diff --git a/assets/xml/objects/object_an1.xml b/assets/xml/objects/object_an1.xml
index 15ca36792..927fa848a 100644
--- a/assets/xml/objects/object_an1.xml
+++ b/assets/xml/objects/object_an1.xml
@@ -1,17 +1,17 @@
-
-
+
+
-
+
-
-
-
-
+
+
+
+
-
+
@@ -55,12 +55,12 @@
-
+
-
+
@@ -79,10 +79,10 @@
-
+
-
+
@@ -102,6 +102,6 @@
-
+
diff --git a/assets/xml/objects/object_an2.xml b/assets/xml/objects/object_an2.xml
index 9bc6796f4..f56be1431 100644
--- a/assets/xml/objects/object_an2.xml
+++ b/assets/xml/objects/object_an2.xml
@@ -2,7 +2,7 @@
-
+
@@ -10,7 +10,7 @@
-
+
diff --git a/assets/xml/objects/object_an3.xml b/assets/xml/objects/object_an3.xml
index f7510d0e0..a5268448c 100644
--- a/assets/xml/objects/object_an3.xml
+++ b/assets/xml/objects/object_an3.xml
@@ -2,7 +2,7 @@
-
+
diff --git a/assets/xml/objects/object_an4.xml b/assets/xml/objects/object_an4.xml
index a3116b65c..d159c3dd5 100644
--- a/assets/xml/objects/object_an4.xml
+++ b/assets/xml/objects/object_an4.xml
@@ -1,18 +1,22 @@
-
+
-
-
-
-
+
+
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/assets/xml/objects/object_mask_kerfay.xml b/assets/xml/objects/object_mask_kerfay.xml
index a57bf48b9..d80b8eaf0 100644
--- a/assets/xml/objects/object_mask_kerfay.xml
+++ b/assets/xml/objects/object_mask_kerfay.xml
@@ -1,11 +1,12 @@
+
-
+
-
-
-
-
-
+
+
+
+
+
diff --git a/assets/xml/objects/object_owl.xml b/assets/xml/objects/object_owl.xml
index 5560e3347..8d17dcc5d 100644
--- a/assets/xml/objects/object_owl.xml
+++ b/assets/xml/objects/object_owl.xml
@@ -1,95 +1,121 @@
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
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+
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+
+
+
+
+
diff --git a/assets/xml/objects/object_oyu.xml b/assets/xml/objects/object_oyu.xml
index 78cc8b34d..bbf0b7f72 100644
--- a/assets/xml/objects/object_oyu.xml
+++ b/assets/xml/objects/object_oyu.xml
@@ -1,9 +1,10 @@
+
-
-
-
-
-
+
+
+
+
+
diff --git a/include/z64cutscene.h b/include/z64cutscene.h
index 93389b2b8..69cc5ce50 100644
--- a/include/z64cutscene.h
+++ b/include/z64cutscene.h
@@ -482,7 +482,7 @@ typedef enum {
/* 0x22A */ CS_CMD_ACTOR_CUE_554,
/* 0x22B */ CS_CMD_ACTOR_CUE_555,
/* 0x22C */ CS_CMD_ACTOR_CUE_556,
- /* 0x22D */ CS_CMD_ACTOR_CUE_557, // Moon mask cs, Anju
+ /* 0x22D */ CS_CMD_ACTOR_CUE_557, // Couple's Mask cs, Anju cues
/* 0x22E */ CS_CMD_ACTOR_CUE_558,
/* 0x22F */ CS_CMD_ACTOR_CUE_559,
/* 0x230 */ CS_CMD_ACTOR_CUE_560,
diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c
index dc38c2562..6c33a5565 100644
--- a/src/code/z_player_lib.c
+++ b/src/code/z_player_lib.c
@@ -2515,7 +2515,7 @@ u8 D_801C0B1C[] = {
Gfx* D_801C0B20[] = {
object_mask_truth_DL_0001A0, // PLAYER_MASK_TRUTH
- gKafeiMaskDL, // PLAYER_MASK_KAFEIS_MASK
+ gKafeisMaskDL, // PLAYER_MASK_KAFEIS_MASK
object_mask_yofukasi_DL_000490, // PLAYER_MASK_ALL_NIGHT
object_mask_rabit_DL_000610, // PLAYER_MASK_BUNNY
object_mask_ki_tan_DL_0004A0, // PLAYER_MASK_KEATON
diff --git a/src/overlays/actors/ovl_Bg_Goron_Oyu/z_bg_goron_oyu.c b/src/overlays/actors/ovl_Bg_Goron_Oyu/z_bg_goron_oyu.c
index 27023756b..9577b832a 100644
--- a/src/overlays/actors/ovl_Bg_Goron_Oyu/z_bg_goron_oyu.c
+++ b/src/overlays/actors/ovl_Bg_Goron_Oyu/z_bg_goron_oyu.c
@@ -153,7 +153,7 @@ void BgGoronOyu_Init(Actor* thisx, PlayState* play) {
Actor_SetScale(&this->dyna.actor, 0.1f);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
- CollisionHeader_GetVirtual(&object_oyu_Colheader_000988, &colHeader);
+ CollisionHeader_GetVirtual(&gGoronGraveyardHotSpringWaterCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
@@ -185,10 +185,10 @@ void BgGoronOyu_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
- AnimatedMat_Draw(play, Lib_SegmentedToVirtual(object_oyu_Matanimheader_000968));
+ AnimatedMat_Draw(play, Lib_SegmentedToVirtual(gGoronGraveyardHotSpringWaterTexAnim));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, &object_oyu_DL_000158);
- gSPDisplayList(POLY_XLU_DISP++, &object_oyu_DL_000080);
+ gSPDisplayList(POLY_XLU_DISP++, &gGoronGraveyardHotSpringWaterEmptyDL);
+ gSPDisplayList(POLY_XLU_DISP++, &gGoronGraveyardHotSpringWaterDL);
CLOSE_DISPS(play->state.gfxCtx);
}
diff --git a/src/overlays/actors/ovl_Dm_An/z_dm_an.c b/src/overlays/actors/ovl_Dm_An/z_dm_an.c
index 7d4aec2e8..090360dd7 100644
--- a/src/overlays/actors/ovl_Dm_An/z_dm_an.c
+++ b/src/overlays/actors/ovl_Dm_An/z_dm_an.c
@@ -16,10 +16,10 @@ void DmAn_Init(Actor* thisx, PlayState* play);
void DmAn_Destroy(Actor* thisx, PlayState* play);
void DmAn_Update(Actor* thisx, PlayState* play);
-void func_80C1C958(DmAn* this, PlayState* play);
-void DmAn_HandleCutscene(DmAn* this, PlayState* play);
+void DmAn_WaitForObject(DmAn* this, PlayState* play);
+void DmAn_HandleCouplesMaskCs(DmAn* this, PlayState* play);
void DmAn_DoNothing(DmAn* this, PlayState* play);
-void func_80C1D0B0(Actor* thisx, PlayState* play);
+void DmAn_Draw(Actor* thisx, PlayState* play);
ActorInit Dm_An_InitVars = {
ACTOR_DM_AN,
@@ -33,40 +33,51 @@ ActorInit Dm_An_InitVars = {
(ActorFunc)NULL,
};
-typedef enum {
- /* -1 */ DMAN_ANIM_NONE = -1,
- /* 0x0 */ DMAN_ANIM_0,
- /* 0x1 */ DMAN_ANIM_1,
- /* 0x2 */ DMAN_ANIM_2,
- /* 0x3 */ DMAN_ANIM_3,
- /* 0x4 */ DMAN_ANIM_4,
- /* 0x5 */ DMAN_ANIM_5,
- /* 0x6 */ DMAN_ANIM_6,
- /* 0x7 */ DMAN_ANIM_7,
- /* 0x8 */ DMAN_ANIM_8,
- /* 0x9 */ DMAN_ANIM_9,
- /* 0xA */ DMAN_ANIM_10,
- /* 0xB */ DMAN_ANIM_11,
- /* 0xC */ DMAN_ANIM_12,
- /* 0xD */ DMAN_ANIM_13,
- /* 0xE */ DMAN_ANIM_MAX
+/**
+ * Anju stores her animations across different objects and the ones used by this actor are put together right next to
+ * each other in the sAnimationInfo array. Due to this, animation functions check which object to load by comparing
+ * index ranges. To make this a bit easier to read, this enum includes `DMAN_ANIMOBJ_*` values that mark when a range of
+ * animations of a certain object start
+ */
+typedef enum DmAnAnimation {
+ /* -1 */ DMAN_ANIM_NONE = -1,
+ /* 0 */ DMAN_ANIM_SITTING_IN_DISBELIEF,
+ /* 1 */ DMAN_ANIM_SIT,
+
+ /* 2 */ DMAN_ANIMOBJ_AN4,
+ /* 2 */ DMAN_ANIM_MASK_STAND_LOOP = DMAN_ANIMOBJ_AN4,
+ /* 3 */ DMAN_ANIM_HOLD_HANDS, //! @bug See note at `sAnimationInfo`
+ /* 4 */ DMAN_ANIM_MASK_KNEEL,
+ /* 5 */ DMAN_ANIM_MASK_KNEEL_LOOP,
+ /* 6 */ DMAN_ANIM_HUG,
+ /* 7 */ DMAN_ANIM_HUG_LOOP,
+ /* 8 */ DMAN_ANIM_HUG_RELEASE,
+ /* 9 */ DMAN_ANIM_HUG_RELEASE_LOOP,
