Zelda64Recomp/patches/gibdo_mask_cutscene_pamela.c

74 lines
2.6 KiB
C

#include "patches.h"
#include "transform_ids.h"
#include "overlays/actors/ovl_En_Pamera/z_en_pamera.h"
extern void EnPamera_Draw(Actor* thisx, PlayState* play);
extern void func_80BD9E88(EnPamera* this);
extern void func_80BD9EE0(EnPamera* this);
extern void func_80BDA038(EnPamera* this);
extern void func_80BDA0A0(EnPamera* this);
extern void func_80BDA170(EnPamera* this);
extern void func_80BDA288(EnPamera* this);
extern void func_80BD994C(EnPamera* this, PlayState* play);
extern void EnPamera_HandleDialogue(EnPamera* this, PlayState* play);
extern void func_80BD9904(EnPamera* this);
extern void func_80BD9E60(EnPamera* this);
// @recomp Skip interpolation when the animations change during the cutscene, as the
// animation changes are meant to happen at the same time as the camera cuts.
RECOMP_PATCH s32 func_80BD9CB8(EnPamera* this, PlayState* play) {
s32 cueChannel;
if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_485)) {
cueChannel = Cutscene_GetCueChannel(play, CS_CMD_ACTOR_CUE_485);
if (this->cueId != play->csCtx.actorCues[cueChannel]->id) {
this->cueId = play->csCtx.actorCues[cueChannel]->id;
switch (play->csCtx.actorCues[cueChannel]->id) {
case 1:
func_80BD9E88(this);
break;
case 2:
if (this->actor.draw == NULL) {
this->actor.draw = EnPamera_Draw;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
}
func_80BD9EE0(this);
break;
case 3:
func_80BDA038(this);
break;
case 4:
func_80BDA0A0(this);
break;
case 5:
func_80BDA170(this);
break;
case 6:
func_80BDA288(this);
break;
default:
break;
}
actor_set_interpolation_skipped(&this->actor);
}
Cutscene_ActorTranslateAndYaw(&this->actor, play, cueChannel);
this->setupFunc(this, play);
return true;
}
if ((play->csCtx.state == CS_STATE_IDLE) && CHECK_WEEKEVENTREG(WEEKEVENTREG_75_20)) {
if ((this->actionFunc != func_80BD994C) && (this->actionFunc != EnPamera_HandleDialogue)) {
this->actor.shape.rot.y = this->actor.world.rot.y;
func_80BD9904(this);
func_80BD9E60(this);
}
}
this->cueId = 99;
return false;
}