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d_a_e_yk 23/26 matched (#301)
* setup TU * daE_YK_HIO_c::daE_YK_HIO_c * anm_init * daE_YK_Draw * pl_check * damage_check * action * daE_YK_Delete * fly_move * e_yk_roof * useHeapInit * e_yk_wind * e_yk_chance * e_yk_return * e_yk_fly * e_yk_wolfbite * e_yk_fight * e_yk_attack * e_yk_path_fly * daE_YK_Execute and daE_YK_Create and float literal prep * pr cleanup * rm padding
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@@ -2,5 +2,95 @@
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#define D_A_E_YK_H
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#include "dolphin/types.h"
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#include "f_op/f_op_actor_mng.h"
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#include "d/com/d_com_inf_game.h"
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#include "d/cc/d_cc_uty.h"
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#include "d/d_path.h"
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enum daE_YK_Action {
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ACT_ROOF, // keese is on roof
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ACT_FIGHT_FLY, // keese is transitioning from flying to aggro
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ACT_FIGHT, // keese is aggroed
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ACT_ATTACK, // keese is attacking
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ACT_RETURN, // keese is returning to roof
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ACT_FLY, // keese is flying around
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ACT_PATH_FLY, // Unconfirmed: keese is flying along its path?
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ACT_CHANCE = 10, // keese is stunned/fell down
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ACT_WOLFBITE = 13, // keese is being bitten by wolf
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ACT_WIND // keese is in the gale boomerang
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};
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// tmp struct to get HIO to match
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struct daE_YK_HIO_c_tmp {
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void* vtable;
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/* 0x04 */ s8 field_0x04;
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/* 0x08 */ f32 field_0x08;
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/* 0x0C */ f32 field_0x0c;
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/* 0x10 */ f32 field_0x10;
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/* 0x14 */ f32 field_0x14;
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/* 0x18 */ f32 field_0x18;
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};
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class daE_YK_HIO_c {
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public:
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/* 8080482C */ daE_YK_HIO_c();
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/* 808077E0 */ virtual ~daE_YK_HIO_c();
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/* 0x00 */ // vtable
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/* 0x04 */ s8 field_0x04; // padding after this
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/* 0x08 */ f32 field_0x08;
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/* 0x0C */ f32 field_0x0c;
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/* 0x10 */ f32 field_0x10;
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/* 0x14 */ f32 field_0x14;
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/* 0x18 */ f32 field_0x18;
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};
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class e_yk_class : public fopEn_enemy_c {
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public:
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/* 0x5AC */ request_of_phase_process_class mPhase;
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/* 0x5B4 */ u8 mParam1; // paramter - used to determine default action?
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/* 0x5B5 */ u8 mPlayerTriggerBase; // parameter - base value used to determine mPlayerTrigger below
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/* 0x5B6 */ u8 field_0x5b6;
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/* 0x5B7 */ u8 mPathIdx; // parameter - used to lookup/set mpPath based on the room
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/* 0x5B8 */ u8 field_0x5b8;
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/* 0x5B9 */ s8 mPathPntIdx; // tracks the index of the points along the keese's path
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/* 0x5BA */ s8 field_0x5ba;
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/* 0x5BB */ u8 field_0x5bb;
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/* 0x5BC */ dPath* mpPath; // flight path for keese to follow?
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/* 0x5C0 */ mDoExt_McaMorfSO* mpMorfSO; // last res loaded
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/* 0x5C4 */ Z2CreatureEnemy mCreature; // used for playing keese noises
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/* 0x668 */ int mResIdx; // index number of last res loaded
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/* 0x66C */ s16 field_0x66c;
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/* 0x66E */ s16 mAction; // current action (see daE_YK_Action above)
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/* 0x670 */ s16 mActionPhase; // current phase of current action
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/* 0x674 */ cXyz mPathPntPos; // tracks the position of the point the keese is along a path
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/* 0x680 */ s16 mAngleFromPlayer; // current keese angle from player
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/* 0x684 */ f32 mDistanceXZFromPlayer; // current keese distance from player
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/* 0x688 */ f32 mPlayerTrigger; // how close to the keese the player has to be before aggro
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/* 0x68C */ f32 field_0x68c;
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/* 0x690 */ f32 field_0x690;
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/* 0x694 */ f32 field_0x694;
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/* 0x698 */ s16 field_0x698;
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/* 0x69A */ csXyz field_0x69a;
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/* 0x6A0 */ s8 field_0x6a0;
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/* 0x6A1 */ u8 field_0x6a1;
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/* 0x6A2 */ s16 field_0x6a2[4];
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/* 0x6AA */ s16 field_0x6aa;
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/* 0x6AC */ s16 field_0x6ac[6];
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/* 0x6B8 */ cXyz mBoomrangPosOffset; // offset position when keese caught in rang
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/* 0x6C4 */ s16 mBoomrangXRotOffset; // offset x rotation when keese caught in rang
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/* 0x6C8 */ dBgS_AcchCir field_0x6c8;
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/* 0x708 */ dBgS_ObjAcch field_0x708;
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/* 0x8E0 */ dCcD_Stts mCollisionStatus; // collision status
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/* 0x91C */ dCcD_Sph mCollisionSphere; // collision sphere
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/* 0xA54 */ dCcU_AtInfo mAtColliderInfo; // attack collider info (used when keese gets hit)
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/* 0xA78 */ u32 field_0xa78;
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/* 0xA7C */ u32 field_0xa7c;
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/* 0xA80 */ u32 field_0xa80;
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/* 0xA84 */ u32 mParticleEmitterIds[2];
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/* 0xA8C */ u8 field_0xa8c;
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};
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// size: 0xA90
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#endif /* D_A_E_YK_H */
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