+ /* 10 */ DMAN_ANIM_COMBINE_MASKS_1,
+ /* 11 */ DMAN_ANIM_COMBINE_MASKS_2,
+ /* 12 */ DMAN_ANIM_LOOK_UP,
+ /* 13 */ DMAN_ANIM_LOOK_UP_LOOP,
+ /* 14 */ DMAN_ANIM_MAX
} DmAnAnimation;
static AnimationInfoS sAnimationInfo[DMAN_ANIM_MAX] = {
- { &gAnju1SittingInDisbelieveAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_0
- { &gAnju1SitAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_1
- { &object_an4_Anim_006CC0, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_2
- { &gAnju1HoldingHandsAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_3
- { &object_an4_Anim_007E3C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_4
- { &object_an4_Anim_0088C0, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_5
- { &object_an4_Anim_0013C8, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_6
- { &object_an4_Anim_002550, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_7
- { &object_an4_Anim_00353C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_8
- { &object_an4_Anim_004498, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_9
- { &object_an4_Anim_0060B4, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_10
- { &object_an4_Anim_00041C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_11
- { &gAnju4SittingRaiseFaceAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_12
- { &object_an4_Anim_00506C, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_13
+ { &gAnju1SittingInDisbeliefAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_SITTING_IN_DISBELIEF
+ { &gAnju1SitAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_SIT
+
+ // DMAN_ANIMOBJ_AN4
+ { &gAnju4MaskStandLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_MASK_STAND_LOOP
+ //! @bug Uses symbol from OBJECT_AN1 instead of OBJECT_AN4
+ { &gAnju1HoldHandsAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_HOLD_HANDS
+ { &gAnju4MaskKneelAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_MASK_KNEEL
+ { &gAnju4MaskKneelLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_MASK_KNEEL_LOOP
+ { &gAnju4HugAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_HUG
+ { &gAnju4HugLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_HUG_LOOP
+ { &gAnju4HugReleaseAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_HUG_RELEASE
+ { &gAnju4HugReleaseLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_HUG_RELEASE_LOOP
+ { &gAnju4CombineMasks1Anim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_COMBINE_MASKS_1
+ { &gAnju4CombineMasks2Anim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_COMBINE_MASKS_2
+ { &gAnju4LookUpAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMAN_ANIM_LOOK_UP
+ { &gAnju4LookUpLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMAN_ANIM_LOOK_UP_LOOP
};
s32 DmAn_UpdateSkelAnime(DmAn* this, PlayState* play) {
@@ -74,13 +85,13 @@ s32 DmAn_UpdateSkelAnime(DmAn* this, PlayState* play) {
s8 objectSlot2;
s32 isAnimFinished = false;
- if (this->animIndex <= DMAN_ANIM_1) {
+ if (this->animIndex < DMAN_ANIMOBJ_AN4) {
objectSlot2 = this->actor.objectSlot;
} else {
objectSlot2 = this->an4ObjectSlot;
}
- if (objectSlot2 >= 0) {
+ if (objectSlot2 > OBJECT_SLOT_NONE) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectSlot2].segment);
isAnimFinished = SkelAnime_Update(&this->skelAnime);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectSlot].segment);
@@ -89,18 +100,18 @@ s32 DmAn_UpdateSkelAnime(DmAn* this, PlayState* play) {
return isAnimFinished;
}
-s32 DmAn_ChangeAnim(DmAn* this, PlayState* play, s32 animIndex) {
+s32 DmAn_ChangeAnim(DmAn* this, PlayState* play, DmAnAnimation animIndex) {
s8 objectSlot = this->actor.objectSlot;
s8 objectSlot2;
s32 didAnimChange = false;
- if (animIndex <= DMAN_ANIM_1) {
+ if (animIndex < DMAN_ANIMOBJ_AN4) {
objectSlot2 = this->actor.objectSlot;
} else {
objectSlot2 = this->an4ObjectSlot;
}
- if ((objectSlot2 >= 0) && (this->animIndex != animIndex)) {
+ if ((objectSlot2 > OBJECT_SLOT_NONE) && (this->animIndex != animIndex)) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectSlot2].segment);
this->animIndex = animIndex;
didAnimChange = SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, animIndex);
@@ -110,66 +121,85 @@ s32 DmAn_ChangeAnim(DmAn* this, PlayState* play, s32 animIndex) {
return didAnimChange;
}
-void func_80C1C5B4(DmAn* this) {
- if (DECR(this->unk_2BA) == 0) {
- this->unk_2B8++;
- if (this->unk_2B8 >= 4) {
- this->unk_2BA = Rand_S16Offset(30, 30);
- this->unk_2B8 = 0;
+typedef enum DmAnEyes {
+ /* 0 */ DMAN_EYES_OPEN,
+ /* 1 */ DMAN_EYES_HALF1,
+ /* 2 */ DMAN_EYES_CLOSED,
+ /* 3 */ DMAN_EYES_HALF2,
+ /* 4 */ DMAN_EYES_COMFORT,
+ /* 5 */ DMAN_EYES_SAD,
+ /* 6 */ DMAN_EYES_RELIEVED_CLOSED,
+ /* 7 */ DMAN_EYES_MAX
+} DmAnEyes;
+
+typedef enum DmAnMouth {
+ /* 0 */ DMAN_MOUTH_CLOSED,
+ /* 1 */ DMAN_MOUTH_HAPPY,
+ /* 2 */ DMAN_MOUTH_OPEN,
+ /* 3 */ DMAN_MOUTH_MAX
+} DmAnMouth;
+
+void DmAn_Blink(DmAn* this) {
+ if (DECR(this->eyeTimer) == 0) {
+ this->eyeTexIndex++;
+ if (this->eyeTexIndex > DMAN_EYES_HALF2) {
+ this->eyeTimer = Rand_S16Offset(30, 30);
+ this->eyeTexIndex = 0;
}
}
}
-s32 func_80C1C62C(DmAn* this, PlayState* play) {
+s32 DmAn_UpdateHeadRot(DmAn* this, PlayState* play) {
s32 pad;
- Vec3f sp40;
- Vec3f sp34;
- s16 sp32;
+ Vec3f lookAtActorPos;
+ Vec3f pos;
+ s16 yaw;
- Math_Vec3f_Copy(&sp40, &this->unk_2B4->world.pos);
- Math_Vec3f_Copy(&sp34, &this->actor.world.pos);
- sp32 = Math_Vec3f_Yaw(&sp34, &sp40);
+ Math_Vec3f_Copy(&lookAtActorPos, &this->lookAtActor->world.pos);
+ Math_Vec3f_Copy(&pos, &this->actor.world.pos);
+ yaw = Math_Vec3f_Yaw(&pos, &lookAtActorPos);
- Math_ApproachS(&this->unk_2C0, (sp32 - this->unk_2C4) - this->actor.shape.rot.y, 4, 0x2AA8);
- this->unk_2C0 = CLAMP(this->unk_2C0, -0x1FFE, 0x1FFE);
+ Math_ApproachS(&this->headRotY, (yaw - this->torsoRotY) - this->actor.shape.rot.y, 4, 0x2AA8);
+ this->headRotY = CLAMP(this->headRotY, -0x1FFE, 0x1FFE);
- Math_ApproachS(&this->unk_2C4, (sp32 - this->unk_2C0) - this->actor.shape.rot.y, 4, 0x2AA8);
- this->unk_2C4 = CLAMP(this->unk_2C4, -0x1C70, 0x1C70);
+ Math_ApproachS(&this->torsoRotY, (yaw - this->headRotY) - this->actor.shape.rot.y, 4, 0x2AA8);
+ this->torsoRotY = CLAMP(this->torsoRotY, -0x1C70, 0x1C70);
- if (this->unk_2B4->id == ACTOR_PLAYER) {
- sp40.y = ((Player*)this->unk_2B4)->bodyPartsPos[PLAYER_BODYPART_HEAD].y + 3.0f;
+ if (this->lookAtActor->id == ACTOR_PLAYER) {
+ lookAtActorPos.y = ((Player*)this->lookAtActor)->bodyPartsPos[PLAYER_BODYPART_HEAD].y + 3.0f;
