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correction
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a0dfeff6ba
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8f1c001410
@ -3999,13 +3999,13 @@ void Zoness_ZoSpikeBall_Draw(ZoSpikeBall* this) {
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gSPDisplayList(gMasterDisp++, D_ZO_601BCC0);
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}
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Vec3f D_i3_801BF744[3] = {
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{ 0.0f, 50.0f, -200.0f },
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Vec3f sTankerCointainerInitPos[3] = {
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{ 0.0f, 50.0f, -200.0f }, // first position seems unused
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{ 0.0f, 50.0f, 200.0f },
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{ 0.0f, 50.0f, 600.0f },
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};
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Vec3f D_i3_801BF768[3] = {
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{ 0.0f, 300.0f, 0.0f },
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Vec3f sSupplyCraneCointainerInitPos[3] = {
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{ 0.0f, 300.0f, 0.0f }, // first position seems unused
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{ 0.0f, 300.0f, -200.0f },
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{ 0.0f, 300.0f, 300.0f },
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};
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@ -4018,19 +4018,23 @@ void Zoness_ZoTanker_Init(ZoTanker* actor) {
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s32 temp_v1;
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s32 containerIdx;
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s32 i;
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s32 var_s6;
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Vec3f sp84;
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Vec3f sp78;
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Vec3f sp6C;
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s32 j;
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Vec3f containerOffsetPos;
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Vec3f tankerVelSrc;
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Vec3f tankerVelDest;
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actor->obj.pos.y = 120.0f;
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actor->scale = -1.0f;
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Matrix_RotateY(gCalcMatrix, actor->obj.rot.y * M_DTOR, MTXF_NEW);
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sp78.x = sp78.y = 0.0f;
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sp78.z = actor->obj.rot.z;
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Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp78, &sp6C);
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actor->vel.x = sp6C.x;
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actor->vel.z = sp6C.z;
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tankerVelSrc.x = tankerVelSrc.y = 0.0f;
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tankerVelSrc.z = actor->obj.rot.z;
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Matrix_MultVec3fNoTranslate(gCalcMatrix, &tankerVelSrc, &tankerVelDest);
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actor->vel.x = tankerVelDest.x;
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actor->vel.z = tankerVelDest.z;
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actor->obj.rot.z = 0.0f;
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containerIdx = 1;
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@ -4040,12 +4044,12 @@ void Zoness_ZoTanker_Init(ZoTanker* actor) {
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actor->obj.rot.x = (s32) fabsf(Math_ModF(actor->obj.rot.x, 100.0f));
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}
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for (i = 0, var_s6 = 0; (containerIdx < 3) && (i < ARRAY_COUNT(gActors)); i++) {
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for (i = 0, j = 0; (containerIdx < 3) && (i < ARRAY_COUNT(gActors)); i++) {
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if (gActors[i].obj.status == OBJ_FREE) {
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if (actor->state == 0) {
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Matrix_MultVec3f(gCalcMatrix, &D_i3_801BF744[containerIdx], &sp84);
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Matrix_MultVec3f(gCalcMatrix, &sTankerCointainerInitPos[containerIdx], &containerOffsetPos);
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} else {
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Matrix_MultVec3f(gCalcMatrix, &D_i3_801BF768[containerIdx], &sp84);
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Matrix_MultVec3f(gCalcMatrix, &sSupplyCraneCointainerInitPos[containerIdx], &containerOffsetPos);
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}
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Actor_Initialize(&gActors[i]);
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@ -4056,14 +4060,18 @@ void Zoness_ZoTanker_Init(ZoTanker* actor) {
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} else {
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gActors[i].obj.id = OBJ_ACTOR_ZO_SUPPLYCRANE;
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}
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gActors[i].obj.pos.x = actor->obj.pos.x + sp84.x;
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gActors[i].obj.pos.y = actor->obj.pos.y + sp84.y;
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gActors[i].obj.pos.z = actor->obj.pos.z + sp84.z;
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((uintptr_t*) &actor->iwork[7])[containerIdx] = (s32) (actor->obj.rot.x * 3.0f) + containerIdx;
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gActors[i].obj.pos.x = actor->obj.pos.x + containerOffsetPos.x;
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gActors[i].obj.pos.y = actor->obj.pos.y + containerOffsetPos.y;
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gActors[i].obj.pos.z = actor->obj.pos.z + containerOffsetPos.z;
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((s32*) &actor->iwork[7])[containerIdx] = (s32) (actor->obj.rot.x * 3.0f) + containerIdx;
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gActors[i].obj.rot.y = actor->obj.rot.y;
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gActors[i].iwork[0] = D_i3_801BF78C[((s32*) &actor->iwork[7])[containerIdx]];
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gActors[i].iwork[1] = actor->index;
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gActors[i].iwork[2] = containerIdx;
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Object_SetInfo(&gActors[i].info, gActors[i].obj.id);
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if (actor->state != 0) {
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@ -4071,10 +4079,10 @@ void Zoness_ZoTanker_Init(ZoTanker* actor) {
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if (D_i3_801BF804[actor->iwork[3]] >= 361.0f) {
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gActors[i].obj.rot.x = actor->obj.rot.y;
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} else {
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temp_v1 = (actor->iwork[3] * 2) + var_s6;
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temp_v1 = (actor->iwork[3] * 2) + j;
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gActors[i].obj.rot.x = D_i3_801BF804[temp_v1];
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}
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var_s6++;
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j++;
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}
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((uintptr_t*) &actor->iwork[0])[containerIdx] = i;
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containerIdx++;
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@ -4099,7 +4107,7 @@ void Zoness_ZoTanker_Update(ZoTanker* this) {
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actor = &gActors[this->iwork[i]];
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if ((actor->obj.status != OBJ_FREE) && (actor->iwork[1] == this->index) &&
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(actor->obj.id == OBJ_ACTOR_ZO_CONTAINER)) {
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Matrix_MultVec3f(gCalcMatrix, &D_i3_801BF744[i], &sp58);
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Matrix_MultVec3f(gCalcMatrix, &sTankerCointainerInitPos[i], &sp58);
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actor->obj.pos.x = this->obj.pos.x + sp58.x;
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actor->obj.pos.y = this->obj.pos.y + sp58.y;
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actor->obj.pos.z = this->obj.pos.z + sp58.z;
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@ -4112,7 +4120,7 @@ void Zoness_ZoTanker_Update(ZoTanker* this) {
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actor = &gActors[this->iwork[i]];
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if ((actor->obj.status != OBJ_FREE) && (actor->obj.id == OBJ_ACTOR_ZO_SUPPLYCRANE) &&
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(actor->iwork[1] == this->index)) {
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Matrix_MultVec3f(gCalcMatrix, &D_i3_801BF768[i], &sp58);
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Matrix_MultVec3f(gCalcMatrix, &sSupplyCraneCointainerInitPos[i], &sp58);
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actor->obj.pos.x = this->obj.pos.x + sp58.x;
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actor->obj.pos.y = this->obj.pos.y + sp58.y;
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actor->obj.pos.z = this->obj.pos.z + sp58.z;
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