mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
format codebase
This commit is contained in:
+22
-22
@@ -251,8 +251,8 @@ void EffectSsSolderSrchBall_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity,
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void EffectSsKakera_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* arg3, s16 gravity, s16 arg5, s16 arg6, s16 arg7, s16 arg8, s16 scale, s16 arg10, s16 arg11, s32 life, s16 colorIdx, s16 objectId, Gfx* dList);
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// void EffectSsFhgFlash_SpawnShock(UNK_TYPE4 uParm1, UNK_TYPE4 uParm2, Vec3f* pzParm3, UNK_TYPE2 uParm4, UNK_TYPE1 param_5);
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void EffectSsKFire_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scaleMax, u8 type);
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void EffectSsSolderSrchBall_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused, s16* linkDetected, s16 drawFlag);
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void EffectSsKakera_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* arg3, s16 gravity, s16 arg5, s16 arg6, s16 arg7, s16 arg8, s16 scale, s16 arg10, s16 arg11, s32 life, s16 colorIdx, s16 objId, Gfx* dList);
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void EffectSsSolderSrchBall_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16* playerDetected, s16 flags);
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void EffectSsKakera_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* arg3, s16 gravity, s16 arg5, s16 arg6, s16 arg7, s16 arg8, s16 scale, s16 arg10, s16 arg11, s32 life, s16 colorIdx, s16 objectId, Gfx* dList);
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// void EffectSsIcePiece_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, UNK_TYPE4 uParm3, Vec3f* pzParm4, Vec3f* param_5, UNK_TYPE4 param_6);
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void EffectSsIcePiece_SpawnBurst(PlayState* play, Vec3f* refPos, f32 scale);
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void func_800B2B44(PlayState* play, Actor* actor, Vec3f* pos, f32 scale);
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@@ -628,8 +628,8 @@ u8 ZeldaArena_IsInitialized();
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// void func_80102E40(void);
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// void func_80102E90(void);
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// void func_80102EA4(void);
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void func_80102EB4(u32 param_1);
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void func_80102ED0(u32 param_1);
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void func_80102EB4(u32 flag);
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void func_80102ED0(u32 flag);
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s32 func_80102EF0(PlayState* play);
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// void func_80102F9C(void);
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// void func_80103090(void);
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@@ -1046,10 +1046,10 @@ void func_80166B30(PlayState* play);
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void func_80167814(PlayState* play);
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void func_80167DE4(PlayState* play);
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// void func_80167F0C(void);
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void Play_Draw(PlayState* play);
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void Play_Draw(PlayState* this);
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void func_80168DAC(PlayState* play);
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void Play_Update(PlayState* play);
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s32 Play_InCsMode(PlayState* play);
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void Play_Update(PlayState* this);
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s32 Play_InCsMode(PlayState* this);
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f32 func_80169100(PlayState* play, MtxF* mtx, CollisionPoly** arg2, s32* arg3, Vec3f* feetPosPtr);
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// void func_801691F0(void);
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void* Play_LoadScene(PlayState* play, RomFile* entry);
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@@ -1057,32 +1057,32 @@ void func_8016927C(PlayState* play, s16 sParm2);
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// void func_801692C4(PlayState* play, UNK_TYPE1 uParm2);
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// void Play_SceneInit(PlayState* play, s32 sceneIndex, UNK_TYPE1 param_3);
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UNK_RET func_80169474(PlayState* play, Vec3f* v1, Vec3f* v2);
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s16 Play_CreateSubCamera(PlayState* play);
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s16 Play_GetActiveCamId(PlayState* play);
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s16 Play_CreateSubCamera(PlayState* this);
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s16 Play_GetActiveCamId(PlayState* this);
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void Play_CameraChangeStatus(PlayState* play, s16 camId, s16 status);
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void Play_ClearCamera(PlayState* play, s16 camId);
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Camera* Play_GetCamera(PlayState* play, s16 index);
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void Play_ClearCamera(PlayState* this, s16 camId);
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Camera* Play_GetCamera(PlayState* this, s16 camId);
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s32 Play_CameraSetAtEye(PlayState* play, s16 camId, Vec3f* at, Vec3f* eye);
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void Play_CameraSetAtEyeUp(PlayState* play, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
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s32 Play_CameraSetFov(PlayState* play, s16 camId, f32 fov);
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void Play_CameraSetRoll(PlayState* play, s16 camId, s16 roll);
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void Play_CopyCamera(PlayState* play, s16 dstCamId, s16 srcCamId);
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void Play_CopyCamera(PlayState* this, s16 destCamId, s16 srcCamId);
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// void func_80169A50(void);
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void Play_CameraChangeSetting(PlayState* play, s16 camId, s16 setting);
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void func_80169AFC(PlayState* play, s16 camId, s16 arg2);
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void func_80169AFC(PlayState* this, s16 camId, s16 timer);
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s16 Play_GetCsCamDataSetting(PlayState* play, s32 camId);
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Vec3s* Play_GetCsCamDataVec3s(PlayState* play, s32 camId);
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s16 Play_GetOriginalSceneNumber(s16 sceneNum);
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void Play_SaveCycleSceneFlags(GameState* gameState);
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void Play_SetRespawnData(GameState* gameState, s32 respawnNumber, u16 sceneSetup, s32 roomIndex, s32 playerParams, Vec3f* pos, s16 yaw);
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void Play_SetupRespawnPoint(GameState* gameState, s32 respawnNumber, s32 playerParams);
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void func_80169EFC(GameState* gameState);
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void func_80169F78(GameState* gameState);
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void func_80169FDC(GameState* gameState);
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void Play_SaveCycleSceneFlags(GameState* thisx);
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void Play_SetRespawnData(GameState* thisx, s32 respawnMode, u16 entrance, s32 roomIndex, s32 playerParams, Vec3f* pos, s16 yaw);
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void Play_SetupRespawnPoint(GameState* thisx, s32 respawnMode, s32 playerParams);
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void func_80169EFC(GameState* thisx);
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void func_80169F78(GameState* thisx);
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void func_80169FDC(GameState* thisx);
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s32 func_80169FFC(GameState* gameState);
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s32 FrameAdvance_IsEnabled(GameState* gameState);
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s32 func_8016A02C(GameState* gameState, Actor* actor, s16* yaw);
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s32 Play_IsUnderwater(PlayState* play, Vec3f* pos);
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s32 FrameAdvance_IsEnabled(GameState* thisx);
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s32 func_8016A02C(GameState* thisx, Actor* actor, s16* yaw);
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s32 Play_IsUnderwater(PlayState* this, Vec3f* pos);
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s32 Play_IsDebugCamEnabled(void);
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void Play_AssignPlayerCsIdsFromScene(GameState* thisx, s32 spawnCsId);
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void Play_FillScreen(GameState* thisx, s16 fillScreenOn, u8 red, u8 green, u8 blue, u8 alpha);
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@@ -1,7 +1,7 @@
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#include "global.h"
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#define MSCRIPT_CONTINUE 0
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#define MSCRIPT_STOP 1
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#define MSCRIPT_STOP 1
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/**
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* Branch forward if the provided week_event_reg flag is set
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@@ -319,7 +319,7 @@ s32 MsgEvent_Cmd12(Actor* actor, PlayState* play, u8** scriptPtr, MsgEventCallba
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/**
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* End script when textbox is done?
