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https://github.com/AxioDL/metaforce.git
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Big Door initial animation fix
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@@ -433,8 +433,8 @@ bool CCollidableOBBTree::AABoxCollideWithLeafMoving(const COBBTree::CLeafData& l
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{
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d = dOut;
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const CCollisionEdge& edge = x10_tree->GetEdge(edgeIdx);
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if (CMetroidAreaCollider::MovingAABoxCollisionCheck_Edge(x10_tree->GetVert(edge.GetVertIndex1()),
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x10_tree->GetVert(edge.GetVertIndex2()),
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if (CMetroidAreaCollider::MovingAABoxCollisionCheck_Edge(surf.GetVert(k),
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surf.GetVert((k + 1) % 3),
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components.x0_edges, dir, d, normal, point) &&
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d < dOut)
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{
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@@ -2006,7 +2006,7 @@ CFrontEndUI::CFrontEndUI()
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m->ResetGameState();
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g_GameState->SetCurrentWorldId(g_ResFactory->TranslateOriginalToNew(g_DefaultWorldTag.id));
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g_GameState->CurrentWorldState().SetAreaId(8);
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g_GameState->CurrentWorldState().SetAreaId(26);
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g_GameState->GameOptions().ResetToDefaults();
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g_GameState->WriteBackupBuf();
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@@ -29,7 +29,7 @@ CScriptDoor::CScriptDoor(TUniqueId uid, std::string_view name, const CEntityInfo
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const zeus::CTransform& xf, CModelData&& mData, const CActorParameters& actParms,
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const zeus::CVector3f& orbitPos, const zeus::CAABox& aabb, bool active,
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bool open, bool projectilesCollide, float animLen, bool ballDoor)
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: CPhysicsActor(uid, active, name, info, xf, std::move(mData), MakeDoorMaterialList(open),
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: CPhysicsActor(uid, active, name, info, xf, std::move(mData), MakeDoorMaterialList(open),
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aabb, SMoverData(1.f), actParms, 0.3f, 0.1f)
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{
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x258_animLen = animLen;
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@@ -65,6 +65,8 @@ zeus::CVector3f CScriptDoor::GetOrbitPosition(const CStateManager& /*mgr*/) cons
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/* ORIGINAL 0-00 OFFSET: 8007E550 */
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void CScriptDoor::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager &mgr)
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{
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if (msg == EScriptObjectMessage::Start)
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printf("");
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switch (msg)
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{
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case EScriptObjectMessage::Close:
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@@ -133,7 +135,7 @@ void CScriptDoor::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStat
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OpenDoor(uid, mgr);
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break;
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default:
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x2a8_25_wasOpen= false;
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x2a8_25_wasOpen = false;
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x2a8_24_closing = true;
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break;
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}
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@@ -494,7 +494,7 @@ CEntity* ScriptLoader::LoadDoor(CStateManager& mgr, CInputStream& in, int propCo
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return nullptr;
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CModelData mData =
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CAnimRes(aParms.GetACSFile(), aParms.GetCharacter(), head.x40_scale, aParms.GetInitialAnimation(), false);
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CAnimRes(aParms.GetACSFile(), aParms.GetCharacter(), head.x40_scale, 0, false);
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if (collisionExtent.isZero())
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aabb = mData.GetBounds(head.x10_transform.getRotation());
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