 4; j++) {
if (racer->unk1E3 & randomizationFlags) {
if (racer->unk1E3 & flags) {
racer->groundedWheels++;
}
randomizationFlags <<= 1;
flags <<= 1;
}
for (i = 0; i < 12; i++) {
@@ -5081,7 +5081,7 @@ void onscreen_ai_racer_physics(Object *obj, Object_Racer *racer, UNUSED s32 upda
f32 angleZ;
f32 distance;
s32 hasCollision;
s32 randomizationFlags;
s32 flags;
s32 temp_v1_2;
f32 xTemp;
f32 yTemp;
@@ -5107,24 +5107,24 @@ void onscreen_ai_racer_physics(Object *obj, Object_Racer *racer, UNUSED s32 upda
D_8011D548 = 0.0f;
D_8011D54C = 0.0f;
hasCollision = FALSE;
randomizationFlags = 0;
flags = 0;
if (racer->playerIndex != PLAYER_COMPUTER || racer->vehicleIDPrev < VEHICLE_BOSSES) {
randomizationFlags = func_80017248(obj, 1, &hasCollision, &racer->unkD8, &tempPos.x, &radius, &surface);
flags = func_80017248(obj, 1, &hasCollision, &racer->unkD8, &tempPos.x, &radius, &surface);
}
if (randomizationFlags & 0x80) {
if (flags & 0x80) {
D_8011D548 = tempPos.x - obj->segment.trans.x_position;
D_8011D54C = tempPos.z - obj->segment.trans.z_position;
randomizationFlags &= ~0x80;
flags &= ~0x80;
}
shouldSquish = FALSE;
if (randomizationFlags && tempPos.y < obj->segment.trans.y_position - 4.0) {
if (flags && tempPos.y < obj->segment.trans.y_position - 4.0) {
shouldSquish = TRUE;
}
func_80031130(1, &racer->unkD8.x, &tempPos.x, racer->vehicleID);
hasCollision = FALSE;
racer->unk1E3 = func_80031600(&racer->unkD8.x, &tempPos.x, &radius, &surface, TRUE, &hasCollision);
racer->unk1E4 = randomizationFlags;
racer->unk1E3 |= randomizationFlags;
racer->unk1E4 = flags;
racer->unk1E3 |= flags;
racer->groundedWheels = 0;
if (racer->unk1E3) {
racer->unk1E3 = 0x8 | 0x4 | 0x2 | 0x1;
+8 -8
View File
@@ -2587,7 +2587,7 @@ void render_object_shadow(Object *obj, ShadowData *shadow) {
s32 numTris;
Vertex *vtx;
Triangle *tri;
s32 randomizationFlags;
s32 flags;
UNUSED s32 offsetX_2;
s32 offsetY_2;
s32 offsetY;
@@ -2605,16 +2605,16 @@ void render_object_shadow(Object *obj, ShadowData *shadow) {
gCurrentShadowTris = gShadowHeapTris[D_8011B0CC];
gCurrentShadowVerts = gShadowHeapVerts[D_8011B0CC];
alpha = gCurrentShadowVerts[gCurrentShadowTexture[i].yOffset].a;
randomizationFlags = RENDER_FOG_ACTIVE | RENDER_Z_COMPARE;
flags = RENDER_FOG_ACTIVE | RENDER_Z_COMPARE;
if (alpha == 0 || obj->segment.object.opacity == 0) {
i = shadow->meshEnd; // It'd be easier to just return...
} else if (alpha != 255 || obj->segment.object.opacity != 255) {
randomizationFlags = RENDER_FOG_ACTIVE | RENDER_SEMI_TRANSPARENT | RENDER_Z_COMPARE;
flags = RENDER_FOG_ACTIVE | RENDER_SEMI_TRANSPARENT | RENDER_Z_COMPARE;
alpha = (obj->segment.object.opacity * alpha) >> 8;
gDPSetPrimColor(gSceneCurrDisplayList++, 0, 0, 255, 255, 255, alpha);
}
while (i < shadow->meshEnd) {
load_and_set_texture_no_offset(&gSceneCurrDisplayList, gCurrentShadowTexture[i].texture, randomizationFlags);
load_and_set_texture_no_offset(&gSceneCurrDisplayList, gCurrentShadowTexture[i].texture, flags);
// I hope we can clean this part up.
offsetX_2 = offsetX = gCurrentShadowTexture[i].xOffset; // Fakematch
offsetY_2 = offsetY = gCurrentShadowTexture[i].yOffset;
@@ -2627,7 +2627,7 @@ void render_object_shadow(Object *obj, ShadowData *shadow) {
i++;
}
if (randomizationFlags != RENDER_Z_COMPARE) {
if (flags != RENDER_Z_COMPARE) {
gDPSetPrimColor(gSceneCurrDisplayList++, 0, 0, 255, 255, 255, 255);
}
}
@@ -2644,7 +2644,7 @@ void render_object_water_effects(Object *obj, WaterEffect *effect) {
s32 numTris;
Vertex *vtx;
Triangle *tri;
s32 randomizationFlags;
s32 flags;
UNUSED s32 offsetX;
UNUSED s32 offsetY;
@@ -2660,12 +2660,12 @@ void render_object_water_effects(Object *obj, WaterEffect *effect) {
i = effect->meshEnd; // Just return.
}
}
randomizationFlags = RENDER_FOG_ACTIVE | RENDER_Z_COMPARE;
flags = RENDER_FOG_ACTIVE | RENDER_Z_COMPARE;
gCurrentShadowTexture = gShadowHeapTextures[gShadowIndex];
gCurrentShadowTris = gShadowHeapTris[gShadowIndex];
gCurrentShadowVerts = gShadowHeapVerts[gShadowIndex];
while (i < effect->meshEnd) {
load_and_set_texture_no_offset(&gSceneCurrDisplayList, gCurrentShadowTexture[i].texture, randomizationFlags);
load_and_set_texture_no_offset(&gSceneCurrDisplayList, gCurrentShadowTexture[i].texture, flags);
offsetX = gCurrentShadowTexture[i].xOffset; // Fakematch
offsetY = gCurrentShadowTexture[i].yOffset; // Fakematch
numTris = gCurrentShadowTexture[i + 1].xOffset - gCurrentShadowTexture[i].xOffset;