} else {
- Math_Vec3f_Copy(&sp40, &this->unk_2B4->focus.pos);
+ Math_Vec3f_Copy(&lookAtActorPos, &this->lookAtActor->focus.pos);
}
- Math_Vec3f_Copy(&sp34, &this->actor.focus.pos);
- Math_ApproachS(&this->unk_2BE, Math_Vec3f_Pitch(&sp34, &sp40) - this->unk_2C2, 4, 0x2AA8);
- this->unk_2BE = CLAMP(this->unk_2BE, -0x1C70, 0x1C70);
+ Math_Vec3f_Copy(&pos, &this->actor.focus.pos);
+ Math_ApproachS(&this->headRotZ, Math_Vec3f_Pitch(&pos, &lookAtActorPos) - this->torsoRotZ, 4, 0x2AA8);
+ this->headRotZ = CLAMP(this->headRotZ, -0x1C70, 0x1C70);
+
+ Math_ApproachS(&this->torsoRotZ, Math_Vec3f_Pitch(&pos, &lookAtActorPos) - this->headRotZ, 4, 0x2AA8);
+ this->torsoRotZ = CLAMP(this->torsoRotZ, -0x1C70, 0x1C70);
- Math_ApproachS(&this->unk_2C2, Math_Vec3f_Pitch(&sp34, &sp40) - this->unk_2BE, 4, 0x2AA8);
- this->unk_2C2 = CLAMP(this->unk_2C2, -0x1C70, 0x1C70);
return true;
}
-s32 func_80C1C83C(DmAn* this, PlayState* play) {
- if (this->unk_2B4 != NULL) {
- func_80C1C62C(this, play);
- this->unk_2AE &= ~1;
- this->unk_2AE |= 2;
- } else if (this->unk_2AE & 2) {
- this->unk_2AE &= ~2;
- this->unk_2BE = 0;
- this->unk_2C0 = 0;
- this->unk_2C2 = 0;
- this->unk_2C4 = 0;
- this->unk_2BC = 20;
- } else if (DECR(this->unk_2BC) == 0) {
- this->unk_2AE |= 1;
+s32 DmAn_UpdateAttention(DmAn* this, PlayState* play) {
+ if (this->lookAtActor != NULL) {
+ DmAn_UpdateHeadRot(this, play);
+ this->stateFlags &= ~DMAN_STATE_LOST_ATTENTION;
+ this->stateFlags |= DMAN_STATE_FACE_TARGET;
+ } else if (this->stateFlags & DMAN_STATE_FACE_TARGET) {
+ this->stateFlags &= ~DMAN_STATE_FACE_TARGET;
+ this->headRotZ = 0;
+ this->headRotY = 0;
+ this->torsoRotZ = 0;
+ this->torsoRotY = 0;
+ this->loseAttentionTimer = 20;
+ } else if (DECR(this->loseAttentionTimer) == 0) {
+ this->stateFlags |= DMAN_STATE_LOST_ATTENTION;
}
return true;
}
-Actor* func_80C1C8E8(PlayState* play) {
+Actor* DmAn_FindAnjusMotherActor(PlayState* play) {
Actor* tempActor;
Actor* foundActor = NULL;
@@ -190,7 +220,7 @@ Actor* func_80C1C8E8(PlayState* play) {
return foundActor;
}
-void func_80C1C958(DmAn* this, PlayState* play) {
+void DmAn_WaitForObject(DmAn* this, PlayState* play) {
if ((this->an4ObjectSlot > OBJECT_SLOT_NONE) && SubS_IsObjectLoaded(this->an4ObjectSlot, play) &&
(this->msmoObjectSlot > OBJECT_SLOT_NONE) && SubS_IsObjectLoaded(this->msmoObjectSlot, play)) {
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 14.0f);
@@ -198,26 +228,34 @@ void func_80C1C958(DmAn* this, PlayState* play) {
ANJU1_LIMB_MAX);
this->animIndex = DMAN_ANIM_NONE;
- DmAn_ChangeAnim(this, play, DMAN_ANIM_0);
+ DmAn_ChangeAnim(this, play, DMAN_ANIM_SITTING_IN_DISBELIEF);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
Actor_SetScale(&this->actor, 0.01f);
- this->unk_2AE |= 1;
- this->actor.draw = func_80C1D0B0;
+ this->stateFlags |= DMAN_STATE_LOST_ATTENTION;
+ this->actor.draw = DmAn_Draw;
if ((play->sceneId == SCENE_YADOYA) && (play->curSpawn == 4)) {
- this->unk_2B4 = func_80C1C8E8(play);
- DmAn_ChangeAnim(this, play, DMAN_ANIM_1);
+ this->lookAtActor = DmAn_FindAnjusMotherActor(play);
+ DmAn_ChangeAnim(this, play, DMAN_ANIM_SIT);
this->actionFunc = DmAn_DoNothing;
} else {
- this->actionFunc = DmAn_HandleCutscene;
+ this->actionFunc = DmAn_HandleCouplesMaskCs;
}
}
}
-void DmAn_HandleCutscene(DmAn* this, PlayState* play) {
+void DmAn_HandleCouplesMaskCs(DmAn* this, PlayState* play) {
s32 csAnimIndex[] = {
- DMAN_ANIM_0, DMAN_ANIM_0, DMAN_ANIM_12, DMAN_ANIM_2, DMAN_ANIM_4,
- DMAN_ANIM_6, DMAN_ANIM_8, DMAN_ANIM_10, DMAN_ANIM_11, DMAN_ANIM_3,
+ /* 0 */ 0, // no cue
+ /* 1 */ DMAN_ANIM_SITTING_IN_DISBELIEF,
+ /* 2 */ DMAN_ANIM_LOOK_UP,
+ /* 3 */ DMAN_ANIM_MASK_STAND_LOOP,
+ /* 4 */ DMAN_ANIM_MASK_KNEEL,
+ /* 5 */ DMAN_ANIM_HUG,
+ /* 6 */ DMAN_ANIM_HUG_RELEASE,
+ /* 7 */ DMAN_ANIM_COMBINE_MASKS_1,
+ /* 8 */ DMAN_ANIM_COMBINE_MASKS_2,
+ /* 9 */ DMAN_ANIM_HOLD_HANDS,
};
u16 cueId;
s32 cueChannel;
@@ -247,8 +285,8 @@ void DmAn_HandleCutscene(DmAn* this, PlayState* play) {
case 6:
case 7:
case 8:
- if ((this->animIndex == DMAN_ANIM_12) || (this->animIndex == DMAN_ANIM_4) ||
- (this->animIndex == DMAN_ANIM_6) || (this->animIndex == DMAN_ANIM_8)) {
+ if ((this->animIndex == DMAN_ANIM_LOOK_UP) || (this->animIndex == DMAN_ANIM_MASK_KNEEL) ||
+ (this->animIndex == DMAN_ANIM_HUG) || (this->animIndex == DMAN_ANIM_HUG_RELEASE)) {
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
DmAn_ChangeAnim(this, play, this->animIndex + 1);
}
@@ -275,7 +313,7 @@ void DmAn_Init(Actor* thisx, PlayState* play) {
this->an4ObjectSlot = SubS_GetObjectSlot(OBJECT_AN4, play);
this->msmoObjectSlot = SubS_GetObjectSlot(OBJECT_MSMO, play);
- this->actionFunc = func_80C1C958;
+ this->actionFunc = DmAn_WaitForObject;
}
void DmAn_Destroy(Actor* thisx, PlayState* play) {
@@ -286,26 +324,25 @@ void DmAn_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
- func_80C1C83C(this, play);
+ DmAn_UpdateAttention(this, play);
if (this->actor.draw != NULL) {
DmAn_UpdateSkelAnime(this, play);
- func_80C1C5B4(this);
+ DmAn_Blink(this);
}
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
}
-Vec3f D_80C1D2C8 = { 450.0f, 700.0f, -760.0f };
-Vec3s D_80C1D2D4 = { 0x238C, 0, -0x3FFC };
-Vec3f D_80C1D2DC = { 1000.0f, 0.0f, 0.0f };
-
-void func_80C1CD80(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
+void DmAn_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
s32 pad[2];
DmAn* this = THIS;
s8 objectSlot = this->actor.objectSlot;
s8 msmoObjectSlot = this->msmoObjectSlot;
if ((limbIndex == ANJU1_LIMB_LEFT_HAND) && this->didAnimChangeInCs) {
+ static Vec3f D_80C1D2C8 = { 450.0f, 700.0f, -760.0f };
+ static Vec3s D_80C1D2D4 = { 0x238C, 0, -0x3FFC };
+
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
@@ -322,18 +359,20 @@ void func_80C1CD80(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Acto
}
if (limbIndex == ANJU1_LIMB_HEAD) {
+ static Vec3f D_80C1D2DC = { 1000.0f, 0.0f, 0.0f };
+
Matrix_MultVec3f(&D_80C1D2DC, &this->actor.focus.pos);
Math_Vec3s_Copy(&this->actor.focus.rot, &this->actor.world.rot);
}
}
-void func_80C1CEFC(PlayState* play, s32 limbIndex, Actor* thisx) {
+void DmAn_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
DmAn* this = THIS;
s16 stepRot;
s16 overrideRot;
- if (!(this->unk_2AE & 1)) {
- if (this->unk_2AE & 2) {
+ if (!(this->stateFlags & DMAN_STATE_LOST_ATTENTION)) {
+ if (this->stateFlags & DMAN_STATE_FACE_TARGET) {
