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camera: move cinematic frame data to TRX #2429
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This moves CINE_FRAME to TRX from TR2 and updates TR1 to use this struct (identical to CINE_CAMERA previously).
This moves CINE_POSITION to TRX from TR1 and updates TR2 to use this struct. It now has a full XYZ_16 for rotations, although arguably only Y is used.
This moves g_CineTargetAngle into CINE_POSITION for TR2 only.
This introduces a common cine data container for frames. This will later be made local to the camera.
This replaces the global g_CinePos with positional data within CINE_DATA itself, reducing the need for an extra struct definition and variable.
This moves cinematic frames into a new common camera cinematic module; they should only be changed on level reading. This also adds checks to TR2 in case there are no frames and a cinematic is loaded. Resolves LostArtefacts#2413.
This shifts cine frame reading to TRX.
This replaces the global cine data with an accessor.
This introduces a utility function for invoking an in-game cinematic to reduce some code repetition.
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rr-
approved these changes
Feb 1, 2025
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Code LGTM
aredfan
approved these changes
Feb 2, 2025
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Resolves #2413.
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Description
This moves cinematic frame and cutscene globals to TRX. It also extends the fix for #2413 into TR2, which I've tested by removing the frames in the OG levels.
For testing, we can check the cutscenes and all in-game cinematics are working (scion, Midas hand, Rig start, dragon dagger, HSH start/end).