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https://github.com/Zelda64Recomp/Zelda64Recomp.git
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108 lines
No EOL
4.5 KiB
C
108 lines
No EOL
4.5 KiB
C
#include "patches.h"
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#include "transform_ids.h"
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#include "overlays/actors/ovl_En_Hgo/z_en_hgo.h"
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typedef enum {
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/* 0 */ HGO_ANIM_ARMS_FOLDED,
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/* 1 */ HGO_ANIM_ASTONISHED,
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/* 2 */ HGO_ANIM_KNEEL_DOWN_AND_HUG,
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/* 3 */ HGO_ANIM_CONSOLE,
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/* 4 */ HGO_ANIM_CONSOLE_HEAD_UP,
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/* 5 */ HGO_ANIM_REACH_DOWN_TO_LIFT,
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/* 6 */ HGO_ANIM_TOSS,
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/* 7 */ HGO_ANIM_MAX
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} HgoAnimation;
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extern AnimationInfo sPamelasFatherHumanAnimationInfo[];
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extern void EnHgo_Draw(Actor* thisx, PlayState* play);
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extern void EnHgo_DoNothing(EnHgo* this, PlayState* play);
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extern void EnHgo_SetupInitCollision(EnHgo* this);
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// @recomp Skip interpolation when the animations change during the cutscene, as the
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// animation changes are meant to happen at the same time as the camera cuts.
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RECOMP_PATCH s32 EnHgo_HandleCsAction(EnHgo* this, PlayState* play) {
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s32 cueChannel;
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if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_486)) {
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cueChannel = Cutscene_GetCueChannel(play, CS_CMD_ACTOR_CUE_486);
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if (this->cueId != play->csCtx.actorCues[cueChannel]->id) {
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this->cueId = play->csCtx.actorCues[cueChannel]->id;
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switch (play->csCtx.actorCues[cueChannel]->id) {
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case 1:
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this->animIndex = HGO_ANIM_ARMS_FOLDED;
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Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherHumanAnimationInfo, HGO_ANIM_ARMS_FOLDED);
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break;
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case 2:
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this->actor.draw = EnHgo_Draw;
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this->animIndex = HGO_ANIM_ASTONISHED;
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Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherHumanAnimationInfo, HGO_ANIM_ASTONISHED);
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break;
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case 3:
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this->animIndex = HGO_ANIM_KNEEL_DOWN_AND_HUG;
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Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherHumanAnimationInfo, HGO_ANIM_KNEEL_DOWN_AND_HUG);
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break;
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case 4:
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this->animIndex = HGO_ANIM_CONSOLE;
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Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherHumanAnimationInfo, HGO_ANIM_CONSOLE);
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break;
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case 5:
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this->animIndex = HGO_ANIM_CONSOLE_HEAD_UP;
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Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherHumanAnimationInfo, HGO_ANIM_CONSOLE_HEAD_UP);
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break;
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case 6:
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this->animIndex = HGO_ANIM_REACH_DOWN_TO_LIFT;
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Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherHumanAnimationInfo, HGO_ANIM_REACH_DOWN_TO_LIFT);
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break;
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default:
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break;
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}
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actor_set_interpolation_skipped(&this->actor);
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recomp_printf("Skipping\n");
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} else if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
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switch (this->animIndex) {
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case HGO_ANIM_ASTONISHED:
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if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame) && !this->isInCutscene) {
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this->isInCutscene = true;
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if ((gSaveContext.sceneLayer == 0) &&
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((play->csCtx.scriptIndex == 2) || (play->csCtx.scriptIndex == 4))) {
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Actor_PlaySfx(&this->actor, NA_SE_VO_GBVO02);
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}
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}
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break;
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case HGO_ANIM_KNEEL_DOWN_AND_HUG:
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this->animIndex = HGO_ANIM_CONSOLE;
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Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherHumanAnimationInfo, HGO_ANIM_CONSOLE);
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break;
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case HGO_ANIM_REACH_DOWN_TO_LIFT:
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this->animIndex = HGO_ANIM_TOSS;
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Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherHumanAnimationInfo, HGO_ANIM_TOSS);
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default:
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break;
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}
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}
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Cutscene_ActorTranslateAndYaw(&this->actor, play, cueChannel);
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return true;
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}
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if ((play->csCtx.state == CS_STATE_IDLE) && CHECK_WEEKEVENTREG(WEEKEVENTREG_75_20) &&
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(this->actionFunc == EnHgo_DoNothing)) {
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this->actor.shape.rot.y = this->actor.world.rot.y;
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Actor_Spawn(&play->actorCtx, play, ACTOR_ELF_MSG2, this->actor.focus.pos.x, this->actor.focus.pos.y,
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this->actor.focus.pos.z, 7, 0, 0, 0x7F5A);
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EnHgo_SetupInitCollision(this);
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}
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this->cueId = 99;
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return false;
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} |