overrideRot = true;
} else {
overrideRot = false;
@@ -345,52 +384,56 @@ void func_80C1CEFC(PlayState* play, s32 limbIndex, Actor* thisx) {
}
if (limbIndex == ANJU1_LIMB_HEAD) {
- SubS_UpdateLimb(this->unk_2BE + this->unk_2C2 + 0x4000,
- this->unk_2C0 + this->unk_2C4 + this->actor.shape.rot.y + 0x4000, &this->unk_18C,
- &this->unk_1A4, stepRot, overrideRot);
+ SubS_UpdateLimb(this->headRotZ + this->torsoRotZ + 0x4000,
+ this->headRotY + this->torsoRotY + this->actor.shape.rot.y + 0x4000, &this->headComputedPos,
+ &this->headComputedRot, stepRot, overrideRot);
Matrix_Pop();
- Matrix_Translate(this->unk_18C.x, this->unk_18C.y, this->unk_18C.z, MTXMODE_NEW);
+ Matrix_Translate(this->headComputedPos.x, this->headComputedPos.y, this->headComputedPos.z, MTXMODE_NEW);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
- Matrix_RotateYS(this->unk_1A4.y, MTXMODE_APPLY);
- Matrix_RotateXS(this->unk_1A4.x, MTXMODE_APPLY);
- Matrix_RotateZS(this->unk_1A4.z, MTXMODE_APPLY);
+ Matrix_RotateYS(this->headComputedRot.y, MTXMODE_APPLY);
+ Matrix_RotateXS(this->headComputedRot.x, MTXMODE_APPLY);
+ Matrix_RotateZS(this->headComputedRot.z, MTXMODE_APPLY);
Matrix_Push();
} else if (limbIndex == ANJU1_LIMB_TORSO) {
- SubS_UpdateLimb(this->unk_2C2 + 0x4000, this->unk_2C4 + this->actor.shape.rot.y + 0x4000, &this->unk_194,
- &this->unk_1AA, stepRot, overrideRot);
+ SubS_UpdateLimb(this->torsoRotZ + 0x4000, this->torsoRotY + this->actor.shape.rot.y + 0x4000,
+ &this->torsoComputedPos, &this->torsoComputedRot, stepRot, overrideRot);
Matrix_Pop();
- Matrix_Translate(this->unk_194.x, this->unk_194.y, this->unk_194.z, MTXMODE_NEW);
+ Matrix_Translate(this->torsoComputedPos.x, this->torsoComputedPos.y, this->torsoComputedPos.z, MTXMODE_NEW);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
- Matrix_RotateYS(this->unk_1AA.y, MTXMODE_APPLY);
- Matrix_RotateXS(this->unk_1AA.x, MTXMODE_APPLY);
- Matrix_RotateZS(this->unk_1AA.z, MTXMODE_APPLY);
+ Matrix_RotateYS(this->torsoComputedRot.y, MTXMODE_APPLY);
+ Matrix_RotateXS(this->torsoComputedRot.x, MTXMODE_APPLY);
+ Matrix_RotateZS(this->torsoComputedRot.z, MTXMODE_APPLY);
Matrix_Push();
}
}
-TexturePtr D_80C1D2E8[] = {
- gAnju1MouthClosedTex,
- gAnju1MouthHappyTex,
- gAnju1MouthOpenTex,
-};
-
-TexturePtr D_80C1D2F4[] = {
- gAnju1EyeOpenTex, gAnju1EyeHalfTex, gAnju1EyeClosedTex, gAnju1EyeHalfTex,
- gAnju1EyeComfortingTex, gAnju1EyeSadTex, gAnju1EyeRelievedClosedTex,
-};
-
-void func_80C1D0B0(Actor* thisx, PlayState* play) {
+void DmAn_Draw(Actor* thisx, PlayState* play) {
+ static TexturePtr sMouthTextures[DMAN_MOUTH_MAX] = {
+ gAnju1MouthClosedTex, // DMAN_MOUTH_CLOSED
+ gAnju1MouthHappyTex, // DMAN_MOUTH_HAPPY
+ gAnju1MouthOpenTex, // DMAN_MOUTH_OPEN
+ };
+ static TexturePtr sEyeTextures[DMAN_EYES_MAX] = {
+ gAnju1EyeOpenTex, // DMAN_EYES_OPEN
+ gAnju1EyeHalfTex, // DMAN_EYES_HALF1
+ gAnju1EyeClosedTex, // DMAN_EYES_CLOSED
+ gAnju1EyeHalfTex, // DMAN_EYES_HALF2
+ gAnju1EyeComfortTex, // DMAN_EYES_COMFORT
+ gAnju1EyeSadTex, // DMAN_EYES_SAD
+ gAnju1EyeRelievedClosedTex, // DMAN_EYES_RELIEVED_CLOSED
+ };
DmAn* this = THIS;
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL25_Opa(play->state.gfxCtx);
- gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(D_80C1D2F4[this->unk_2B8]));
- gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(D_80C1D2E8[0]));
+ gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(sEyeTextures[this->eyeTexIndex]));
+ gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(sMouthTextures[DMAN_MOUTH_CLOSED]));
SkelAnime_DrawTransformFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
- this->skelAnime.dListCount, NULL, func_80C1CD80, func_80C1CEFC, &this->actor);
+ this->skelAnime.dListCount, NULL, DmAn_PostLimbDraw, DmAn_TransformLimbDraw,
+ &this->actor);
CLOSE_DISPS(play->state.gfxCtx);
}
diff --git a/src/overlays/actors/ovl_Dm_An/z_dm_an.h b/src/overlays/actors/ovl_Dm_An/z_dm_an.h
index 175206ec8..7ead44b26 100644
--- a/src/overlays/actors/ovl_Dm_An/z_dm_an.h
+++ b/src/overlays/actors/ovl_Dm_An/z_dm_an.h
@@ -8,28 +8,31 @@ struct DmAn;
typedef void (*DmAnActionFunc)(struct DmAn*, PlayState*);
+#define DMAN_STATE_LOST_ATTENTION (1 << 0)
+#define DMAN_STATE_FACE_TARGET (1 << 1)
+
typedef struct DmAn {
/* 0x000 */ Actor actor;
/* 0x144 */ SkelAnime skelAnime;
/* 0x188 */ DmAnActionFunc actionFunc;
- /* 0x18C */ Vec3f unk_18C;
- /* 0x18C */ Vec3f unk_194;
- /* 0x1A4 */ Vec3s unk_1A4;
- /* 0x1A4 */ Vec3s unk_1AA;
+ /* 0x18C */ Vec3f headComputedPos;
+ /* 0x18C */ Vec3f torsoComputedPos;
+ /* 0x1A4 */ Vec3s headComputedRot;
+ /* 0x1A4 */ Vec3s torsoComputedRot;
/* 0x1B0 */ Vec3s jointTable[ANJU1_LIMB_MAX];
/* 0x22E */ Vec3s morphTable[ANJU1_LIMB_MAX];
/* 0x2AC */ s8 an4ObjectSlot;
/* 0x2AD */ s8 msmoObjectSlot;
- /* 0x2AE */ u16 unk_2AE;
+ /* 0x2AE */ u16 stateFlags;
/* 0x2B0 */ u8 cueId;
- /* 0x2B4 */ Actor* unk_2B4;
- /* 0x2B8 */ s16 unk_2B8;
- /* 0x2BA */ s16 unk_2BA;
- /* 0x2BC */ s16 unk_2BC;
- /* 0x2BE */ s16 unk_2BE;
- /* 0x2C0 */ s16 unk_2C0;
- /* 0x2C2 */ s16 unk_2C2;
- /* 0x2C4 */ s16 unk_2C4;
+ /* 0x2B4 */ Actor* lookAtActor;
+ /* 0x2B8 */ s16 eyeTexIndex;
+ /* 0x2BA */ s16 eyeTimer;
+ /* 0x2BC */ s16 loseAttentionTimer;
+ /* 0x2BE */ s16 headRotZ;
+ /* 0x2C0 */ s16 headRotY;
+ /* 0x2C2 */ s16 torsoRotZ;
+ /* 0x2C4 */ s16 torsoRotY;
/* 0x2C8 */ s32 animIndex;
/* 0x2CC */ s32 prevAnimIndex;
/* 0x2D0 */ s32 isCutscenePlaying;
diff --git a/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.c b/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.c
index c29a22885..458b51193 100644
--- a/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.c
+++ b/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.c
@@ -16,10 +16,10 @@ void DmGm_Init(Actor* thisx, PlayState* play);
void DmGm_Destroy(Actor* thisx, PlayState* play);
void DmGm_Update(Actor* thisx, PlayState* play);
-void func_80C248A8(DmGm* this, PlayState* play);
-void DmGm_HandleCutscene(DmGm* this, PlayState* play);
+void DmGm_WaitForObject(DmGm* this, PlayState* play);
+void DmGm_HandleCouplesMaskCs(DmGm* this, PlayState* play);
void DmGm_DoNothing(DmGm* this, PlayState* play);
-void func_80C25000(Actor* thisx, PlayState* play);
+void DmGm_Draw(Actor* thisx, PlayState* play);
ActorInit Dm_Gm_InitVars = {
ACTOR_DM_GM,
@@ -33,40 +33,51 @@ ActorInit Dm_Gm_InitVars = {
(ActorFunc)NULL,
};
-typedef enum {
- /* -1 */ DMGM_ANIM_NONE = -1,
- /* 0x0 */ DMGM_ANIM_0,
