1#ifndef FIGHTSTG_CAMERA_H
2#define FIGHTSTG_CAMERA_H
127#if VERSION_EU || VERSION_JP
FIGHTSTG's shared declarations: the headers it builds on, the ids its tasks register with,...
CameraView * FIGHTSTG_getFighterView(BattleCamera *task, s32 id, s32 camera)
The view of a fighter's camera (id as Models.getFighter takes it), which ends the battle camera's fad...
FighterCamera * FIGHTSTG_createCamera(s32 fighter, ModelControl *control)
Creates the camera of a fighter of the partner view, on control's model.
void FIGHTSTG_updateCamera(FighterCamera *task)
The fighter camera's task: once layer 0x1009 is there, loads the view and sets it for two frames.
void FIGHTSTG_updateBattleCamera(BattleCamera *task)
The battle camera's task: fades its view from from to to (position, reference, translation,...
void FIGHTSTG_updateShotCamera(ShotCamera *task)
Shared between the overlay's objects.
CameraView * FIGHTSTG_getEnemyView(BattleCamera *task)
The view of the enemy's last camera.
CameraShot FIGHTSTG_cameraShots[4][6]
FIGHTSTG_updateShotCamera's shots: how long each lasts and the substate that makes it,...
void FIGHTSTG_updateCameraShots(CameraShots *task)
A camera of the European version's own: one of the three lists of shots of FIGHTSTG_euCameraShots,...
void FIGHTSTG_setBattleCameraView(BattleCamera *task, CameraView *view)
BattleCamera.set: puts the battle camera at view.
void FIGHTSTG_applyCamera(FighterCamera *task)
Sets layer 0x1009's view to the fighter camera's, with its rotation and translation,...
void FIGHTSTG_fadeBattleCamera(BattleCamera *task, CameraView *from, CameraView *to, s32 time)
BattleCamera.fade: fades the battle camera from from (or where it is) to to over time frames.
BattleCamera * FIGHTSTG_createBattleCamera(s32 layerId)
Creates the battle camera (BATTLE_TASK_CAMERA) on a layer.
CameraTurn * FIGHTSTG_startCameraTurn(void)
The tasks FIGHTSTG starts for WFIGHTMN and WFIGHTTS.
ShotCamera * FIGHTSTG_createShotCamera(void)
Starts the camera that plays lists of shots (FIGHTSTG_updateShotCamera)
CameraShots * FIGHTSTG_startCameraShots(void)
Starts the European version's own camera.
void FIGHTSTG_updateCameraTurn(CameraTurn *task, BattleScript **children)
When the player loses, turns the camera around the fighters, from the first fighter's view 0xB,...
u8 FIGHTSTG_nextShotLists[8][3]
the lists that can follow each one
void FIGHTSTG_loadCamera(FighterCamera *task)
Loads a fighter camera's view from its fighter's camera 6, or 7 while the model has an idle motion,...
CameraShot FIGHTSTG_euCameraShots[3][3]
the lists of shots of the European version's own camera (FIGHTSTG_updateCameraShots)
CameraView FIGHTSTG_fighterView
the view FIGHTSTG_getFighterView makes
#define TASK_HEADER(Type)
FIGHTSTG's models: meshes and their drawing, bones, motions, the models task and its controls,...
The battle camera (FIGHTSTG_createBattleCamera), registered as BATTLE_TASK_CAMERA on a layer: set put...
void(* set)(struct BattleCamera *task, CameraView *view)
void(* fade)(struct BattleCamera *task, CameraView *from, CameraView *to, s32 time)
from: NULL for the current
A fighter's battle script (FIGHTSTG_updateBattleScript): a list of s16 commands in an archive entry o...
A shot of FIGHTSTG_updateShotCamera's camera.
The European version's camera (FIGHTSTG_startCameraShots): one of three lists of shots (FIGHTSTG_euCa...
s32 pad64
never read or written
struct BattleCamera * camera
struct CameraView to
where substates 4 and 5 fade to
s16 ry
where the turn of substate 6 starts
s32 pad6C
never read or written
The camera's turn around the fighters when the player loses (FIGHTSTG_updateCameraTurn)
Where the battle camera looks from and to, as a GsRVIEW2 with the transform of its coordinate system.
s32 rz
the roll, in degrees
s32 proj
the projection distance
A fighter's camera (FIGHTSTG_createCamera) on layer 0x1009, from its FighterInfo; frames counts the f...
GsCOORDINATE2 coord
the view's
s32 proj
the projection distance
What drives a Model, owned by whoever created it.
The fighters' models (FIGHTSTG_createModels), registered as BATTLE_TASK_MODELS: up to four,...
A camera (FIGHTSTG_createShotCamera) that goes through lists of shots (FIGHTSTG_cameraShots),...
s16 ry
where the turn of substate 1 is
struct BattleCamera * camera