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*
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*
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* Command structure:
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* 0:(u8) cmd
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* Command size: 1
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@@ -458,7 +458,7 @@ s32 MsgEvent_Cmd21(Actor* actor, PlayState* play, u8** scriptPtr, MsgEventCallba
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/**
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* Unsets ACTOR_FLAG_10000 for the actor executing the script
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*
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*
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* Command structure:
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* 0:(u8) cmd
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* Command size: 1
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@@ -470,7 +470,7 @@ s32 MsgEvent_Cmd22(Actor* actor, PlayState* play, u8** scriptPtr, MsgEventCallba
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/**
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* Sets player focus & talk actor to the child of the actor executing the script
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*
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*
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* Command structure:
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* 0:(u8) cmd
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* Command size: 1
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@@ -498,7 +498,7 @@ s32 MsgEvent_Cmd24(Actor* actor, PlayState* play, u8** scriptPtr, MsgEventCallba
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/**
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* Unconditional branch by `skip`
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*
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*
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* Command structure:
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* 0:(u8) cmd
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* 1:(s16) skip
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@@ -514,7 +514,7 @@ s32 MsgEvent_Cmd25(Actor* actor, PlayState* play, u8** scriptPtr, MsgEventCallba
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/**
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* Branch forwards if the specified quest item is obtained
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*
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*
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* Command structure:
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* 0:(u8) cmd
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* 1:(u16) questItem
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@@ -848,7 +848,7 @@ s32 MsgEvent_Cmd40(Actor* actor, PlayState* play, u8** scriptPtr, MsgEventCallba
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/**
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* Skip forward if a powder keg is in inventory or if a powder keg actor exists
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*
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*
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* Command structure:
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* 0:(u8) cmd
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* 1:(s16) skip
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@@ -917,7 +917,7 @@ s32 MsgEvent_Cmd43(Actor* actor, PlayState* play, u8** scriptPtr, MsgEventCallba
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/**
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* Close the current textbox and set the player actor text id
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*
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*
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* Command structure:
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* 0:(u8) cmd
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* 1:(u16) textId
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@@ -950,7 +950,7 @@ s32 MsgEvent_Cmd45(Actor* actor, PlayState* play, u8** scriptPtr, MsgEventCallba
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}
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/**
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*
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*
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*
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* Command structure:
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* 0:(u8) cmd
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@@ -4278,12 +4278,9 @@ void Boss07_Mask_Beam(Boss07* this, PlayState* play) {
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sBossRemains[sp178]->timer_18D6 = 60;
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Actor_PlaySfx(&this->actor, NA_SE_EN_FOLLOWERS_DEAD);
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for (pad = 0; pad < 20; pad++) {
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spE0.x =
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sBossRemains[sp178]->actor.world.pos.x + Rand_CenteredFloat(50.0f);
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spE0.y =
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sBossRemains[sp178]->actor.world.pos.y + Rand_CenteredFloat(50.0f);
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spE0.z =
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sBossRemains[sp178]->actor.world.pos.z + Rand_CenteredFloat(50.0f);
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spE0.x = sBossRemains[sp178]->actor.world.pos.x + Rand_CenteredFloat(50.0f);
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spE0.y = sBossRemains[sp178]->actor.world.pos.y + Rand_CenteredFloat(50.0f);
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spE0.z = sBossRemains[sp178]->actor.world.pos.z + Rand_CenteredFloat(50.0f);
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spD4.x = Rand_CenteredFloat(20.0f);
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spD4.y = Rand_CenteredFloat(20.0f);
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spD4.z = Rand_CenteredFloat(20.0f);
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@@ -5613,7 +5610,8 @@ void Boss07_Top_Ground(Boss07* this, PlayState* play) {
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f32 sp4C;
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f32 sp48;
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Audio_PlaySfx_AtPosWithFreq(&this->actor.projectedPos, NA_SE_EN_LAST3_KOMA_OLD - SFX_FLAG, this->topSpinRate * 1.1111112f);
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Audio_PlaySfx_AtPosWithFreq(&this->actor.projectedPos, NA_SE_EN_LAST3_KOMA_OLD - SFX_FLAG,
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this->topSpinRate * 1.1111112f);
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Actor_MoveWithGravity(&this->actor);
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this->actor.world.pos.x += this->xRecoil;
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this->actor.world.pos.z += this->zRecoil;
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@@ -242,8 +242,8 @@ void EnDeath_Init(Actor* thisx, PlayState* play) {
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Actor_ProcessInitChain(&this->actor, D_808C9A60);
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ActorShape_Init(&this->actor.shape, 5500.0f, ActorShadow_DrawCircle, 80.0f);
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SkelAnime_InitFlex(play2, &this->skelAnime, &gGomessSkel, &gGomessFloatAnim, this->jointTable,
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this->morphTable, GOMESS_LIMB_MAX);
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SkelAnime_InitFlex(play2, &this->skelAnime, &gGomessSkel, &gGomessFloatAnim, this->jointTable, this->morphTable,
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GOMESS_LIMB_MAX);
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Collider_InitAndSetSphere(play2, &this->coreCollider, &this->actor, &D_808C98E0);
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Collider_InitAndSetCylinder(play2, &this->bodyCollider, &this->actor, &D_808C990C);
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@@ -919,8 +919,8 @@ void EnDeath_DeathCutscenePart2(EnDeath* this, PlayState* play) {
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sin = Math_SinS(camYaw);
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cos = Math_CosS(camYaw);
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Matrix_Translate(this->actor.world.pos.x + (83.0f * sin) + (-38.0f * cos),
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this->actor.world.pos.y + 53.0f + 15.0f * this->actionTimer,
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this->actor.world.pos.z + (83.0f * cos) - (-38.0f * sin), MTXMODE_NEW);
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this->actor.world.pos.y + 53.0f + 15.0f * this->actionTimer,
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this->actor.world.pos.z + (83.0f * cos) - (-38.0f * sin), MTXMODE_NEW);
