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3D objects: GetObjectAngles

Name: GetObjectAngles [Show more] Type: Subroutine Category: 3D objects Summary: Calculate the object's yaw and pitch angles, and set the object's visibility, scale and type Deep dive: Pitch and yaw angles
Context: See this subroutine in context in the source code References: This subroutine is called as follows: * BuildCarObjects (Part 3 of 3) calls GetObjectAngles * BuildCarObjects (Part 3 of 3) calls via GetObjectAngles-2

Arguments: A Object type X The offset of the variable to use for the object's 3D coordinates in the GetObjYawAngle routine: * &F4 = xHelmetCoord * &FA = xCoord1 * &FD = xCoord2
Other entry points: GetObjectAngles-2 Use xCoord2 for the object's 3D coordinates in the call to GetObjYawAngle
LDX #&FD \ Set X = &FD so the calls to GetObjYawAngle and \ GetObjPitchAngle use xCoord2 and yCoord2 for the \ object's 3D coordinates .GetObjectAngles STA objectType \ Store the object type in objectType JSR GetObjYawAngle-2 \ Calculate the object's yaw angle, from the point of \ view of the player, returning it in (JJ II) LDY objectNumber \ Set Y to the number of the object we are processing LDA II \ Set the yaw angle for this object in (objYawAngleHi STA objYawAngleLo,Y \ objYawAngleLo) to (JJ II) LDA JJ STA objYawAngleHi,Y JSR CheckForContact-2 \ Check to see if the object and the player's car are \ close enough for contact, specifically if they are \ within a distance of 37 from each other JSR GetObjPitchAngle-2 \ Calculate the object's pitch angle, from the point \ of view of the player, returning it in A and LL \ \ If the object is not visible on-screen, the C flag is \ set, which will hide the object in the following \ routine \ Fall through into SetObjectDetails to set the object's \ visibility, scale and type