mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2025-10-06 00:22:39 +02:00
* Update runtime for hook and callback sorting, update version number * Actually update version number * Automatically open mods menu when dragging a mod which also prevents issues when installing a mod from the launcher menu * Update RT64 to add texture pack shift configuration and fix minimized memory leak * Update runtime for return hook getter exports * Actually update rt64 * Update RT64 to fix texture pack ordering * Implement optional dependencies, fix memory slotmaps, bump version number to 1.2.1-dev * Add command-line option to show console output on Windows. (#632) * Add new raphnet adapter revision to controller DB * Add another mayflash N64 adapter to the controller database file * Update runtime after merge for optional dependencies * Update runtime for optional dependency mod callback fix * Add mayflash magic NS to controller database * Update RT64 for extended address fix and x11 dependency removal * Update RT64 to fix build issue caused by x11 * Update runtime to remove unnnecessary x11 includes * Fix more x11 define compilation issues * Fix the x86-64 CPU requirement listing in the readme (#634) * Transform tagging for keaton grass tornado * Interpolation for sword trails * Switch RT64 to gEXVertex fix branch (temporary until merge) * Add 8bitdo 64 bluetooth controller to database * Add export to get bowstring transform ID * Update RT64 to fix linux dev mode menu and texture streaming race condition * Fix all the interpolation glitches in the Gibdo Mask cutscene (#641) * Fix the actor extension API breaking when registering an extension for actor type 0 first * Remove slotmap submodule and integrate header directly after submodule URL changed * Transform tagging for ObjGrass * Adding autosave events. (#611) * Adding autosave events. Dead simple. * Update autosaving.c to include @recomp_event comments * Prevent autosaves during minigames and fix holding powder keg on autosave load (#640) * Update runtime for more accurate VI and switch to improved pacing RT64 branch (#644) * Update runtime for more accurate VI and switch to improved pacing RT64 branch * Update N64ModernRuntime and RT64 after merge * Update recompiler to match runtime symbol list * Remove unused gibdo patch file --------- Co-authored-by: Darío <dariosamo@gmail.com> Co-authored-by: Reonu <15913880+Reonu@users.noreply.github.com>
27 lines
1.2 KiB
C
27 lines
1.2 KiB
C
#include "patches.h"
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#include "transform_ids.h"
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#include "overlays/actors/ovl_Dm_Char05/z_dm_char05.h"
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extern void func_80AADF54(PlayState* play, DmChar05* this);
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// @recomp Patched to avoid an interpolation glitch in Pamela's dad's cutscene
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// that happens when the mask is meant to teleport offscreen.
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RECOMP_PATCH void func_80AADB4C(Actor* thisx, PlayState* play) {
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DmChar05* this = (DmChar05*)thisx;
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if (this->unk_18E == 0) {
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if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_518) &&
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(play->csCtx.actorCues[Cutscene_GetCueChannel(play, CS_CMD_ACTOR_CUE_518)]->id != 1)) {
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// @recomp During this cue the mask does nothing other than teleport offscreen and stay still,
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// so we can just skip interpolation the entire time.
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if (play->csCtx.actorCues[Cutscene_GetCueChannel(play, CS_CMD_ACTOR_CUE_518)]->id == 3) {
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actor_set_interpolation_skipped(thisx);
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}
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Gfx_SetupDL25_Opa(play->state.gfxCtx);
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SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
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this->skelAnime.dListCount, NULL, NULL, &this->actor);
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}
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} else if (this->unk_18E == 1) {
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func_80AADF54(play, this);
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}
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}
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