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Matrix_RotateYS(camYaw - 0x3300, MTXMODE_APPLY);
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Matrix_RotateXS(0x1100 - this->actionTimer * 0x1800, MTXMODE_APPLY);
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Matrix_RotateZS(-0xA00, MTXMODE_APPLY);
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@@ -1047,8 +1047,8 @@ void EnDeath_DeathCutscenePart4(EnDeath* this, PlayState* play) {
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sparkleVel.x = Rand_CenteredFloat(4.0f);
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sparkleVel.z = Rand_CenteredFloat(4.0f);
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sparkleVel.y = Rand_ZeroFloat(2.0f) + 3.0f;
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EffectSsKirakira_SpawnSmall(play, &this->actor.world.pos, &sparkleVel, &sparkleAccel,
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&sparklePrimColor, &sparkleEnvColor);
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EffectSsKirakira_SpawnSmall(play, &this->actor.world.pos, &sparkleVel, &sparkleAccel, &sparklePrimColor,
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&sparkleEnvColor);
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}
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Actor_PlaySfx(&this->actor, NA_SE_EN_DEATH_HEARTBREAK);
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}
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@@ -1217,9 +1217,9 @@ void EnDeath_UpdateDamage(EnDeath* this, PlayState* play) {
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this->dmgEffectAlpha = 3.0f;
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this->dmgEffectScale = 0.8f;
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this->dmgEffect = ACTOR_DRAW_DMGEFF_LIGHT_ORBS;
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG,
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this->coreCollider.info.bumper.hitPos.x, this->coreCollider.info.bumper.hitPos.y,
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this->coreCollider.info.bumper.hitPos.z, 0, 0, 0, 4);
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, this->coreCollider.info.bumper.hitPos.x,
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this->coreCollider.info.bumper.hitPos.y, this->coreCollider.info.bumper.hitPos.z, 0, 0, 0,
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4);
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}
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if (play->envCtx.lightSettingOverride == 27) {
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play->envCtx.lightSettingOverride = 26;
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@@ -1272,8 +1272,8 @@ void EnDeath_Update(Actor* thisx, PlayState* play) {
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}
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Actor_MoveWithGravity(&this->actor);
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Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, (this->actionFunc == EnDeath_SpinAttack) ? 50.0f : 100.0f,
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40.0f, 4 | 2 | 1);
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Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, (this->actionFunc == EnDeath_SpinAttack) ? 50.0f : 100.0f, 40.0f,
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4 | 2 | 1);
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this->bodyCollider.dim.pos.x = this->actor.world.pos.x + Math_SinS(this->actor.shape.rot.y) * 3.0f;
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this->bodyCollider.dim.pos.z = this->actor.world.pos.z + Math_CosS(this->actor.shape.rot.y) * 3.0f;
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@@ -1405,7 +1405,8 @@ void EnDeath_DrawBats(EnDeath* this, PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx);
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dl = POLY_OPA_DISP;
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gSPDisplayList(dl++, &gSetupDLs[0x19]); // incementing by 0x30 it seems. this is odd. The increment size may be wrong? TODO
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gSPDisplayList(
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dl++, &gSetupDLs[0x19]); // incementing by 0x30 it seems. this is odd. The increment size may be wrong? TODO
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gSPDisplayList(dl++, gGomessBatMaterialDL);
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cmf = Matrix_GetCurrent();
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@@ -1442,8 +1443,7 @@ void EnDeath_DrawBats(EnDeath* this, PlayState* play) {
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||||
cmf->mf[3][1] = phi_s0->unk_4.y + sp9C.y;
|
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cmf->mf[3][2] = phi_s0->unk_4.z + sp9C.z;
|
||||
|
||||
gSPMatrix(dl++, Matrix_NewMtx(play->state.gfxCtx),
|
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
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gSPMatrix(dl++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
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gSPDisplayList(dl++, sMinideathDLs[phi_s0->animFrame]);
|
||||
}
|
||||
}
|
||||
@@ -1456,8 +1456,7 @@ void EnDeath_DrawBats(EnDeath* this, PlayState* play) {
|
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cmf->mf[3][1] = phi_s0->unk_4.y + sp9C.y;
|
||||
cmf->mf[3][2] = phi_s0->unk_4.z + sp9C.z;
|
||||
|
||||
gSPMatrix(dl++, Matrix_NewMtx(play->state.gfxCtx),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPMatrix(dl++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(dl++, sMinideathDLs[phi_s0->animFrame]);
|
||||
}
|
||||
}
|
||||
@@ -1536,8 +1535,7 @@ void EnDeath_DrawFlames(EnDeath* this, PlayState* play2) {
|
||||
cmf->mf[3][1] = phi_s1->y;
|
||||
cmf->mf[3][2] = phi_s1->z;
|
||||
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
|
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
|
||||
}
|
||||
phi_s1++;
|
||||
@@ -1600,8 +1598,7 @@ void EnDeath_DrawCore(EnDeath* this, PlayState* play) {
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
||||
s32 EnDeath_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
|
||||
Actor* thisx) {
|
||||
s32 EnDeath_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
|
||||
EnDeath* this = THIS;
|
||||
f32 temp_f12;
|
||||
s32 temp_v0;
|
||||
@@ -1734,8 +1731,8 @@ void EnDeath_Draw(Actor* thisx, PlayState* play) {
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 30, 30, 0, 255);
|
||||
|
||||
if (this->actionFunc != EnDeath_Dead && this->actionFunc != EnDeath_DeathCutscenePart4) {
|
||||
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
|
||||
this->skelAnime.dListCount, EnDeath_OverrideLimbDraw, EnDeath_PostLimbDraw, &this->actor);
|
||||
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
|
||||
EnDeath_OverrideLimbDraw, EnDeath_PostLimbDraw, &this->actor);
|
||||
}
|
||||
if (this->actionFunc == EnDeath_DeathCutscenePart4) {
|
||||
EnDeath_DrawCore(this, play);
|
||||
|
||||
@@ -254,7 +254,6 @@ MsgScript* func_8092C9BC(EnDns* this, PlayState* play) {
|
||||
|
||||
case ENDNS_GET_7_3:
|
||||
return D_8092DCE0;
|
||||
|
||||
|
||||
default:
|
||||
return NULL;
|
||||
|
||||
@@ -428,7 +428,8 @@ void EnInvadepoh_Romani_TurnToPath(EnInvadepoh* this, s16 scale, s16 step, s16 m
|
||||
if (this->currentPoint != this->endPoint) {
|
||||
Math_Vec3s_ToVec3f(&curPathPointF, curPathPoint);
|
||||
Math_Vec3s_ToVec3f(&nextPathPointF, nextPathPoint);
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.y, Math_Vec3f_Yaw(&curPathPointF, &nextPathPointF), scale, step, minStep);
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.y, Math_Vec3f_Yaw(&curPathPointF, &nextPathPointF), scale, step,
|
||||
minStep);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1124,8 +1125,8 @@ void EnInvadepoh_Interact_UpdateDelayedBranchedAnim(EnInvadePohFaceAnimInfo* fac
|
||||
} else if (faceInfo->delayTimer > 0) {
|
||||
faceInfo->delayTimer--;
|
||||
} else {
|
||||
EnInvadepohFaceAnim* nextAnim = animSet[EnInvadepoh_Interact_GetNextAnim(
|
||||
faceAnimLoopDelayed->loop.nextAnims, faceAnimLoopDelayed->loop.nextCount)];
|
||||
EnInvadepohFaceAnim* nextAnim = animSet[EnInvadepoh_Interact_GetNextAnim(faceAnimLoopDelayed->loop.nextAnims,
|
||||
faceAnimLoopDelayed->loop.nextCount)];
|
||||
|
||||
EnInvadepoh_Interact_SetNextAnim(faceInfo, nextAnim);
|
||||
}
|
||||
@@ -1228,8 +1229,8 @@ void EnInvadepoh_Interact_UpdateAnimation(EnInvadePohFaceAnimInfo* faceInfo) {
|
||||
}
|
||||
}
|
||||
|
||||
void EnInvadepoh_Interact_Init(EnInvadePohInteractInfo* interactInfo, EnInvadepohFaceAnim** eyeAnimSet,
|
||||
s32 curEyeAnim, EnInvadepohFaceAnim** mouthAnimSet, s32 curMouthAnim, Vec3s* headRotTarget,
|
||||
void EnInvadepoh_Interact_Init(EnInvadePohInteractInfo* interactInfo, EnInvadepohFaceAnim** eyeAnimSet, s32 curEyeAnim,
|
||||
EnInvadepohFaceAnim** mouthAnimSet, s32 curMouthAnim, Vec3s* headRotTarget,
|
||||
s16 maxTurnRate, f32 scaledTurnRate, f32 torsoRotXModTarget, f32 torsoRotXModStep) {
|
||||
Math_Vec3s_Copy(&interactInfo->headRotTarget, headRotTarget);
|
||||
interactInfo->maxTurnRate = maxTurnRate;
|
||||
@@ -2582,7 +2583,8 @@ void EnInvadepoh_ConfusedRomani_WaitForObject(Actor* thisx, PlayState* play2) {
|
||||
this->actor.textId = 0x3330; // ........
