Widescreen Falco's Cutscene positioning

This commit is contained in:
Sonic Dreamcaster 2024-11-19 15:52:49 -03:00
parent dc7cbd2c06
commit 679a50cfd5

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@ -3075,7 +3075,8 @@ void Corneria_LevelStart(Player* player) {
peppy->state = 0; peppy->state = 0;
slippy->state = 0; slippy->state = 0;
falco->obj.pos.y = player->pos.y + 80.0f; falco->obj.pos.y = player->pos.y + 80.0f;
falco->obj.pos.z += 100.0f; // @port: adjust Falco's position so he appears from further right
falco->obj.pos.z += 3.0f * 100.0f;
} }
if (gMsgCharIsPrinting && ((gGameFrameCount & 2) != 0)) { if (gMsgCharIsPrinting && ((gGameFrameCount & 2) != 0)) {
@ -3084,7 +3085,8 @@ void Corneria_LevelStart(Player* player) {
break; break;
case 3: // Falco appears on scene from behind case 3: // Falco appears on scene from behind
if (fabsf(Math_SmoothStepToF(&falco->obj.pos.z, player->pos.z + 100.0f, 0.05f, 5.0f, 0.0f)) < 1.0f) { // @port: adjust Falco's maxStep so he flies faster in compensation for the previous change
if (fabsf(Math_SmoothStepToF(&falco->obj.pos.z, player->pos.z + 100.0f, 0.05f, 3.0f * 5.0f, 0.0f)) < 1.0f) {
player->csState = 4; player->csState = 4;
D_ctx_80177A48[0] = 0.0f; D_ctx_80177A48[0] = 0.0f;
player->csTimer = 190; player->csTimer = 190;