- /* 0x1 */ DMGM_ANIM_1,
- /* 0x2 */ DMGM_ANIM_2,
- /* 0x3 */ DMGM_ANIM_3,
- /* 0x4 */ DMGM_ANIM_4,
- /* 0x5 */ DMGM_ANIM_5,
- /* 0x6 */ DMGM_ANIM_6,
- /* 0x7 */ DMGM_ANIM_7,
- /* 0x8 */ DMGM_ANIM_8,
- /* 0x9 */ DMGM_ANIM_9,
- /* 0xA */ DMGM_ANIM_10,
- /* 0xB */ DMGM_ANIM_11,
- /* 0xC */ DMGM_ANIM_12,
- /* 0xD */ DMGM_ANIM_13,
- /* 0xE */ DMGM_ANIM_MAX
+/**
+ * Anju stores her animations across different objects and the ones used by this actor are put together right next to
+ * each other in the sAnimationInfo array. Due to this, animation functions check which object to load by comparing
+ * index ranges. To make this a bit easier to read, this enum includes `DMGM_ANIMOBJ_*` values that mark when a range of
+ * animations of a certain object start
+ */
+typedef enum DmGmAnimation {
+ /* -1 */ DMGM_ANIM_NONE = -1,
+ /* 0 */ DMGM_ANIM_SITTING_IN_DISBELIEF,
+ /* 1 */ DMGM_ANIM_SIT,
+
+ /* 2 */ DMGM_ANIMOBJ_AN4,
+ /* 2 */ DMGM_ANIM_MASK_STAND_LOOP = DMGM_ANIMOBJ_AN4,
+ /* 3 */ DMGM_ANIM_HOLD_HANDS, //! @bug See note at `sAnimationInfo`
+ /* 4 */ DMGM_ANIM_MASK_KNEEL,
+ /* 5 */ DMGM_ANIM_MASK_KNEEL_LOOP,
+ /* 6 */ DMGM_ANIM_HUG,
+ /* 7 */ DMGM_ANIM_HUG_LOOP,
+ /* 8 */ DMGM_ANIM_HUG_RELEASE,
+ /* 9 */ DMGM_ANIM_HUG_RELEASE_LOOP,
+ /* 10 */ DMGM_ANIM_COMBINE_MASKS_1,
+ /* 11 */ DMGM_ANIM_COMBINE_MASKS_2,
+ /* 12 */ DMGM_ANIM_LOOK_UP,
+ /* 13 */ DMGM_ANIM_LOOK_UP_LOOP,
+ /* 14 */ DMGM_ANIM_MAX
} DmGmAnimation;
static AnimationInfoS sAnimationInfo[DMGM_ANIM_MAX] = {
- { &gAnju1SittingInDisbelieveAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_0
- { &gAnju1SitAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_1
- { &object_an4_Anim_006CC0, 1.0f, 0, -1, ANIMMODE_LOOP, -4 }, // DMGM_ANIM_2
- { &gAnju1HoldingHandsAnim, 1.0f, 0, -1, ANIMMODE_LOOP, -4 }, // DMGM_ANIM_3
- { &object_an4_Anim_007E3C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_4
- { &object_an4_Anim_0088C0, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_5
- { &object_an4_Anim_0013C8, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_6
- { &object_an4_Anim_002550, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_7
- { &object_an4_Anim_00353C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_8
- { &object_an4_Anim_004498, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_9
- { &object_an4_Anim_0060B4, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_10
- { &object_an4_Anim_00041C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_11
- { &gAnju4SittingRaiseFaceAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_12
- { &object_an4_Anim_00506C, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_13
+ { &gAnju1SittingInDisbeliefAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_SITTING_IN_DISBELIEF
+ { &gAnju1SitAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_SIT
+
+ // DMGM_ANIMOBJ_AN4
+ { &gAnju4MaskStandLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, -4 }, // DMGM_ANIM_MASK_STAND_LOOP
+ //! @bug Uses symbol from OBJECT_AN1 instead of OBJECT_AN4
+ { &gAnju1HoldHandsAnim, 1.0f, 0, -1, ANIMMODE_LOOP, -4 }, // DMGM_ANIM_HOLD_HANDS
+ { &gAnju4MaskKneelAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_MASK_KNEEL
+ { &gAnju4MaskKneelLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_MASK_KNEEL_LOOP
+ { &gAnju4HugAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_HUG
+ { &gAnju4HugLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_HUG_LOOP
+ { &gAnju4HugReleaseAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_HUG_RELEASE
+ { &gAnju4HugReleaseLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_HUG_RELEASE_LOOP
+ { &gAnju4CombineMasks1Anim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_COMBINE_MASKS_1
+ { &gAnju4CombineMasks2Anim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_COMBINE_MASKS_2
+ { &gAnju4LookUpAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // DMGM_ANIM_LOOK_UP
+ { &gAnju4LookUpLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // DMGM_ANIM_LOOK_UP_LOOP
};
s32 DmGm_UpdateSkelAnime(DmGm* this, PlayState* play) {
@@ -74,13 +85,13 @@ s32 DmGm_UpdateSkelAnime(DmGm* this, PlayState* play) {
s8 objectIndex2;
s32 isAnimFinished = false;
- if (this->animIndex <= DMGM_ANIM_1) {
+ if (this->animIndex < DMGM_ANIMOBJ_AN4) {
objectIndex2 = this->actor.objectSlot;
} else {
objectIndex2 = this->an4ObjectSlot;
}
- if (objectIndex2 >= 0) {
+ if (objectIndex2 > OBJECT_SLOT_NONE) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectIndex2].segment);
isAnimFinished = SkelAnime_Update(&this->skelAnime);
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectSlot].segment);
@@ -89,18 +100,18 @@ s32 DmGm_UpdateSkelAnime(DmGm* this, PlayState* play) {
return isAnimFinished;
}
-s32 DmGm_ChangeAnim(DmGm* this, PlayState* play, s32 animIndex) {
+s32 DmGm_ChangeAnim(DmGm* this, PlayState* play, DmGmAnimation animIndex) {
s8 objectSlot = this->actor.objectSlot;
s8 objectIndex2;
s32 didAnimChange = false;
- if (animIndex <= DMGM_ANIM_1) {
+ if (animIndex < DMGM_ANIMOBJ_AN4) {
objectIndex2 = this->actor.objectSlot;
} else {
objectIndex2 = this->an4ObjectSlot;
}
- if ((objectIndex2 >= 0) && (this->animIndex != animIndex)) {
+ if ((objectIndex2 > OBJECT_SLOT_NONE) && (this->animIndex != animIndex)) {
gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[objectIndex2].segment);
this->animIndex = animIndex;
didAnimChange = SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, animIndex);
@@ -110,66 +121,85 @@ s32 DmGm_ChangeAnim(DmGm* this, PlayState* play, s32 animIndex) {
return didAnimChange;
}
-void func_80C24504(DmGm* this) {
- if (DECR(this->unk_2BA) == 0) {
- this->unk_2B8++;
- if (this->unk_2B8 >= 4) {
- this->unk_2BA = Rand_S16Offset(30, 30);
- this->unk_2B8 = 0;
+typedef enum DmGmEyes {
+ /* 0 */ DMGM_EYES_OPEN,
+ /* 1 */ DMGM_EYES_HALF1,
+ /* 2 */ DMGM_EYES_CLOSED,
+ /* 3 */ DMGM_EYES_HALF2,
+ /* 4 */ DMGM_EYES_COMFORT,
+ /* 5 */ DMGM_EYES_SAD,
+ /* 6 */ DMGM_EYES_RELIEVED_CLOSED,
+ /* 7 */ DMGM_EYES_MAX
+} DmGmEyes;
+
+typedef enum DmGmMouth {
+ /* 0 */ DMGM_MOUTH_CLOSED,
+ /* 1 */ DMGM_MOUTH_HAPPY,
+ /* 2 */ DMGM_MOUTH_OPEN,
+ /* 3 */ DMGM_MOUTH_MAX
+} DmGmMouth;
+
+void DmGm_Blink(DmGm* this) {
+ if (DECR(this->eyeTimer) == 0) {
+ this->eyeTexIndex++;
+ if (this->eyeTexIndex > DMGM_EYES_HALF2) {
+ this->eyeTimer = Rand_S16Offset(30, 30);
+ this->eyeTexIndex = 0;
}
}
}
-s32 func_80C2457C(DmGm* this, PlayState* play) {
