Applying HU3D defines across the board (1/?)
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dc3ada0adc
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89 changed files with 634 additions and 635 deletions
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@ -641,7 +641,7 @@ void fn_1_26E4(omObjData *object)
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}
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}
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CharModelVoiceEnableSet(temp_r31->unk2, object->motion[1], 0);
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CharModelMotionShiftSet(temp_r31->unk2, object->motion[0], 0, 0.2, 0x40000001);
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CharModelMotionShiftSet(temp_r31->unk2, object->motion[0], 0, 0.2, HU3D_MOTATTR_LOOP);
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CharModelLayerSetAll(2);
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CharModelMotionDataClose(temp_r31->unk2);
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object->model[1] = Hu3DModelCreateFile(lbl_1_data_C8[temp_r31->unk2]);
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@ -692,7 +692,7 @@ void fn_1_2FAC(omObjData *object)
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temp_r31->unk28.x = temp_r31->unk28.y = temp_r31->unk28.z = 0;
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object->trans.x -= 10.0 * (2.0 * sind(temp_r31->unk58.x));
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object->trans.z -= 10.0 * (2.0 * cosd(temp_r31->unk58.x));
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CharModelMotionShiftSet(temp_r31->unk2, object->motion[4], 0, 0.2, 0x40000001);
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CharModelMotionShiftSet(temp_r31->unk2, object->motion[4], 0, 0.2, HU3D_MOTATTR_LOOP);
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temp_r31->unk1C.x = temp_r31->unk94.x = object->trans.x;
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temp_r31->unk1C.y = temp_r31->unk94.y = object->trans.y;
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temp_r31->unk1C.z = temp_r31->unk94.z = object->trans.z;
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@ -915,7 +915,7 @@ void fn_1_3E80(omObjData *object)
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temp_r31->unk28.z = temp_r31->unk40.z * temp_f29;
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temp_r31->unk34.x = temp_r31->unk28.x * (1.0f / 60.0f);
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temp_r31->unk34.z = temp_r31->unk28.z * (1.0f / 60.0f);
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CharModelMotionShiftSet(temp_r31->unk2, object->motion[5], 0, 0.2f, 0);
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CharModelMotionShiftSet(temp_r31->unk2, object->motion[5], 0, 0.2f, HU3D_MOTATTR_NONE);
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HuAudFXPlay(1358);
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omVibrate(object->work[0], 12, 4, 2);
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if (temp_r31->unk8) {
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@ -930,7 +930,7 @@ void fn_1_3E80(omObjData *object)
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}
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}
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if (fn_1_6878() == 4 && (temp_r31->unk4 & 0x20) == 0) {
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CharModelMotionShiftSet(temp_r31->unk2, object->motion[3], 0, 0.2f, 0);
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CharModelMotionShiftSet(temp_r31->unk2, object->motion[3], 0, 0.2f, HU3D_MOTATTR_NONE);
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Hu3DModelShadowSet(object->model[0]);
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object->work[1] = 0;
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object->func = fn_1_5098;
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@ -971,7 +971,7 @@ void fn_1_4A58(omObjData *object)
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temp_r31->unk10++;
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if (fn_1_6878() == 4) {
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temp_r26 = 0;
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CharModelMotionShiftSet(temp_r31->unk2, object->motion[3], 0, 0.2f, 0);
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CharModelMotionShiftSet(temp_r31->unk2, object->motion[3], 0, 0.2f, HU3D_MOTATTR_NONE);
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Hu3DModelShadowSet(object->model[0]);
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object->work[1] = 0;
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object->func = fn_1_5098;
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@ -979,7 +979,7 @@ void fn_1_4A58(omObjData *object)
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else if (temp_r31->unk10 > 60) {
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temp_r26 = 0;
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temp_r31->unk4 &= ~0x3;
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CharModelMotionShiftSet(temp_r31->unk2, object->motion[4], 0, 0.2f, 0x40000001);
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CharModelMotionShiftSet(temp_r31->unk2, object->motion[4], 0, 0.2f, HU3D_MOTATTR_LOOP);
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object->func = fn_1_3E80;
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}
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if (temp_r26) {
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@ -1048,12 +1048,12 @@ void fn_1_54E4(omObjData *object)
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if (!(temp_r30->unk4 & 0x8)) {
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temp_r30->unk4 |= 0x8;
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if (temp_r30->unk14 != 0) {
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CharModelMotionShiftSet(temp_r30->unk2, object->motion[1], 0, 0.2f, 0);
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CharModelMotionShiftSet(temp_r30->unk2, object->motion[1], 0, 0.2f, HU3D_MOTATTR_NONE);
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HuAudCharVoicePlay(temp_r30->unk2, 290);
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GWPlayerCoinCollectAdd(object->work[0], temp_r30->unk14);
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}
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else {
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CharModelMotionShiftSet(temp_r30->unk2, object->motion[2], 0, 0.2f, 0);
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CharModelMotionShiftSet(temp_r30->unk2, object->motion[2], 0, 0.2f, HU3D_MOTATTR_NONE);
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}
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object->work[1] = 0;
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}
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