|
||||
SkelAnime_InitFlex(play, &this->skelAnime, &gRomaniSkel, &gRomaniIdleAnim, this->jointTable, this->morphTable,
|
||||
ROMANI_LIMB_MAX);
|
||||
EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EA90, 6, D_80B4EB00, 2, &gZeroVec3s, 100, 0.03f, 0.3f, 0.03f);
|
||||
EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EA90, 6, D_80B4EB00, 2, &gZeroVec3s, 100, 0.03f, 0.3f,
|
||||
0.03f);
|
||||
EnInvadepoh_ConfusedRomani_SetupPath(this, play);
|
||||
EnInvadepoh_SetPosToPathPoint(this, 0);
|
||||
func_800B4AEC(play, &this->actor, 50.0f);
|
||||
@@ -2700,8 +2702,8 @@ void EnInvadepoh_LightBall_SpawnInvaders(EnInvadepoh* this, PlayState* play) {
|
||||
Math_StepToF(&this->actor.speed, 170.0f, 21.0f);
|
||||
this->actor.speed *= 0.98f;
|
||||
}
|
||||
if (EnInvadepoh_StepTowardXZ(&this->actor.world.pos.x, &this->actor.world.pos.z, lightBallTargetPos.x, lightBallTargetPos.z,
|
||||
this->actor.speed)) {
|
||||
if (EnInvadepoh_StepTowardXZ(&this->actor.world.pos.x, &this->actor.world.pos.z, lightBallTargetPos.x,
|
||||
lightBallTargetPos.z, this->actor.speed)) {
|
||||
this->actor.speed = 0.0f;
|
||||
}
|
||||
if (lightBallTargetPos.y < this->actor.world.pos.y) {
|
||||
@@ -2735,7 +2737,8 @@ void EnInvadepoh_LightBall_AboveBarn(EnInvadepoh* this, PlayState* play) {
|
||||
lightBallTargetPos.x = this->actor.home.pos.x;
|
||||
lightBallTargetPos.y = this->actor.home.pos.y + 1500.0f;
|
||||
lightBallTargetPos.z = this->actor.home.pos.z;
|
||||
Math_SmoothStepToS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &lightBallTargetPos), 0xA, 0xBB8, 0x64);
|
||||
Math_SmoothStepToS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &lightBallTargetPos), 0xA,
|
||||
0xBB8, 0x64);
|
||||
if ((play->gameplayFrames % 0x40) < 14) {
|
||||
Math_StepToF(&this->actor.speed, 5.0f, 1.0f);
|
||||
} else {
|
||||
@@ -2765,7 +2768,8 @@ void EnInvadepoh_LightBall_Circle(EnInvadepoh* this, PlayState* play) {
|
||||
lightBallTargetPos.x = this->actor.home.pos.x + sLightBallSpawnOffset.x;
|
||||
lightBallTargetPos.y = this->actor.home.pos.y + sLightBallSpawnOffset.y + 400.0f;
|
||||
lightBallTargetPos.z = this->actor.home.pos.z + sLightBallSpawnOffset.z;
|
||||
Math_SmoothStepToS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &lightBallTargetPos), 4, 0x1F40, 0x64);
|
||||
Math_SmoothStepToS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &lightBallTargetPos), 4, 0x1F40,
|
||||
0x64);
|
||||
Math_StepToF(&this->actor.speed, 70.0f, 3.0f);
|
||||
this->actor.gravity = (lightBallTargetPos.y < this->actor.world.pos.y) ? -2.0f : 2.0f;
|
||||
this->actor.velocity.y *= 0.97f;
|
||||
@@ -2813,7 +2817,8 @@ void EnInvadepoh_LightBall_LeaveBarn(EnInvadepoh* this, PlayState* play) {
|
||||
lightBallTargetPos.x = this->actor.home.pos.x;
|
||||
lightBallTargetPos.y = this->actor.home.pos.y + 800.0f;
|
||||
lightBallTargetPos.z = this->actor.home.pos.z;
|
||||
Math_SmoothStepToS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &lightBallTargetPos), 4, 0x1F40, 0x64);
|
||||
Math_SmoothStepToS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &lightBallTargetPos), 4, 0x1F40,
|
||||
0x64);
|
||||
Math_StepToF(&this->actor.speed, 30.0f, 3.0f);
|
||||
this->actor.velocity.y *= 0.98f;
|
||||
this->actor.gravity = (lightBallTargetPos.y < this->actor.world.pos.y) ? -0.5f : 2.0f;
|
||||
@@ -2865,7 +2870,7 @@ void EnInvadepoh_Night1Romani_Walk(EnInvadepoh* this, PlayState* play) {
|
||||
if (this->unk_378 == 0) {
|
||||
s32 trueTimeSpeed = Environment_GetTimeSpeed(play);
|
||||
s32 doorTimer = trueTimeSpeed;
|
||||
|
||||
|
||||
if (trueTimeSpeed > 0) {
|
||||
// This is really dividing by trueTimeSpeed, but matching requires writing like this
|
||||
doorTimer = (R_TIME_SPEED * -16.0f / doorTimer) - 0.5f;
|
||||
@@ -2929,7 +2934,8 @@ void EnInvadepoh_Night1Romani_WaitForObject(Actor* thisx, PlayState* play2) {
|
||||
EnInvadepoh_Romani_DesegmentTextures();
|
||||
SkelAnime_InitFlex(play, &this->skelAnime, &gRomaniSkel, &gRomaniWalkAnim, this->jointTable, this->morphTable,
|
||||
ROMANI_LIMB_MAX);
|
||||
EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EA90, 1, D_80B4EB00, 1, &gZeroVec3s, 0x64, 0.03f, 0.3f, 0.03f);
|
||||
EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EA90, 1, D_80B4EB00, 1, &gZeroVec3s, 0x64, 0.03f, 0.3f,
|
||||
0.03f);
|
||||
EnInvadepoh_Night1Romani_SetupPath(this, play);
|
||||
EnInvadepoh_Night1Romani_SetProgress(this);
|
||||
EnInvadepoh_Night1Romani_MoveAlongPathTimed(this, play);
|
||||
@@ -3154,7 +3160,8 @@ void EnInvadepoh_BarnRomani_WaitForObject(Actor* thisx, PlayState* play2) {
|
||||
EnInvadepoh_Romani_DesegmentTextures();
|
||||
SkelAnime_InitFlex(play, &this->skelAnime, &gRomaniSkel, &gRomaniWalkAnim, this->jointTable, this->morphTable,
|
||||
ROMANI_LIMB_MAX);
|
||||
EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EA90, 1, D_80B4EB00, 1, &gZeroVec3s, 100, 0.03f, 0.3f, 0.03f);
|
||||
EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EA90, 1, D_80B4EB00, 1, &gZeroVec3s, 100, 0.03f, 0.3f,
|
||||
0.03f);
|
||||
EnInvadepoh_BarnRomani_SetupPath(this, play2);
|
||||
if ((currentTime < CLOCK_TIME(2, 15)) || (currentTime >= CLOCK_TIME(6, 00))) {
|
||||
this->currentPoint = 0;
|
||||
@@ -3329,7 +3336,8 @@ void EnInvadepoh_RewardRomani_WaitForObject(Actor* thisx, PlayState* play2) {
|
||||
SkelAnime_InitFlex(play, &this->skelAnime, &gRomaniSkel, &gRomaniWalkAnim, this->jointTable, this->morphTable,
|
||||
ROMANI_LIMB_MAX);
|
||||
Animation_MorphToLoop(&this->skelAnime, &gRomaniIdleAnim, 0.0f);
|
||||
EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EA90, 1, D_80B4EB00, 3, &gZeroVec3s, 0x7D0, 0.08f, 0.3f, 0.03f);
|
||||
EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EA90, 1, D_80B4EB00, 3, &gZeroVec3s, 0x7D0, 0.08f, 0.3f,
|
||||
0.03f);
|
||||
interactInfo->scaledTurnRate = 0.08f;
|
||||
interactInfo->maxTurnRate = 0x7D0;
|
||||
func_800B4AEC(play, &this->actor, 50.0f);
|
||||
@@ -3693,7 +3701,8 @@ void EnInvadepoh_Cremia_WaitForObject(Actor* thisx, PlayState* play2) {
|
||||
EnInvadepoh_Cremia_DesegmentTextures();
|
||||
SkelAnime_InitFlex(play, &this->skelAnime, &gCremiaSkel, &gCremiaWalkAnim, this->jointTable, this->morphTable,
|
||||
CREMIA_LIMB_MAX);
|
||||
EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EBDC, 1, D_80B4EC08, 0, &gZeroVec3s, 100, 0.03f, 0.3f, 0.03f);
|
||||
EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EBDC, 1, D_80B4EC08, 0, &gZeroVec3s, 100, 0.03f, 0.3f,
|
||||
0.03f);
|
||||
this->actor.textId = 0x33CD; // Good night... See you...tomorrow...OK?