+s32 DmGm_UpdateHeadRot(DmGm* this, PlayState* play) {
s32 pad;
- Vec3f sp40;
- Vec3f sp34;
- s16 sp32;
+ Vec3f lookAtActorPos;
+ Vec3f pos;
+ s16 yaw;
- Math_Vec3f_Copy(&sp40, &this->unk_2B4->world.pos);
- Math_Vec3f_Copy(&sp34, &this->actor.world.pos);
- sp32 = Math_Vec3f_Yaw(&sp34, &sp40);
+ Math_Vec3f_Copy(&lookAtActorPos, &this->lookAtActor->world.pos);
+ Math_Vec3f_Copy(&pos, &this->actor.world.pos);
+ yaw = Math_Vec3f_Yaw(&pos, &lookAtActorPos);
- Math_ApproachS(&this->unk_2C0, (sp32 - this->unk_2C4) - this->actor.shape.rot.y, 4, 0x2AA8);
- this->unk_2C0 = CLAMP(this->unk_2C0, -0x1FFE, 0x1FFE);
+ Math_ApproachS(&this->headRotY, (yaw - this->torsoRotY) - this->actor.shape.rot.y, 4, 0x2AA8);
+ this->headRotY = CLAMP(this->headRotY, -0x1FFE, 0x1FFE);
- Math_ApproachS(&this->unk_2C4, (sp32 - this->unk_2C0) - this->actor.shape.rot.y, 4, 0x2AA8);
- this->unk_2C4 = CLAMP(this->unk_2C4, -0x1C70, 0x1C70);
+ Math_ApproachS(&this->torsoRotY, (yaw - this->headRotY) - this->actor.shape.rot.y, 4, 0x2AA8);
+ this->torsoRotY = CLAMP(this->torsoRotY, -0x1C70, 0x1C70);
- if (this->unk_2B4->id == ACTOR_PLAYER) {
- sp40.y = ((Player*)this->unk_2B4)->bodyPartsPos[PLAYER_BODYPART_HEAD].y + 3.0f;
+ if (this->lookAtActor->id == ACTOR_PLAYER) {
+ lookAtActorPos.y = ((Player*)this->lookAtActor)->bodyPartsPos[PLAYER_BODYPART_HEAD].y + 3.0f;
} else {
- Math_Vec3f_Copy(&sp40, &this->unk_2B4->focus.pos);
+ Math_Vec3f_Copy(&lookAtActorPos, &this->lookAtActor->focus.pos);
}
- Math_Vec3f_Copy(&sp34, &this->actor.focus.pos);
- Math_ApproachS(&this->unk_2BE, Math_Vec3f_Pitch(&sp34, &sp40) - this->unk_2C2, 4, 0x2AA8);
- this->unk_2BE = CLAMP(this->unk_2BE, -0x1C70, 0x1C70);
+ Math_Vec3f_Copy(&pos, &this->actor.focus.pos);
+ Math_ApproachS(&this->headRotZ, Math_Vec3f_Pitch(&pos, &lookAtActorPos) - this->torsoRotZ, 4, 0x2AA8);
+ this->headRotZ = CLAMP(this->headRotZ, -0x1C70, 0x1C70);
+
+ Math_ApproachS(&this->torsoRotZ, Math_Vec3f_Pitch(&pos, &lookAtActorPos) - this->headRotZ, 4, 0x2AA8);
+ this->torsoRotZ = CLAMP(this->torsoRotZ, -0x1C70, 0x1C70);
- Math_ApproachS(&this->unk_2C2, Math_Vec3f_Pitch(&sp34, &sp40) - this->unk_2BE, 4, 0x2AA8);
- this->unk_2C2 = CLAMP(this->unk_2C2, -0x1C70, 0x1C70);
return true;
}
-s32 func_80C2478C(DmGm* this, PlayState* play) {
- if (this->unk_2B4 != NULL) {
- func_80C2457C(this, play);
- this->unk_2AE &= ~1;
- this->unk_2AE |= 2;
- } else if (this->unk_2AE & 2) {
- this->unk_2AE &= ~2;
- this->unk_2BE = 0;
- this->unk_2C0 = 0;
- this->unk_2C2 = 0;
- this->unk_2C4 = 0;
- this->unk_2BC = 20;
- } else if (DECR(this->unk_2BC) == 0) {
- this->unk_2AE |= 1;
+s32 DmGm_UpdateAttention(DmGm* this, PlayState* play) {
+ if (this->lookAtActor != NULL) {
+ DmGm_UpdateHeadRot(this, play);
+ this->stateFlags &= ~DMGM_STATE_LOST_ATTENTION;
+ this->stateFlags |= DMGM_STATE_FACE_TARGET;
+ } else if (this->stateFlags & DMGM_STATE_FACE_TARGET) {
+ this->stateFlags &= ~DMGM_STATE_FACE_TARGET;
+ this->headRotZ = 0;
+ this->headRotY = 0;
+ this->torsoRotZ = 0;
+ this->torsoRotY = 0;
+ this->loseAttentionTimer = 20;
+ } else if (DECR(this->loseAttentionTimer) == 0) {
+ this->stateFlags |= DMGM_STATE_LOST_ATTENTION;
}
return true;
}
-Actor* func_80C24838(PlayState* play) {
+Actor* DmGm_FindAnjusMotherActor(PlayState* play) {
Actor* tempActor;
Actor* foundActor = NULL;
@@ -190,7 +220,7 @@ Actor* func_80C24838(PlayState* play) {
return foundActor;
}
-void func_80C248A8(DmGm* this, PlayState* play) {
+void DmGm_WaitForObject(DmGm* this, PlayState* play) {
if ((this->an4ObjectSlot > OBJECT_SLOT_NONE) && SubS_IsObjectLoaded(this->an4ObjectSlot, play) &&
(this->msmoObjectSlot > OBJECT_SLOT_NONE) && SubS_IsObjectLoaded(this->msmoObjectSlot, play)) {
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 14.0f);
@@ -198,26 +228,34 @@ void func_80C248A8(DmGm* this, PlayState* play) {
ANJU1_LIMB_MAX);
this->animIndex = DMGM_ANIM_NONE;
- DmGm_ChangeAnim(this, play, DMGM_ANIM_0);
+ DmGm_ChangeAnim(this, play, DMGM_ANIM_SITTING_IN_DISBELIEF);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
Actor_SetScale(&this->actor, 0.01f);
- this->unk_2AE |= 1;
- this->actor.draw = func_80C25000;
+ this->stateFlags |= 1;
+ this->actor.draw = DmGm_Draw;
if ((play->sceneId == SCENE_YADOYA) && (play->curSpawn == 4)) {
- this->unk_2B4 = func_80C24838(play);
- DmGm_ChangeAnim(this, play, DMGM_ANIM_1);
+ this->lookAtActor = DmGm_FindAnjusMotherActor(play);
+ DmGm_ChangeAnim(this, play, DMGM_ANIM_SIT);
this->actionFunc = DmGm_DoNothing;
} else {
- this->actionFunc = DmGm_HandleCutscene;
+ this->actionFunc = DmGm_HandleCouplesMaskCs;
}
}
}
-void DmGm_HandleCutscene(DmGm* this, PlayState* play) {
+void DmGm_HandleCouplesMaskCs(DmGm* this, PlayState* play) {
s32 csAnimIndex[] = {
- DMGM_ANIM_0, DMGM_ANIM_0, DMGM_ANIM_12, DMGM_ANIM_2, DMGM_ANIM_4,
- DMGM_ANIM_6, DMGM_ANIM_8, DMGM_ANIM_10, DMGM_ANIM_11, DMGM_ANIM_3,
+ /* 0 */ 0, // no cue
+ /* 1 */ DMGM_ANIM_SITTING_IN_DISBELIEF,
+ /* 2 */ DMGM_ANIM_LOOK_UP,
+ /* 3 */ DMGM_ANIM_MASK_STAND_LOOP,
+ /* 4 */ DMGM_ANIM_MASK_KNEEL,
+ /* 5 */ DMGM_ANIM_HUG,
+ /* 6 */ DMGM_ANIM_HUG_RELEASE,
+ /* 7 */ DMGM_ANIM_COMBINE_MASKS_1,
+ /* 8 */ DMGM_ANIM_COMBINE_MASKS_2,
+ /* 9 */ DMGM_ANIM_HOLD_HANDS,
};
u16 cueId;
s32 cueChannel;
@@ -247,8 +285,8 @@ void DmGm_HandleCutscene(DmGm* this, PlayState* play) {
case 6:
case 7:
case 8:
- if ((this->animIndex == DMGM_ANIM_12) || (this->animIndex == DMGM_ANIM_4) ||
- (this->animIndex == DMGM_ANIM_6) || (this->animIndex == DMGM_ANIM_8)) {
+ if ((this->animIndex == DMGM_ANIM_LOOK_UP) || (this->animIndex == DMGM_ANIM_MASK_KNEEL) ||
+ (this->animIndex == DMGM_ANIM_HUG) || (this->animIndex == DMGM_ANIM_HUG_RELEASE)) {
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
DmGm_ChangeAnim(this, play, this->animIndex + 1);
}
@@ -275,7 +313,7 @@ void DmGm_Init(Actor* thisx, PlayState* play) {
this->an4ObjectSlot = SubS_GetObjectSlot(OBJECT_AN4, play);
this->msmoObjectSlot = SubS_GetObjectSlot(OBJECT_MSMO, play);
- this->actionFunc = func_80C248A8;
+ this->actionFunc = DmGm_WaitForObject;
}
void DmGm_Destroy(Actor* thisx, PlayState* play) {
@@ -286,35 +324,34 @@ void DmGm_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
- func_80C2478C(this, play);
+ DmGm_UpdateAttention(this, play);
if (this->actor.draw != NULL) {
DmGm_UpdateSkelAnime(this, play);
- func_80C24504(this);
+ DmGm_Blink(this);
}
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
