diff --git a/src/overlays/actors/ovl_Boss_05/z_boss_05.c b/src/overlays/actors/ovl_Boss_05/z_boss_05.c index b3a30cd37..9c3138340 100644 --- a/src/overlays/actors/ovl_Boss_05/z_boss_05.c +++ b/src/overlays/actors/ovl_Boss_05/z_boss_05.c @@ -392,7 +392,7 @@ s32 func_809EECBC(Boss05* this, PlayState* play) { Enemy_StartFinishingBlow(play, &this->dyna.actor); return 2; } else { - Actor_PlaySfxAtPos(&this->dyna.actor, 0x3807U); + Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EN_MIZUBABA2_DAMAGE); this->unk16C = 15; this->unk15C = 0; this->unk162[0] = 30; @@ -449,21 +449,27 @@ void func_809EEDE8(Boss05* this, PlayState* play) { spD4 = 0x3E8; spD0 = 0x3E80; spCC = 0x7D0; + spC8 = 0x5DC; spC4 = 0x1770; spC0 = 0xBB8; + spBC = 0x514; spB8 = 0x5208; spB4 = 0xDAC; + var_s6 = 0xA; var_s7 = 0x300; if (this->unk16C != 0) { spD4 = 0x1B58; spCC = 0x1770; + spC0 = 0x1770; + spBC = 0x1C84; spB4 = 0x1964; + var_s6 = 1; var_s7 = 0x1000; } @@ -471,12 +477,15 @@ void func_809EEDE8(Boss05* this, PlayState* play) { spD4 = 0x1B58; spD0 = 0x3E80; spCC = 0x1388; + spC8 = 0x5DC; spC4 = 0x2328; spC0 = 0x1388; + spBC = 0x1C84; spB8 = 0x5208; spB4 = 0x157C; + var_s6 = 1; var_s7 = 0x1000; } else { @@ -498,18 +507,21 @@ void func_809EEDE8(Boss05* this, PlayState* play) { } else { spD8[i].z = (s32)(Math_SinS((this->unk160 * spBC) + (i * spB8)) * spB4); } + var_s4 = var_s6; var_s5 = var_s7; } else { if (this->unk174 == 1) { var_s6 = 5; var_s7 = 0x1000; + spD8[i].x = D_809F1C60[i].x; spD8[i].y = D_809F1C60[i].y; spD8[i].z = D_809F1C60[i].z; } else if (this->unk174 == 2) { var_s6 = 1; var_s7 = 0x2000; + spD8[i].x = D_809F1C8C[i].x; spD8[i].y = D_809F1C8C[i].y; spD8[i].z = D_809F1C8C[i].z; @@ -531,7 +543,8 @@ void func_809EEDE8(Boss05* this, PlayState* play) { SkelAnime_Update(&this->unk3C8); Math_ApproachF(&this->unk35C, 1.0f, 0.1f, 0.1f); - if (this->unk15C != 0xA) { + + if (this->unk15C != 10) { Math_ApproachS(&this->dyna.actor.shape.rot.x, 0, 0x14, 0x800); } @@ -556,24 +569,24 @@ void func_809EEDE8(Boss05* this, PlayState* play) { if (sqrtf(this->dyna.actor.xyzDistToPlayerSq) <= 40.0f) { this->unk15E++; if (this->unk15E > 30) { - this->unk15C = 0xA; + this->unk15C = 10; this->unk162[0] = 30; - Actor_PlaySfxAtPos(&this->dyna.actor, 0x3861U); + Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EN_MIZUBABA1_ATTACK); } } else { this->unk15E = 0; } } if (!(this->unk160 & 3) && (Rand_ZeroOne() < 0.5f)) { - Actor_PlaySfxAtPos(&this->dyna.actor, 0x3860U); + Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EN_MIZUBABA1_MOUTH); } break; case 10: if (!(this->unk160 & 1)) { - Actor_PlaySfxAtPos(&this->dyna.actor, 0x3860U); + Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EN_MIZUBABA1_MOUTH); } - this->unk19C = (this->unk162[0] & 1) << 9; + this->unk19C = (this->unk162[0] & 1) * 0x200; this->unk174 = 3; this->unk3C8.playSpeed = 4.0f; Math_ApproachS(&this->dyna.actor.shape.rot.x, -0x8000, 2, 0x2000); @@ -587,7 +600,7 @@ void func_809EEDE8(Boss05* this, PlayState* play) { Math_Vec3f_Copy(&sp94, &this->dyna.actor.world.pos); sp94.y += 40.0f; EffectSsGSplash_Spawn(play, &sp94, NULL, NULL, 1, 2000); - Actor_PlaySfxAtPos(&this->dyna.actor, 0x2808U); + Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_OUT_OF_WATER); } break; @@ -598,16 +611,16 @@ void func_809EEDE8(Boss05* this, PlayState* play) { this->unk174 = 1; if (this->unk162[0] == 0) { this->unk15C = 2; - this->unk162[0] = 0x14; - Actor_PlaySfxAtPos(&this->dyna.actor, 0x3861U); + this->unk162[0] = 20; + Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EN_MIZUBABA1_ATTACK); } break; case 2: if (!(this->unk160 & 1)) { - Actor_PlaySfxAtPos(&this->dyna.actor, 0x3860U); + Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EN_MIZUBABA1_MOUTH); } - this->unk19C = (this->unk162[0] & 1) << 9; + this->unk19C = (this->unk162[0] & 1) * 0x200; this->unk3C8.playSpeed = 4.0f; Math_ApproachF(&this->unk35C, 1.5f, 1.0f, 0.7f); this->unk174 = 2; @@ -650,7 +663,7 @@ void func_809EEDE8(Boss05* this, PlayState* play) { temp_v0_6->unk3C8.jointTable[i] = this->unk3C8.jointTable[i]; } - Actor_PlaySfxAtPos(&this->dyna.actor, 0x381E); + Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EN_MIZUBABA1_DAMAGE); if (var_s4_2 > 10) { temp_v0_6->unk188 = var_s4_2 - 10; } @@ -669,7 +682,7 @@ void func_809EEDE8(Boss05* this, PlayState* play) { temp_v0_6->unk162[0] = (s32)(Rand_ZeroFloat(20.0f) + 20.0f); } } - Actor_PlaySfxAtPos(&this->dyna.actor, 0x381F); + Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EN_MIZUBABA_DEAD); } } @@ -713,7 +726,7 @@ void func_809EFAB4(Boss05* this, PlayState* play) { Actor_MoveWithGravity(&this->dyna.actor); this->dyna.actor.world.pos.y -= 85.0f; this->dyna.actor.prevPos.y -= 85.0f; - Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 20.0f, 50.0f, 40.0f, 0x44U); + Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 20.0f, 50.0f, 40.0f, 0x44); this->dyna.actor.world.pos.y += 85.0f; this->dyna.actor.prevPos.y += 85.0f; @@ -1008,7 +1021,7 @@ void func_809F0780(Boss05* this, PlayState* play) { EffectSsBubble_Spawn(play, &sp7C, 20.0f, 10.0f, 20.0f, 0.13f); } - SoundSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 40, 0x381F); + SoundSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 40, NA_SE_EN_MIZUBABA_DEAD); Actor_MarkForDeath(&this->dyna.actor); Item_DropCollectibleRandom(play, NULL, &this->dyna.actor.world.pos, 0xE0); }