|
||||
if (currentTime < CLOCK_TIME(20, 01) + 30) {
|
||||
this->unk_304 = -0x8000;
|
||||
@@ -3890,7 +3899,8 @@ void EnInvadepoh_Night3Romani_WaitForObject(Actor* thisx, PlayState* play2) {
|
||||
EnInvadepoh_Romani_DesegmentTextures();
|
||||
SkelAnime_InitFlex(play, &this->skelAnime, &gRomaniSkel, &gRomaniWalkAnim, this->jointTable, this->morphTable,
|
||||
ROMANI_LIMB_MAX);
|
||||
EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EA90, 1, D_80B4EB00, 3, &gZeroVec3s, 100, 0.03f, 0.3f, 0.03f);
|
||||
EnInvadepoh_Interact_Init(&this->interactInfo, D_80B4EA90, 1, D_80B4EB00, 3, &gZeroVec3s, 100, 0.03f, 0.3f,
|
||||
0.03f);
|
||||
EnInvadepoh_Night3Romani_SetupPath(this, play);
|
||||
this->actor.world.rot.y = this->actor.shape.rot.y;
|
||||
EnInvadepoh_Night3Romani_SetProgress(this);
|
||||
@@ -4118,8 +4128,9 @@ void EnInvadepoh_Event_DrawWarps(PlayState* play) {
|
||||
gDPPipeSync(POLY_XLU_DISP++);
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 170, warpEffect->alpha);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 255, 50, 0, 0);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, warpScrollX1, 0, 0x20, 0x40, 1, 0, warpScrollY2, 0x20, 0x40));
|
||||
gSPSegment(
|
||||
POLY_XLU_DISP++, 0x8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, warpScrollX1, 0, 0x20, 0x40, 1, 0, warpScrollY2, 0x20, 0x40));
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gameplay_keep_DL_02E510);
|
||||
}
|
||||
|
||||
@@ -31,9 +31,9 @@ void func_809B3834(EnKnight* this, PlayState* play);
|
||||
void func_809B389C(EnKnight* this, PlayState* play);
|
||||
void func_809B3958(EnKnight* this, PlayState* play);
|
||||
void func_809B3B94(EnKnight* this, PlayState* play);
|
||||
void func_809B3DAC(EnKnight* this, PlayState* arg1);
|
||||
void func_809B3DAC(EnKnight* this, PlayState* play);
|
||||
void func_809B3E9C(EnKnight* this, PlayState* arg1);
|
||||
void func_809B3F0C(EnKnight* this, PlayState* arg1);
|
||||
void func_809B3F0C(EnKnight* this, PlayState* play);
|
||||
void func_809B40E8(EnKnight* this, PlayState* play);
|
||||
void func_809B41D8(EnKnight* this, PlayState* arg1);
|
||||
void func_809B41F8(EnKnight* this, PlayState* play);
|
||||
@@ -3133,8 +3133,8 @@ void func_809BA978(EnKnight* this, PlayState* play) {
|
||||
if (play->grabPlayer(play, player) != 0) {
|
||||
Play_EnableMotionBlur(0x96);
|
||||
player->actor.parent = &this->actor;
|
||||
AudioSfx_PlaySfx(NA_SE_VO_LI_DAMAGE_S, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
|
||||
&gSfxDefaultReverb);
|
||||
AudioSfx_PlaySfx(NA_SE_VO_LI_DAMAGE_S, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
||||
this->actor.flags &= ~1;
|
||||
this->unk148 = 2;
|
||||
this->unk14A[0] = 0x50;
|
||||
|
||||
@@ -393,9 +393,10 @@ void func_808CAAC8(EnMinideath* this) {
|
||||
|
||||
void func_808CAAEC(EnMinideath* this, PlayState* play) {
|
||||
Actor_WorldDistXYZToPoint(&this->actor, &this->actor.parent->focus.pos);
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardPoint(&this->actor, &this->actor.parent->focus.pos), 0x800);
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, Actor_WorldPitchTowardPoint(&this->actor, &this->actor.parent->focus.pos),
|
||||
0x800);
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.y,
|
||||
Actor_WorldYawTowardPoint(&this->actor, &this->actor.parent->focus.pos), 0x800);
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x,
|
||||
Actor_WorldPitchTowardPoint(&this->actor, &this->actor.parent->focus.pos), 0x800);
|
||||
if (this->actor.params == MINIDEATH_ACTION_9) {
|
||||
this->collider.base.atFlags |= AT_ON;
|
||||
func_808CAF08(this);
|
||||
@@ -473,9 +474,10 @@ void func_808CAE18(EnMinideath* this, PlayState* play) {
|
||||
phi_fa0 = 1.0f;
|
||||
}
|
||||
Math_StepToF(&this->actor.speed, 6.0f * phi_fa0, 0.5f);
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardPoint(&this->actor, &this->actor.parent->focus.pos), 0x800);
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, Actor_WorldPitchTowardPoint(&this->actor, &this->actor.parent->focus.pos),
|
||||
0x800);
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.y,
|
||||
Actor_WorldYawTowardPoint(&this->actor, &this->actor.parent->focus.pos), 0x800);
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x,
|
||||
Actor_WorldPitchTowardPoint(&this->actor, &this->actor.parent->focus.pos), 0x800);
|
||||
if (temp_fv0 < 30.0f) {
|
||||
func_808CAF08(this);
|
||||
}
|
||||
@@ -877,8 +879,7 @@ void EnMinideath_Update(Actor* thisx, PlayState* play) {
|
||||
|
||||
if (D_808CC258 != 0) {
|
||||
do {
|
||||
phi_s0_3 =
|
||||
(EnMinideath*)SubS_FindActor(play, &phi_s0_3->actor, ACTORCAT_ENEMY, ACTOR_EN_MINIDEATH);
|
||||
phi_s0_3 = (EnMinideath*)SubS_FindActor(play, &phi_s0_3->actor, ACTORCAT_ENEMY, ACTOR_EN_MINIDEATH);
|
||||
if (phi_s0_3 != NULL) {
|
||||
func_808CAC54(phi_s0_3);
|
||||
phi_s0_3 = (EnMinideath*)phi_s0_3->actor.next;
