From 83541f460588b6b596c813625c8d85eeeb47258b Mon Sep 17 00:00:00 2001 From: "mergify[bot]" <37929162+mergify[bot]@users.noreply.github.com> Date: Tue, 11 Oct 2022 18:01:06 +0200 Subject: [PATCH] [#80] Fix for goron spin on wake up animation (#1714) (#1746) --- soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c | 22 ++++++++++++++++--- 1 file changed, 19 insertions(+), 3 deletions(-) diff --git a/soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c b/soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c index db3d5ff56..f10e8412a 100644 --- a/soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c +++ b/soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c @@ -142,6 +142,7 @@ typedef enum { /* 10 */ ENGO2_ANIM_10, /* 11 */ ENGO2_ANIM_11, /* 12 */ ENGO2_ANIM_12, + /* 13 */ ENGO2_ANIM_13, // Added to fix spinning goron issue for biggoron } EnGo2Animation; static AnimationInfo sAnimationInfo[] = { @@ -151,7 +152,7 @@ static AnimationInfo sAnimationInfo[] = { { &gGoronAnim_002D80, 1.0f, 0.0f, -1.0f, 0x02, -8.0f }, { &gGoronAnim_00161C, 1.0f, 0.0f, -1.0f, 0x00, -8.0f }, { &gGoronAnim_001A00, 1.0f, 0.0f, -1.0f, 0x00, -8.0f }, { &gGoronAnim_0021D0, 1.0f, 0.0f, -1.0f, 0x00, -8.0f }, { &gGoronAnim_004930, 0.0f, 0.0f, -1.0f, 0x01, -8.0f }, { &gGoronAnim_000750, 1.0f, 0.0f, -1.0f, 0x00, -8.0f }, - { &gGoronAnim_000D5C, 1.0f, 0.0f, -1.0f, 0x00, -8.0f }, + { &gGoronAnim_000D5C, 1.0f, 0.0f, -1.0f, 0x00, -8.0f }, { &gGoronAnim_004930, 0.0f, 1.0f, -1.0f, 0x01, 0.0f }, }; static EnGo2DustEffectData sDustEffectData[2][4] = { @@ -1357,10 +1358,25 @@ void EnGo2_WakeUp(EnGo2* this, GlobalContext* globalCtx) { } if ((this->actor.params & 0x1F) == GORON_DMT_BIGGORON) { OnePointCutscene_Init(globalCtx, 4200, -99, &this->actor, MAIN_CAM); - Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_10); + // There is an issue interpolating between ENGO2_ANIM_0 and ENGO2_ANIM_1/10, the goron + // is technically in the same position at the end of ANIM_0 and beginning of ANIM_1/10 + // but something isn't getting translated correctly causing the 360 degree spin before + // then continuing the wake up animation like normal. One solution is to use ANIM_0 + // which uses the same frame data as ANIM_1/10 but no morph frames, but only when the + // current animation frame is at 0, meaning no morphing is necessary anyway. + // ANIM_13 is ANIM_0 but with the startFrame and mode adjusted for biggoron. + if (this->skelAnime.curFrame == 0.0f && !CVar_GetS32("gUnfixGoronSpin", 0)) { + Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_13); + } else { + Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_10); + } this->skelAnime.playSpeed = 0.5f; } else { - Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_1); + if (this->skelAnime.curFrame == 0.0f && !CVar_GetS32("gUnfixGoronSpin", 0)) { + Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_0); + } else { + Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_1); + } this->skelAnime.playSpeed = 1.0f; } this->actionFunc = func_80A46B40;