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https://github.com/Zelda64Recomp/Zelda64Recomp.git
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26 lines
1.2 KiB
C
26 lines
1.2 KiB
C
#include "patches.h"
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#include "transform_ids.h"
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#include "overlays/actors/ovl_Dm_Char05/z_dm_char05.h"
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extern void func_80AADF54(PlayState* play, DmChar05* this);
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// @recomp Patched to avoid an interpolation glitch in Pamela's dad's cutscene
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// that happens when the mask is meant to teleport offscreen.
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RECOMP_PATCH void func_80AADB4C(Actor* thisx, PlayState* play) {
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DmChar05* this = (DmChar05*)thisx;
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if (this->unk_18E == 0) {
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if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_518) &&
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(play->csCtx.actorCues[Cutscene_GetCueChannel(play, CS_CMD_ACTOR_CUE_518)]->id != 1)) {
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// @recomp During this cue the mask does nothing other than teleport offscreen and stay still,
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// so we can just skip interpolation the entire time.
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if (play->csCtx.actorCues[Cutscene_GetCueChannel(play, CS_CMD_ACTOR_CUE_518)]->id == 3) {
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actor_set_interpolation_skipped(thisx);
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}
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Gfx_SetupDL25_Opa(play->state.gfxCtx);
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SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
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this->skelAnime.dListCount, NULL, NULL, &this->actor);
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}
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} else if (this->unk_18E == 1) {
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func_80AADF54(play, this);
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}
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}
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