|
||||
@@ -895,8 +896,7 @@ void EnMinideath_Update(Actor* thisx, PlayState* play) {
|
||||
D_808CC258 = 0;
|
||||
} else if (D_808CC254 >= 5) {
|
||||
do {
|
||||
phi_s0_3 =
|
||||
(EnMinideath*)SubS_FindActor(play, &phi_s0_3->actor, ACTORCAT_ENEMY, ACTOR_EN_MINIDEATH);
|
||||
phi_s0_3 = (EnMinideath*)SubS_FindActor(play, &phi_s0_3->actor, ACTORCAT_ENEMY, ACTOR_EN_MINIDEATH);
|
||||
if (phi_s0_3 != NULL) {
|
||||
phi_s0_3->timer = 0;
|
||||
phi_s0_3 = (EnMinideath*)phi_s0_3->actor.next;
|
||||
|
||||
@@ -79,7 +79,8 @@ static u8 sScheduleScript[] = {
|
||||
|
||||
MsgScript D_80BC1464[] = {
|
||||
/* 0x0000 0x05 */ MSCRIPT_BRANCH_ON_EVENT_INF(0x04, 0x08, 0x006F - 0x0005),
|
||||
/* 0x0005 0x0D */ MSCRIPT_BRANCH_ON_DAY(0x0022 - 0x0012, 0x001A - 0x0012, 0x0022 - 0x0012, 0x001A - 0x0012, 0x0, 0x001A - 0x0012),
|
||||
/* 0x0005 0x0D */
|
||||
MSCRIPT_BRANCH_ON_DAY(0x0022 - 0x0012, 0x001A - 0x0012, 0x0022 - 0x0012, 0x001A - 0x0012, 0x0, 0x001A - 0x0012),
|
||||
/* 0x0012 0x03 */ MSCRIPT_BEGIN_TEXT(0x2912),
|
||||
/* 0x0015 0x03 */ MSCRIPT_NOTEBOOK_EVENT(BOMBERS_NOTEBOOK_EVENT_MET_ANJUS_GRANDMOTHER),
|
||||
/* 0x0018 0x01 */ MSCRIPT_AWAIT_TEXT(),
|
||||
|
||||
@@ -12,9 +12,9 @@
|
||||
|
||||
#define THIS ((EnOkuta*)thisx)
|
||||
|
||||
void EnOkuta_Init(Actor* thisx, PlayState* play);
|
||||
void EnOkuta_Init(Actor* thisx, PlayState* play2);
|
||||
void EnOkuta_Destroy(Actor* thisx, PlayState* play);
|
||||
void EnOkuta_Update(Actor* thisx, PlayState* play);
|
||||
void EnOkuta_Update(Actor* thisx, PlayState* play2);
|
||||
void EnOkuta_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
void func_8086E4FC(EnOkuta* this);
|
||||
@@ -35,7 +35,7 @@ void func_8086F4B0(EnOkuta* this, PlayState* play);
|
||||
void func_8086F57C(EnOkuta* this, PlayState* play);
|
||||
void func_8086F694(EnOkuta* this, PlayState* play);
|
||||
void func_808700C0(Actor* thisx, PlayState* play);
|
||||
s32 func_808704DC(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, struct Actor* thisx);
|
||||
s32 func_808704DC(PlayState* play, s32 arg1, Gfx** dList, Vec3f* pos, Vec3s* rot, struct Actor* thisx);
|
||||
void func_808705C8(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx);
|
||||
|
||||
static Gfx D_80870870[2] = { { { 0xFA000000, 0xC89BFF } }, { { 0xDF000000, 0 } } };
|
||||
|
||||
@@ -909,8 +909,10 @@ void EnTrt_BeginInteraction(EnTrt* this, PlayState* play) {
|
||||
this->animIndex = TRT_ANIM_HANDS_ON_COUNTER;
|
||||
switch (this->textId) {
|
||||
case 0x834:
|
||||
if (!CHECK_WEEKEVENTREG(WEEKEVENTREG_SAVED_KOUME) && !CHECK_WEEKEVENTREG(WEEKEVENTREG_RECEIVED_RED_POTION_FOR_KOUME) &&
|
||||
!CHECK_WEEKEVENTREG(WEEKEVENTREG_TALKED_KOUME_INJURED) && !CHECK_WEEKEVENTREG(WEEKEVENTREG_TALKED_KOUME_KIOSK_EMPTY)) {
|
||||
if (!CHECK_WEEKEVENTREG(WEEKEVENTREG_SAVED_KOUME) &&
|
||||
!CHECK_WEEKEVENTREG(WEEKEVENTREG_RECEIVED_RED_POTION_FOR_KOUME) &&
|
||||
!CHECK_WEEKEVENTREG(WEEKEVENTREG_TALKED_KOUME_INJURED) &&
|
||||
!CHECK_WEEKEVENTREG(WEEKEVENTREG_TALKED_KOUME_KIOSK_EMPTY)) {
|
||||
Interface_SetAButtonDoAction(play, DO_ACTION_DECIDE);
|
||||
this->stickLeftPrompt.isEnabled = false;
|
||||
this->stickRightPrompt.isEnabled = true;
|
||||
|
||||
@@ -47,39 +47,96 @@ ActorInit En_Wdhand_InitVars = {
|
||||
// static ColliderJntSphElementInit sJntSphElementsInit[7] = {
|
||||
static ColliderJntSphElementInit D_80AF63E0[7] = {
|
||||
{
|
||||
{ ELEMTYPE_UNK1, { 0xF7CFFFFF, 0x00, 0x00 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NONE, BUMP_ON, OCELEM_ON, },
|
||||
{
|
||||
ELEMTYPE_UNK1,
|
||||
{ 0xF7CFFFFF, 0x00, 0x00 },
|
||||
{ 0xF7CFFFFF, 0x00, 0x00 },
|
||||
TOUCH_ON | TOUCH_SFX_NONE,
|
||||
BUMP_ON,
|
||||
OCELEM_ON,
|
||||
},
|
||||
{ 50, { { 0, 575, 0 }, 10 }, 100 },
|
||||
},
|
||||
{
|
||||
{ ELEMTYPE_UNK1, { 0xF7CFFFFF, 0x00, 0x00 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NONE, BUMP_ON, OCELEM_ON, },
|
||||
{
|
||||
ELEMTYPE_UNK1,
|
||||
{ 0xF7CFFFFF, 0x00, 0x00 },
|
||||
{ 0xF7CFFFFF, 0x00, 0x00 },
|
||||
TOUCH_ON | TOUCH_SFX_NONE,
|
||||
BUMP_ON,
|
||||
OCELEM_ON,
|
||||
},
|
||||
{ 50, { { 0, 1725, 0 }, 10 }, 100 },
|
||||
},
|
||||
{
|
||||
{ ELEMTYPE_UNK1, { 0xF7CFFFFF, 0x00, 0x00 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NONE, BUMP_ON, OCELEM_ON, },
|
||||
{
|
||||
ELEMTYPE_UNK1,
|
||||
{ 0xF7CFFFFF, 0x00, 0x00 },
|
||||
{ 0xF7CFFFFF, 0x00, 0x00 },
|
||||
TOUCH_ON | TOUCH_SFX_NONE,
|
||||
BUMP_ON,
|
||||
OCELEM_ON,
|
||||
},
|
||||
{ 50, { { 0, 575, 0 }, 10 }, 100 },
|
||||
},
|
||||
{
|
||||
{ ELEMTYPE_UNK1, { 0xF7CFFFFF, 0x00, 0x00 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NONE, BUMP_ON, OCELEM_ON, },
|
||||
{
|
||||
ELEMTYPE_UNK1,
|
||||
{ 0xF7CFFFFF, 0x00, 0x00 },
|
||||
{ 0xF7CFFFFF, 0x00, 0x00 },
|
||||
TOUCH_ON | TOUCH_SFX_NONE,
|
||||
BUMP_ON,
|
||||
OCELEM_ON,
|
||||
},
|
||||
{ 50, { { 0, 1725, 0 }, 10 }, 100 },