}
-Vec3f D_80C25218 = { 450.0f, 700.0f, -760.0f };
-Vec3s D_80C25224 = { 0x238C, 0, -0x3FFC };
-Vec3f D_80C2522C = { 1000.0f, 0.0f, 0.0f };
-
void DmGm_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
s32 pad[2];
DmGm* this = THIS;
- s8 sp2B = this->actor.objectSlot;
- s8 sp2A = this->msmoObjectSlot;
+ s8 objectSlot = this->actor.objectSlot;
+ s8 msmoObjectSlot = this->msmoObjectSlot;
if ((limbIndex == ANJU1_LIMB_LEFT_HAND) && this->didAnimChangeInCs) {
+ static Vec3f D_80C25218 = { 450.0f, 700.0f, -760.0f };
+ static Vec3s D_80C25224 = { 0x238C, 0, -0x3FFC };
+
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
Matrix_TranslateRotateZYX(&D_80C25218, &D_80C25224);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[sp2A].segment);
+ gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[msmoObjectSlot].segment);
gSPDisplayList(POLY_OPA_DISP++, gMoonMaskDL);
- gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[sp2B].segment);
+ gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[objectSlot].segment);
Matrix_Pop();
@@ -322,6 +359,8 @@ void DmGm_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
}
if (limbIndex == ANJU1_LIMB_HEAD) {
+ static Vec3f D_80C2522C = { 1000.0f, 0.0f, 0.0f };
+
Matrix_MultVec3f(&D_80C2522C, &this->actor.focus.pos);
Math_Vec3s_Copy(&this->actor.focus.rot, &this->actor.world.rot);
}
@@ -332,8 +371,8 @@ void DmGm_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
s16 stepRot;
s16 overrideRot;
- if (!(this->unk_2AE & 1)) {
- if (this->unk_2AE & 2) {
+ if (!(this->stateFlags & DMGM_STATE_LOST_ATTENTION)) {
+ if (this->stateFlags & DMGM_STATE_FACE_TARGET) {
overrideRot = true;
} else {
overrideRot = false;
@@ -345,49 +384,52 @@ void DmGm_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
}
if (limbIndex == ANJU1_LIMB_HEAD) {
- SubS_UpdateLimb(this->unk_2BE + this->unk_2C2 + 0x4000,
- this->unk_2C0 + this->unk_2C4 + this->actor.shape.rot.y + 0x4000, &this->unk_18C,
- &this->unk_1A4, stepRot, overrideRot);
+ SubS_UpdateLimb(this->headRotZ + this->torsoRotZ + 0x4000,
+ this->headRotY + this->torsoRotY + this->actor.shape.rot.y + 0x4000, &this->headComputedPos,
+ &this->headComputedRot, stepRot, overrideRot);
Matrix_Pop();
- Matrix_Translate(this->unk_18C.x, this->unk_18C.y, this->unk_18C.z, MTXMODE_NEW);
+ Matrix_Translate(this->headComputedPos.x, this->headComputedPos.y, this->headComputedPos.z, MTXMODE_NEW);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
- Matrix_RotateYS(this->unk_1A4.y, MTXMODE_APPLY);
- Matrix_RotateXS(this->unk_1A4.x, MTXMODE_APPLY);
- Matrix_RotateZS(this->unk_1A4.z, MTXMODE_APPLY);
+ Matrix_RotateYS(this->headComputedRot.y, MTXMODE_APPLY);
+ Matrix_RotateXS(this->headComputedRot.x, MTXMODE_APPLY);
+ Matrix_RotateZS(this->headComputedRot.z, MTXMODE_APPLY);
Matrix_Push();
} else if (limbIndex == ANJU1_LIMB_TORSO) {
- SubS_UpdateLimb(this->unk_2C2 + 0x4000, this->unk_2C4 + this->actor.shape.rot.y + 0x4000, &this->unk_194,
- &this->unk_1AA, stepRot, overrideRot);
+ SubS_UpdateLimb(this->torsoRotZ + 0x4000, this->torsoRotY + this->actor.shape.rot.y + 0x4000,
+ &this->torsoComputedPos, &this->torsoComputedRot, stepRot, overrideRot);
Matrix_Pop();
- Matrix_Translate(this->unk_194.x, this->unk_194.y, this->unk_194.z, MTXMODE_NEW);
+ Matrix_Translate(this->torsoComputedPos.x, this->torsoComputedPos.y, this->torsoComputedPos.z, MTXMODE_NEW);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
- Matrix_RotateYS(this->unk_1AA.y, MTXMODE_APPLY);
- Matrix_RotateXS(this->unk_1AA.x, MTXMODE_APPLY);
- Matrix_RotateZS(this->unk_1AA.z, MTXMODE_APPLY);
+ Matrix_RotateYS(this->torsoComputedRot.y, MTXMODE_APPLY);
+ Matrix_RotateXS(this->torsoComputedRot.x, MTXMODE_APPLY);
+ Matrix_RotateZS(this->torsoComputedRot.z, MTXMODE_APPLY);
Matrix_Push();
}
}
-TexturePtr D_80C25238[] = {
- gAnju1MouthClosedTex,
- gAnju1MouthHappyTex,
- gAnju1MouthOpenTex,
-};
-
-TexturePtr D_80C25244[] = {
- gAnju1EyeOpenTex, gAnju1EyeHalfTex, gAnju1EyeClosedTex, gAnju1EyeHalfTex,
- gAnju1EyeComfortingTex, gAnju1EyeSadTex, gAnju1EyeRelievedClosedTex,
-};
-
-void func_80C25000(Actor* thisx, PlayState* play) {
+void DmGm_Draw(Actor* thisx, PlayState* play) {
+ static TexturePtr sMouthTextures[DMGM_MOUTH_MAX] = {
+ gAnju1MouthClosedTex, // DMGM_MOUTH_CLOSED
+ gAnju1MouthHappyTex, // DMGM_MOUTH_HAPPY
+ gAnju1MouthOpenTex, // DMGM_MOUTH_OPEN
+ };
+ static TexturePtr sEyeTextures[DMGM_EYES_MAX] = {
+ gAnju1EyeOpenTex, // DMGM_EYES_OPEN
+ gAnju1EyeHalfTex, // DMGM_EYES_HALF1
+ gAnju1EyeClosedTex, // DMGM_EYES_CLOSED
+ gAnju1EyeHalfTex, // DMGM_EYES_HALF2
+ gAnju1EyeComfortTex, // DMGM_EYES_COMFORT
+ gAnju1EyeSadTex, // DMGM_EYES_SAD
+ gAnju1EyeRelievedClosedTex, // DMGM_EYES_RELIEVED_CLOSED
+ };
DmGm* this = THIS;
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL25_Opa(play->state.gfxCtx);
- gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(D_80C25244[this->unk_2B8]));
- gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(D_80C25238[0]));
+ gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(sEyeTextures[this->eyeTexIndex]));
+ gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(sMouthTextures[DMGM_MOUTH_CLOSED]));
SkelAnime_DrawTransformFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, NULL, DmGm_PostLimbDraw, DmGm_TransformLimbDraw,
diff --git a/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.h b/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.h
index f28e251f5..c04c66a34 100644
--- a/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.h
+++ b/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.h
@@ -8,28 +8,31 @@ struct DmGm;
typedef void (*DmGmActionFunc)(struct DmGm*, PlayState*);
+#define DMGM_STATE_LOST_ATTENTION (1 << 0)
+#define DMGM_STATE_FACE_TARGET (1 << 1)
+
typedef struct DmGm {
/* 0x000 */ Actor actor;
/* 0x144 */ SkelAnime skelAnime;
/* 0x188 */ DmGmActionFunc actionFunc;
- /* 0x18C */ Vec3f unk_18C;
- /* 0x18C */ Vec3f unk_194;
- /* 0x1A4 */ Vec3s unk_1A4;
- /* 0x1A4 */ Vec3s unk_1AA;
+ /* 0x18C */ Vec3f headComputedPos;
+ /* 0x18C */ Vec3f torsoComputedPos;
+ /* 0x1A4 */ Vec3s headComputedRot;
+ /* 0x1A4 */ Vec3s torsoComputedRot;
/* 0x1B0 */ Vec3s jointTable[ANJU1_LIMB_MAX];
/* 0x22E */ Vec3s morphTable[ANJU1_LIMB_MAX];
/* 0x2AC */ s8 an4ObjectSlot;
/* 0x2AD */ s8 msmoObjectSlot;
- /* 0x2AE */ u16 unk_2AE;
+ /* 0x2AE */ u16 stateFlags;
/* 0x2B0 */ u8 cueId;
- /* 0x2B4 */ Actor* unk_2B4;
