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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-09-06 04:13:15 +02:00
78 lines
3.5 KiB
C
78 lines
3.5 KiB
C
#include "patches.h"
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#include "transform_ids.h"
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#include "overlays/actors/ovl_En_Test7/z_en_test7.h"
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#define THIS ((EnTest7*)thisx)
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// Decomp renames, TODO update decomp and remove these
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#define gSoaringWarpCsWindCapsuleTexAnim gameplay_keep_Matanimheader_0815D0
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#define gSoaringWarpCsWindCapsuleDL gameplay_keep_DL_080FC8
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#define EnTest7_DrawFeathers func_80AF14FC
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void EnTest7_DrawFeathers(PlayState* play2, OwlWarpFeather* feathers);
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s32 func_80AF31D0(PlayState* play, SkeletonInfo* skeletonInfo, s32 limbIndex, Gfx** dList, u8* flags, Actor* thisx,
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Vec3f* scale, Vec3s* rot, Vec3f* pos);
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extern AnimatedMaterial gSoaringWarpCsWindCapsuleTexAnim;
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extern Gfx gSoaringWarpCsWindCapsuleDL[];
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void EnTest7_Draw(Actor* thisx, PlayState* play) {
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s32 pad[2];
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EnTest7* this = THIS;
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s32 sp40;
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OPEN_DISPS(play->state.gfxCtx);
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// Draw wings
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if (this->flags & OWL_WARP_FLAGS_DRAW_WINGS) {
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Mtx* mtx = GRAPH_ALLOC(play->state.gfxCtx, this->skeletonInfo.unk_18->unk_1 * sizeof(Mtx));
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if (mtx == NULL) {
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return;
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}
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// func_80AF31D0 is an overlay symbol, so its addresses need to be offset to get the actual loaded vram address.
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// TODO remove this once the recompiler is able to handle overlay symbols automatically for patch functions.
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OverrideKeyframeDrawScaled func_80AF31D0_relocated = (OverrideKeyframeDrawScaled)actor_relocate(thisx, func_80AF31D0);
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// @recomp Push the matrix group for the song of soaring's wings.
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gEXMatrixGroupDecomposed(POLY_OPA_DISP++, SOARING_WINGS_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
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func_8018450C(play, &this->skeletonInfo, mtx, func_80AF31D0_relocated, NULL, &this->actor);
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// @recomp Pop the wings matrix group.
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gEXPopMatrixGroup(POLY_OPA_DISP++);
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}
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// Draw windCapsule encasing that surrounds player after wings
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if (this->flags & OWL_WARP_FLAGS_DRAW_WIND_CAPSULE) {
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// @recomp Push the matrix group for the song of soaring's capsule.
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gEXMatrixGroupDecomposed(POLY_XLU_DISP++, SOARING_CAPSULE_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
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Matrix_Push();
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Matrix_Translate(0.0f, 4000.0f, 0.0f, MTXMODE_APPLY);
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Matrix_RotateZYX(0, this->windCapsule.yaw, 0, MTXMODE_APPLY);
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Matrix_Scale(this->windCapsule.xzScale * 100.0f, this->windCapsule.yScale * 100.0f,
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this->windCapsule.xzScale * 100.0f, MTXMODE_APPLY);
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sp40 = this->windCapsule.unk_00;
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AnimatedMat_DrawStep(play, Lib_SegmentedToVirtual(&gSoaringWarpCsWindCapsuleTexAnim), sp40);
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Gfx_DrawDListXlu(play, gSoaringWarpCsWindCapsuleDL);
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// @recomp Pop the capsule matrix group.
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gEXPopMatrixGroup(POLY_XLU_DISP++);
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Matrix_Pop();
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}
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EnTest7_DrawFeathers(play, this->feathers);
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if (this->flags & OWL_WARP_FLAGS_DRAW_LENS_FLARE) {
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Environment_DrawLensFlare(play, &play->envCtx, &play->view, play->state.gfxCtx, this->actor.world.pos, 70.0f,
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5.0f, 0, false);
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}
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CLOSE_DISPS(play->state.gfxCtx);
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}
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#undef TEST
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