|
||||
},
|
||||
{
|
||||
{ ELEMTYPE_UNK1, { 0xF7CFFFFF, 0x00, 0x00 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NONE, BUMP_ON, OCELEM_ON, },
|
||||
{
|
||||
ELEMTYPE_UNK1,
|
||||
{ 0xF7CFFFFF, 0x00, 0x00 },
|
||||
{ 0xF7CFFFFF, 0x00, 0x00 },
|
||||
TOUCH_ON | TOUCH_SFX_NONE,
|
||||
BUMP_ON,
|
||||
OCELEM_ON,
|
||||
},
|
||||
{ 50, { { 0, 575, 0 }, 10 }, 100 },
|
||||
},
|
||||
{
|
||||
{ ELEMTYPE_UNK1, { 0xF7CFFFFF, 0x00, 0x00 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NONE, BUMP_ON, OCELEM_ON, },
|
||||
{
|
||||
ELEMTYPE_UNK1,
|
||||
{ 0xF7CFFFFF, 0x00, 0x00 },
|
||||
{ 0xF7CFFFFF, 0x00, 0x00 },
|
||||
TOUCH_ON | TOUCH_SFX_NONE,
|
||||
BUMP_ON,
|
||||
OCELEM_ON,
|
||||
},
|
||||
{ 50, { { 0, 1725, 0 }, 10 }, 100 },
|
||||
},
|
||||
{
|
||||
{ ELEMTYPE_UNK1, { 0xF7CFFFFF, 0x00, 0x00 }, { 0xF7CFFFFF, 0x00, 0x00 }, TOUCH_ON | TOUCH_SFX_NONE, BUMP_ON, OCELEM_ON, },
|
||||
{
|
||||
ELEMTYPE_UNK1,
|
||||
{ 0xF7CFFFFF, 0x00, 0x00 },
|
||||
{ 0xF7CFFFFF, 0x00, 0x00 },
|
||||
TOUCH_ON | TOUCH_SFX_NONE,
|
||||
BUMP_ON,
|
||||
OCELEM_ON,
|
||||
},
|
||||
{ 50, { { 0, 1000, 0 }, 15 }, 100 },
|
||||
},
|
||||
};
|
||||
|
||||
// static ColliderJntSphInit sJntSphInit = {
|
||||
static ColliderJntSphInit D_80AF64DC = {
|
||||
{ COLTYPE_HIT0, AT_NONE | AT_TYPE_ENEMY, AC_ON | AC_TYPE_PLAYER, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_1, COLSHAPE_JNTSPH, },
|
||||
ARRAY_COUNT(D_80AF63E0), D_80AF63E0, // sJntSphElementsInit,
|
||||
{
|
||||
COLTYPE_HIT0,
|
||||
AT_NONE | AT_TYPE_ENEMY,
|
||||
AC_ON | AC_TYPE_PLAYER,
|
||||
OC1_ON | OC1_TYPE_ALL,
|
||||
OC2_TYPE_1,
|
||||
COLSHAPE_JNTSPH,
|
||||
},
|
||||
ARRAY_COUNT(D_80AF63E0),
|
||||
D_80AF63E0, // sJntSphElementsInit,
|
||||
};
|
||||
|
||||
// sColChkInfoInit
|
||||
@@ -129,7 +186,8 @@ void EnWdhand_Init(Actor* thisx, PlayState* play) {
|
||||
s32 i;
|
||||
Vec3f sp4C;
|
||||
|
||||
SkelAnime_InitFlex(play, &this->unk144, &object_wdhand_Skel_001E20, &object_wdhand_Anim_000854, this->unk188, this->unk1B8, 8);
|
||||
SkelAnime_InitFlex(play, &this->unk144, &object_wdhand_Skel_001E20, &object_wdhand_Anim_000854, this->unk188,
|
||||
this->unk1B8, 8);
|
||||
CollisionCheck_SetInfo(&this->actor.colChkInfo, &D_80AF64F4, &D_80AF64EC);
|
||||
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
|
||||
Matrix_RotateYS(this->actor.shape.rot.y, MTXMODE_APPLY);
|
||||
@@ -171,7 +229,7 @@ void EnWdhand_Destroy(Actor* thisx, PlayState* play) {
|
||||
Collider_DestroyJntSph(play, &this->unk274);
|
||||
}
|
||||
|
||||
void func_80AF4608(EnWdhand *this, Vec3f* dst) {
|
||||
void func_80AF4608(EnWdhand* this, Vec3f* dst) {
|
||||
s32 var_v0;
|
||||
|
||||
var_v0 = this->actor.params & 0x7F;
|
||||
@@ -206,7 +264,7 @@ void func_80AF46F0(EnWdhand* this, s32 arg1, s32 arg2, Vec3f* arg3) {
|
||||
|
||||
Matrix_RotateZYX(this->unk1EC[arg1 + 1].x, this->unk1EC[arg1 + 1].y, 0, MTXMODE_APPLY);
|
||||
if (arg2 != 0) {
|
||||
Matrix_RotateYS((s16) (this->unk1EC[arg1 + 1].y * -1), MTXMODE_APPLY);
|
||||
Matrix_RotateYS((s16)(this->unk1EC[arg1 + 1].y * -1), MTXMODE_APPLY);
|
||||
}
|
||||
if (arg1 == 3) {
|
||||
if (this->unk20C > 1.0f) {
|
||||
@@ -328,10 +386,12 @@ void func_80AF4C64(EnWdhand* this, PlayState* play) {
|
||||
s16 var_v1 = sp68 - this->unk1EC[1 + var_s1].y;
|
||||
|
||||
if (ABS_ALT(var_v1) < 0x4000) {
|
||||
var_s0 &= Math_ScaledStepToS(&this->unk1EC[1 + var_s1].x, sp6A, (s16)(s32)((var_s1 * 0.1f + 1.0f) * 1920.0f));
|
||||
var_s0 &=
|
||||
Math_ScaledStepToS(&this->unk1EC[1 + var_s1].x, sp6A, (s16)(s32)((var_s1 * 0.1f + 1.0f) * 1920.0f));
|
||||
var_s0 &= Math_ScaledStepToS(&this->unk1EC[1 + var_s1].y, sp68, 0x800);
|
||||
} else {
|
||||
var_s0 &= Math_ScaledStepToS(&this->unk1EC[1 + var_s1].x, -sp6A, (s16)(s32)((var_s1 * 0.1f + 1.0f) * 1920.0f));
|
||||
var_s0 &= Math_ScaledStepToS(&this->unk1EC[1 + var_s1].x, -sp6A,
|
||||
(s16)(s32)((var_s1 * 0.1f + 1.0f) * 1920.0f));
|
||||
var_s0 &= Math_ScaledStepToS(&this->unk1EC[1 + var_s1].y, sp68 + 0x8000, 0x800);
|
||||
}
|
||||
}
|
||||
@@ -437,9 +497,12 @@ void func_80AF520C(EnWdhand* this, PlayState* play) {
|
||||
|
||||
for (var_s1 = 0; var_s1 < 4; var_s1++) {
|
||||
if (this->unk1EC[0].z < 0x4C) {
|
||||
this->unk1EC[1 + var_s1].x = (s16)(s32)(Math_SinF(this->unk1EC[var_s1].z * 0.3926991f) * this->unk1EC[1 + var_s1].z);
|
||||
this->unk1EC[1 + var_s1].x =
|
||||
(s16)(s32)(Math_SinF(this->unk1EC[var_s1].z * 0.3926991f) * this->unk1EC[1 + var_s1].z);
|
||||
} else {
|
||||
Math_ScaledStepToS(&this->unk1EC[1 + var_s1].x, (s16)(s32)(Math_SinF(this->unk1EC[var_s1].z * 0.3926991f) * this->unk1EC[1 + var_s1].z), 0x400);
|
||||
Math_ScaledStepToS(&this->unk1EC[1 + var_s1].x,
|
||||
(s16)(s32)(Math_SinF(this->unk1EC[var_s1].z * 0.3926991f) * this->unk1EC[1 + var_s1].z),
|
||||
0x400);
|
||||
}
|
||||
if (!(this->unk1EC[var_s1].z & 0xF)) {
|
||||
if (this->unk1EC[var_s1].z == 0x10) {
