ZoSpikeBall Interpolation fix

This commit is contained in:
Sonic Dreamcaster 2024-11-16 12:35:43 -03:00
parent d09f5528cc
commit 42d1668d6a

View File

@ -3965,6 +3965,9 @@ void Zoness_ZoSpikeBall_Draw(ZoSpikeBall* this) {
sp94 = (180.0f / var_s4) + 1.0f;
// @port: Tag the transform.
FrameInterpolation_RecordOpenChild("ZoSpikeBall", 0);
for (i = 0; i < var_s4; i++) {
temp_fs1_2 = SIN_DEG(i * sp94) * this->fwork[5];
temp_fs0_4 = COS_DEG(i * sp94) * this->fwork[5] * -0.25f;
@ -3982,6 +3985,8 @@ void Zoness_ZoSpikeBall_Draw(ZoSpikeBall* this) {
Matrix_Pop(&gGfxMatrix);
var_fs5 += 90.0f;
}
// @port Pop the transform id.
FrameInterpolation_RecordCloseChild();
}
Matrix_Pop(&gGfxMatrix);
Matrix_Push(&gGfxMatrix);
@ -4784,6 +4789,7 @@ void Zoness_LevelComplete(Player* player) {
gCsCamAtX = player->cam.at.x;
gCsCamAtY = player->cam.at.y;
gCsCamAtZ = player->cam.at.z;
for (i = 10; i < ARRAY_COUNT(gActors); i++) {
if (gActors[i].animFrame == 0) {
Object_Kill(&gActors[i].obj, gActors[i].sfxSource);
@ -4845,6 +4851,7 @@ void Zoness_LevelComplete(Player* player) {
case 2:
gPathTexScroll += 60.0f;
if (player->csTimer == 0) {
player->pos.x = 0.0f;
player->pos.y = 200.0f;