Renaming local variables in Animate

This commit is contained in:
Sebastian Mischke 2026-01-08 00:26:46 +01:00
parent 03d14decef
commit 55bbc5bfbe

View File

@ -447,44 +447,44 @@ void Helicopter::Animate(float p_time)
// FUNCTION: LEGO1 0x100042a0
void Helicopter::SetupCameraTransition(const Matrix4& p_matrix)
{
MxMatrix local48;
MxMatrix local90;
MxMatrix startMatrix;
MxMatrix endMatrix;
Vector3 vec1(local48[3]); // local98 // esp+0x30
Vector3 vec2(local90[3]); // localac // esp+0x1c
Vector3 vec3(m_cameraTransitionEndMatrix[0]); // locala8 // esp+0x20
Vector3 vec4(m_cameraTransitionEndMatrix[1]); // localb8 // esp+0x10
Vector3 vec5(m_cameraTransitionEndMatrix[2]); // EDI
Vector3 startPos(startMatrix[3]); // local98 // esp+0x30
Vector3 endPos(endMatrix[3]); // localac // esp+0x1c
Vector3 endMatrixX(m_cameraTransitionEndMatrix[0]); // locala8 // esp+0x20
Vector3 endMatrixY(m_cameraTransitionEndMatrix[1]); // localb8 // esp+0x10
Vector3 endMatrixZ(m_cameraTransitionEndMatrix[2]); // EDI
// the typecast makes this function match for unknown reasons
Vector3 vec6((const float*) m_cameraTransitionEndMatrix[3]); // locala0 // esp+0x28
Vector3 endMatrixPos((const float*) m_cameraTransitionEndMatrix[3]); // locala0 // esp+0x28
m_world->GetCameraController()->GetPointOfView(local48);
m_world->GetCameraController()->GetPointOfView(startMatrix);
m_cameraTransitionEndMatrix.SetIdentity();
local90 = p_matrix;
endMatrix = p_matrix;
vec2[1] += 20.0f;
vec4 = vec2;
vec4 -= vec1;
vec4.Unitize();
endPos[1] += 20.0f;
endMatrixY = endPos;
endMatrixY -= startPos;
endMatrixY.Unitize();
vec5[0] = vec5[2] = 0.0f;
vec5[1] = -1.0f;
endMatrixZ[0] = endMatrixZ[2] = 0.0f;
endMatrixZ[1] = -1.0f;
vec3.EqualsCross(vec4, vec5);
vec3.Unitize();
vec4.EqualsCross(vec5, vec3);
vec6 = vec2;
endMatrixX.EqualsCross(endMatrixY, endMatrixZ);
endMatrixX.Unitize();
endMatrixY.EqualsCross(endMatrixZ, endMatrixX);
endMatrixPos = endPos;
local90 = m_cameraTransitionEndMatrix;
m_cameraTransitionStartMatrix = local48;
endMatrix = m_cameraTransitionEndMatrix;
m_cameraTransitionStartMatrix = startMatrix;
vec1.Clear();
vec2.Clear();
startPos.Clear();
endPos.Clear();
m_cameraTransitionTime = Timer()->GetTime();
m_cameraTransitionInterpolator.SetStartEnd(local48, local90);
m_cameraTransitionInterpolator.SetStartEnd(startMatrix, endMatrix);
m_cameraTransitionInterpolator.NormalizeDirection();
}