|
||||
@@ -528,7 +591,7 @@ void func_80AF56A0(EnWdhand* this) {
|
||||
}
|
||||
}
|
||||
|
||||
this->unk1EC[0].y = (s16) ((s32) ((s32) (var_s0 + 1) / 2) % 4);
|
||||
this->unk1EC[0].y = (s16)((s32)((s32)(var_s0 + 1) / 2) % 4);
|
||||
this->unk1EC[0].x = this->unk1EC[0].y - 1;
|
||||
Matrix_Put(&this->unk21C);
|
||||
Matrix_Scale(0.01f, 0.01f, 0.01f, MTXMODE_APPLY);
|
||||
@@ -596,7 +659,9 @@ void func_80AF5820(EnWdhand* this, PlayState* play) {
|
||||
temp_s5 = this->unk1EC[0].x + 1;
|
||||
for (var_s2 = 0; var_s2 < temp_s5; var_s2++) {
|
||||
if (this->unk1EC[0].z > 0) {
|
||||
Math_ScaledStepToS(&this->unk1EC[1 + var_s2].x, (s16)(s32)(Math_SinF(this->unk1EC[var_s2].z * 0.8975979f) * this->unk1EC[1 + var_s2].y), 0x200);
|
||||
Math_ScaledStepToS(&this->unk1EC[1 + var_s2].x,
|
||||
(s16)(s32)(Math_SinF(this->unk1EC[var_s2].z * 0.8975979f) * this->unk1EC[1 + var_s2].y),
|
||||
0x200);
|
||||
} else if (Rand_ZeroOne() < 0.65f) {
|
||||
this->unk1EC[1 + var_s2].x = this->unk1EC[1 + var_s2].y + Math_SinF(this->unk1EC[var_s2].z * 0.8975979f);
|
||||
}
|
||||
@@ -604,9 +669,9 @@ void func_80AF5820(EnWdhand* this, PlayState* play) {
|
||||
if (var_s2 != 0) {
|
||||
this->unk1EC[1 + var_s2].x = this->unk1EC[var_s2].y + (s32)Rand_CenteredFloat(12288.0f);
|
||||
} else {
|
||||
this->unk1EC[1].y += (s32) Rand_CenteredFloat(12288.0f);
|
||||
this->unk1EC[1].y += (s32)Rand_CenteredFloat(12288.0f);
|
||||
}
|
||||
this->unk1EC[1 + var_s2].y = Rand_S16Offset((s16) ((var_s2 << 8) + 0xC00), 0x800);
|
||||
this->unk1EC[1 + var_s2].y = Rand_S16Offset((s16)((var_s2 << 8) + 0xC00), 0x800);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -632,7 +697,8 @@ void func_80AF5820(EnWdhand* this, PlayState* play) {
|
||||
|
||||
for (var_s0 = 0; var_s0 < 2; var_s0++) {
|
||||
D_80AF6514.y = Rand_ZeroOne() + 1.0f;
|
||||
EffectSsDtBubble_SpawnColorProfile(play, &this->unk25C[var_s0], &D_80AF6514, &D_80AF6520, Rand_S16Offset(40, 40), 25, 2, 1);
|
||||
EffectSsDtBubble_SpawnColorProfile(play, &this->unk25C[var_s0], &D_80AF6514, &D_80AF6520,
|
||||
Rand_S16Offset(40, 40), 25, 2, 1);
|
||||
}
|
||||
}
|
||||
#else
|
||||
@@ -755,7 +821,8 @@ void EnWdhand_Draw(Actor* thisx, PlayState* play) {
|
||||
func_80AF488C(&this->unk274.elements[6].dim.worldSphere.center, &sp90);
|
||||
|
||||
POLY_OPA_DISP = dl;
|
||||
SkelAnime_DrawFlexOpa(play, this->unk144.skeleton, this->unk144.jointTable, this->unk144.dListCount, NULL, NULL, &this->actor);
|
||||
SkelAnime_DrawFlexOpa(play, this->unk144.skeleton, this->unk144.jointTable, this->unk144.dListCount, NULL, NULL,
|
||||
&this->actor);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
||||
@@ -442,7 +442,7 @@ void ObjMine_Water_WallCheck(ObjMine* this, PlayState* play) {
|
||||
if (waterChain->wallCheckDistSq > -1e-6f) {
|
||||
// Checks for walls if mine is sufficiently far from home. If found, sets ejection force towards home.
|
||||
if (waterChain->wallCheckDistSq <= Math3D_Dist2DSq(this->actor.home.pos.x, this->actor.home.pos.z,
|
||||
this->actor.world.pos.x, this->actor.world.pos.z)) {
|
||||
this->actor.world.pos.x, this->actor.world.pos.z)) {
|
||||
Vec3f centerPos;
|
||||
Vec3f offsetPos;
|
||||
Vec3f result; // not used
|
||||
@@ -926,7 +926,7 @@ void ObjMine_Air_Chained(ObjMine* this, PlayState* play) {
|
||||
// speed. If speed is close to zero when hitting wall, weakly eject it instead.
|
||||
if (airChain->wallCheckDistSq > -1e-6f) {
|
||||
if (airChain->wallCheckDistSq <= Math3D_Dist2DSq(this->actor.world.pos.x, this->actor.world.pos.z,
|
||||
this->actor.home.pos.x, this->actor.home.pos.z)) {
|
||||
this->actor.home.pos.x, this->actor.home.pos.z)) {
|
||||
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, AIR_RADIUS, 0.0f, 1);
|
||||
|
||||
|
||||
@@ -244,4 +244,4 @@ void ObjMure2_Update(Actor* thisx, PlayState* play) {
|
||||
this->unk_17C = 4.0f;
|
||||
}
|
||||
this->actionFunc(this, play);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -13287,8 +13287,9 @@ s32 Player_UpperAction_1(Player* this, PlayState* play) {
|
||||
s32 Player_UpperAction_ChangeHeldItem(Player* this, PlayState* play) {
|
||||
if (PlayerAnimation_Update(play, &this->skelAnimeUpper) ||
|
||||
((Player_ItemToItemAction(this, this->heldItemId) == this->heldItemAction) &&
|
||||
(sPlayerUseHeldItem = sPlayerUseHeldItem || ((this->modelAnimType != PLAYER_ANIMTYPE_3) &&
|
||||
(this->heldItemAction != PLAYER_IA_DEKU_STICK) && (play->bButtonAmmoPlusOne == 0))))) {
|
||||
(sPlayerUseHeldItem = sPlayerUseHeldItem ||
|
||||
((this->modelAnimType != PLAYER_ANIMTYPE_3) &&
|
||||
(this->heldItemAction != PLAYER_IA_DEKU_STICK) && (play->bButtonAmmoPlusOne == 0))))) {
|
||||
Player_SetUpperAction(play, this, sPlayerUpperActionUpdateFuncs[this->heldItemAction]);
|
||||
this->unk_ACC = 0;
|
||||
this->unk_AA4 = 0;
|
||||
|
||||
Reference in New Issue
Block a user