[#80] Fix for goron spin on wake up animation (#1714) (#1746)

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mergify[bot] 2022-10-11 18:01:06 +02:00 committed by GitHub
parent 43b7ca96d7
commit 83541f4605
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@ -142,6 +142,7 @@ typedef enum {
/* 10 */ ENGO2_ANIM_10, /* 10 */ ENGO2_ANIM_10,
/* 11 */ ENGO2_ANIM_11, /* 11 */ ENGO2_ANIM_11,
/* 12 */ ENGO2_ANIM_12, /* 12 */ ENGO2_ANIM_12,
/* 13 */ ENGO2_ANIM_13, // Added to fix spinning goron issue for biggoron
} EnGo2Animation; } EnGo2Animation;
static AnimationInfo sAnimationInfo[] = { 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_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_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_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] = { static EnGo2DustEffectData sDustEffectData[2][4] = {
@ -1357,10 +1358,25 @@ void EnGo2_WakeUp(EnGo2* this, GlobalContext* globalCtx) {
} }
if ((this->actor.params & 0x1F) == GORON_DMT_BIGGORON) { if ((this->actor.params & 0x1F) == GORON_DMT_BIGGORON) {
OnePointCutscene_Init(globalCtx, 4200, -99, &this->actor, MAIN_CAM); 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; this->skelAnime.playSpeed = 0.5f;
} else { } 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->skelAnime.playSpeed = 1.0f;
} }
this->actionFunc = func_80A46B40; this->actionFunc = func_80A46B40;