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Redo simplifications
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965da0f6e0
commit
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3 changed files with 12 additions and 13 deletions
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@ -1428,6 +1428,7 @@ typedef enum {
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// ```
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// #### `args`
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// - `*EnHeishi2`
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// - `bool` (clearCamera - true if the code clears a sub-camera, false otherwise)
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VB_PLAY_GATE_OPENING_OR_CLOSING_CS,
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// #### `result`
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@ -726,12 +726,10 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_li
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EnHeishi2* enHeishi2 = va_arg(args, EnHeishi2*);
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enHeishi2->unk_2F2[0] = 0;
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if (enHeishi2->cameraId != MAIN_CAM) {
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Play_ClearCamera(gPlayState, enHeishi2->cameraId);
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Play_ChangeCameraStatus(gPlayState, MAIN_CAM, CAM_STAT_ACTIVE);
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}
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*should = false;
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// The second argument determines whether the vanilla code should be run anyway. It
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// should be set to `true` ONLY IF said code calls `Play_ClearCamera`, false otherwise.
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bool clearCamera = va_arg(args, bool);
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*should = clearCamera && enHeishi2->cameraId != MAIN_CAM;
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}
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break;
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}
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@ -314,7 +314,7 @@ void func_80A5372C(EnHeishi2* this, PlayState* play) {
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f32 frameCount = Animation_GetLastFrame(&gEnHeishiIdleAnim);
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Animation_Change(&this->skelAnime, &gEnHeishiIdleAnim, 1.0f, 0.0f, (s16)frameCount, ANIMMODE_LOOP, -10.0f);
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if (GameInteractor_Should(VB_PLAY_GATE_OPENING_OR_CLOSING_CS, true, this)) {
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if (GameInteractor_Should(VB_PLAY_GATE_OPENING_OR_CLOSING_CS, true, this, false)) {
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this->unk_2F2[0] = 200;
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this->cameraId = Play_CreateSubCamera(play);
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Play_ChangeCameraStatus(play, MAIN_CAM, CAM_STAT_WAIT);
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@ -336,12 +336,12 @@ void func_80A53850(EnHeishi2* this, PlayState* play) {
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BgSpot15Saku* gate;
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SkelAnime_Update(&this->skelAnime);
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if (GameInteractor_Should(VB_PLAY_GATE_OPENING_OR_CLOSING_CS, true, this)) {
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if (GameInteractor_Should(VB_PLAY_GATE_OPENING_OR_CLOSING_CS, true, this, false)) {
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Play_CameraSetAtEye(play, this->cameraId, &this->unk_280, &this->unk_28C);
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}
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gate = (BgSpot15Saku*)this->gate;
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if ((this->unk_2F2[0] == 0) || (gate->unk_168 == 0)) {
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if (GameInteractor_Should(VB_PLAY_GATE_OPENING_OR_CLOSING_CS, true, this)) {
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if (GameInteractor_Should(VB_PLAY_GATE_OPENING_OR_CLOSING_CS, true, this, true)) {
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Play_ClearCamera(play, this->cameraId);
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Play_ChangeCameraStatus(play, MAIN_CAM, CAM_STAT_ACTIVE);
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}
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@ -485,7 +485,7 @@ void func_80A53DF8(EnHeishi2* this, PlayState* play) {
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f32 frameCount = Animation_GetLastFrame(&gEnHeishiIdleAnim);
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Animation_Change(&this->skelAnime, &gEnHeishiIdleAnim, 1.0f, 0.0f, (s16)frameCount, ANIMMODE_LOOP, -10.0f);
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if (GameInteractor_Should(VB_PLAY_GATE_OPENING_OR_CLOSING_CS, true, this)) {
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if (GameInteractor_Should(VB_PLAY_GATE_OPENING_OR_CLOSING_CS, true, this, false)) {
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this->unk_2F2[0] = 200;
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this->cameraId = Play_CreateSubCamera(play);
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Play_ChangeCameraStatus(play, MAIN_CAM, CAM_STAT_WAIT);
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@ -511,12 +511,12 @@ void func_80A53F30(EnHeishi2* this, PlayState* play) {
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BgGateShutter* gate;
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SkelAnime_Update(&this->skelAnime);
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if (GameInteractor_Should(VB_PLAY_GATE_OPENING_OR_CLOSING_CS, true, this)) {
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if (GameInteractor_Should(VB_PLAY_GATE_OPENING_OR_CLOSING_CS, true, this, false)) {
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Play_CameraSetAtEye(play, this->cameraId, &this->unk_280, &this->unk_28C);
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}
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gate = (BgGateShutter*)this->gate;
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if ((this->unk_2F2[0] == 0) || (gate->openingState == 0)) {
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if (GameInteractor_Should(VB_PLAY_GATE_OPENING_OR_CLOSING_CS, true, this)) {
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if (GameInteractor_Should(VB_PLAY_GATE_OPENING_OR_CLOSING_CS, true, this, true)) {
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Play_ClearCamera(play, this->cameraId);
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Play_ChangeCameraStatus(play, MAIN_CAM, CAM_STAT_ACTIVE);
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}
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