- /* 0x2B8 */ s16 unk_2B8;
- /* 0x2BA */ s16 unk_2BA;
- /* 0x2BC */ s16 unk_2BC;
- /* 0x2BE */ s16 unk_2BE;
- /* 0x2C0 */ s16 unk_2C0;
- /* 0x2C2 */ s16 unk_2C2;
- /* 0x2C4 */ s16 unk_2C4;
+ /* 0x2B4 */ Actor* lookAtActor;
+ /* 0x2B8 */ s16 eyeTexIndex;
+ /* 0x2BA */ s16 eyeTimer;
+ /* 0x2BC */ s16 loseAttentionTimer;
+ /* 0x2BE */ s16 headRotZ;
+ /* 0x2C0 */ s16 headRotY;
+ /* 0x2C2 */ s16 torsoRotZ;
+ /* 0x2C4 */ s16 torsoRotY;
/* 0x2C8 */ s32 animIndex;
/* 0x2CC */ s32 prevAnimIndex;
/* 0x2D0 */ s32 isCutscenePlaying;
diff --git a/src/overlays/actors/ovl_En_An/z_en_an.c b/src/overlays/actors/ovl_En_An/z_en_an.c
index e1ce024dc..f12f90d0c 100644
--- a/src/overlays/actors/ovl_En_An/z_en_an.c
+++ b/src/overlays/actors/ovl_En_An/z_en_an.c
@@ -926,29 +926,29 @@ EnDoor* EnAn_FindDoor(PlayState* play, AnjuScheduleResult scheduleOutputResult)
*/
typedef enum EnAnAnimation {
/* -1 */ ENAN_ANIM_NONE = -1,
- /* 0 */ ENAN_ANIM_HOLDING_HANDS,
+ /* 0 */ ENAN_ANIM_HOLD_HANDS,
/* 1 */ ENAN_ANIM_IDLE,
/* 2 */ ENAN_ANIM_IDLE_MORPH,
- /* 3 */ ENAN_ANIM_BOWING,
- /* 4 */ ENAN_ANIM_BOWING_MORPH,
+ /* 3 */ ENAN_ANIM_BOW,
+ /* 4 */ ENAN_ANIM_BOW_MORPH,
/* 5 */ ENAN_ANIM_SURPRISED,
- /* 6 */ ENAN_ANIM_LOOKING_UP_RELIEVED,
+ /* 6 */ ENAN_ANIM_LOOK_UP_RELIEVED,
/* 7 */ ENAN_ANIM_WALK,
/* 8 */ ENAN_ANIM_WALK2, // Duplicate of ENAN_ANIM_WALK
/* 9 */ ENAN_ANIM_SIT,
/* 10 */ ENAN_ANIM_SIT_MORPH,
- /* 11 */ ENAN_ANIM_SITTING_IN_DISBELIEVE,
- /* 12 */ ENAN_ANIM_COOKING,
- /* 13 */ ENAN_ANIM_TASTING,
- /* 14 */ ENAN_ANIM_TASTING_END,
- /* 15 */ ENAN_ANIM_WAITING_WITH_TRAY,
- /* 16 */ ENAN_ANIM_WALKING_WITH_TRAY,
+ /* 11 */ ENAN_ANIM_SITTING_IN_DISBELIEF,
+ /* 12 */ ENAN_ANIM_COOK,
+ /* 13 */ ENAN_ANIM_TASTE,
+ /* 14 */ ENAN_ANIM_TASTE_END,
+ /* 15 */ ENAN_ANIM_WAIT_WITH_TRAY,
+ /* 16 */ ENAN_ANIM_WALK_WITH_TRAY,
/* 17 */ ENAN_ANIMOBJ_AN2,
/* 17 */ ENAN_ANIM_UMBRELLA_IDLE = ENAN_ANIMOBJ_AN2,
/* 18 */ ENAN_ANIM_UMBRELLA_WALK,
/* 19 */ ENAN_ANIM_UMBRELLA_SIT,
- /* 20 */ ENAN_ANIM_UMBRELLA_CRYING,
+ /* 20 */ ENAN_ANIM_UMBRELLA_CRY,
/* 21 */ ENAN_ANIMOBJ_AN3,
/* 21 */ ENAN_ANIM_BROOM_IDLE = ENAN_ANIMOBJ_AN3,
@@ -957,44 +957,44 @@ typedef enum EnAnAnimation {
/* 24 */ ENAN_ANIM_24, //! @bug See note at `sAnimationInfo`
/* 25 */ ENAN_ANIMOBJ_AN4,
- /* 25 */ ENAN_ANIM_25 = ENAN_ANIMOBJ_AN4,
- /* 26 */ ENAN_ANIM_26,
- /* 27 */ ENAN_ANIM_27,
- /* 28 */ ENAN_ANIM_28,
- /* 29 */ ENAN_ANIM_29,
- /* 30 */ ENAN_ANIM_30,
- /* 31 */ ENAN_ANIM_31,
- /* 32 */ ENAN_ANIM_32,
- /* 33 */ ENAN_ANIM_33,
- /* 34 */ ENAN_ANIM_SITTING_RAISE_FACE,
- /* 35 */ ENAN_ANIM_35,
+ /* 25 */ ENAN_ANIM_MASK_STAND_LOOP = ENAN_ANIMOBJ_AN4,
+ /* 26 */ ENAN_ANIM_MASK_KNEEL,
+ /* 27 */ ENAN_ANIM_MASK_KNEEL_LOOP,
+ /* 28 */ ENAN_ANIM_HUG,
+ /* 29 */ ENAN_ANIM_HUG_LOOP,
+ /* 30 */ ENAN_ANIM_HUG_RELEASE,
+ /* 31 */ ENAN_ANIM_HUG_RELEASE_LOOP,
+ /* 32 */ ENAN_ANIM_COMBINE_MASKS_1,
+ /* 33 */ ENAN_ANIM_COMBINE_MASKS_2,
+ /* 34 */ ENAN_ANIM_LOOK_UP,
+ /* 35 */ ENAN_ANIM_LOOK_UP_LOOP,
/* 36 */ ENAN_ANIM_MAX
} EnAnAnimation;
static AnimationInfoS sAnimationInfo[ENAN_ANIM_MAX] = {
- { &gAnju1HoldingHandsAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_HOLDING_HANDS
+ { &gAnju1HoldHandsAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_HOLD_HANDS
{ &gAnju1IdleAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_IDLE
{ &gAnju1IdleAnim, 1.0f, 0, -1, ANIMMODE_LOOP, -6 }, // ENAN_ANIM_IDLE_MORPH
- { &gAnju1BowingAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_BOWING
- { &gAnju1BowingAnim, 1.0f, 0, -1, ANIMMODE_ONCE, -6 }, // ENAN_ANIM_BOWING_MORPH
+ { &gAnju1BowAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_BOW
+ { &gAnju1BowAnim, 1.0f, 0, -1, ANIMMODE_ONCE, -6 }, // ENAN_ANIM_BOW_MORPH
{ &gAnju1SurprisedAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_SURPRISED
- { &gAnju1LookingUpRelievedAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_LOOKING_UP_RELIEVED
+ { &gAnju1LookUpRelievedAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_LOOK_UP_RELIEVED
{ &gAnju1WalkAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_WALK
{ &gAnju1WalkAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_WALK2
{ &gAnju1SitAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_SIT
{ &gAnju1SitAnim, 1.0f, 0, -1, ANIMMODE_LOOP, -6 }, // ENAN_ANIM_SIT_MORPH
- { &gAnju1SittingInDisbelieveAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_SITTING_IN_DISBELIEVE
- { &gAnju1CookingAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_COOKING
- { &gAnju1TastingAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_TASTING
- { &gAnju1TastingEndAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_TASTING_END
- { &gAnju1WaitingWithTrayAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_WAITING_WITH_TRAY
- { &gAnju1WalkingWithTrayAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_WALKING_WITH_TRAY
+ { &gAnju1SittingInDisbeliefAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_SITTING_IN_DISBELIEF
+ { &gAnju1CookAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_COOK
+ { &gAnju1TasteAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_TASTE
+ { &gAnju1TasteEndAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_TASTE_END
+ { &gAnju1WaitWithTrayAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_WAIT_WITH_TRAY
+ { &gAnju1WalkWithTrayAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_WALK_WITH_TRAY
// ENAN_ANIMOBJ_AN2
{ &gAnju2UmbrellaIdleAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_UMBRELLA_IDLE
{ &gAnju2UmbrellaWalkAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_UMBRELLA_WALK
{ &gAnju2UmbrellaSitAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_UMBRELLA_SIT
- { &gAnju2UmbrellaCryingAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_UMBRELLA_CRYING
+ { &gAnju2UmbrellaCryAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_UMBRELLA_CRY
// ENAN_ANIMOBJ_AN3
{ &gAnju3BroomIdleAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_BROOM_IDLE
@@ -1004,17 +1004,17 @@ static AnimationInfoS sAnimationInfo[ENAN_ANIM_MAX] = {
{ &gAnju2UmbrellaSitAnim, -1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_24
// ENAN_ANIMOBJ_AN4
- { &object_an4_Anim_006CC0, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_25
- { &object_an4_Anim_007E3C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_26
- { &object_an4_Anim_0088C0, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_27
- { &object_an4_Anim_0013C8, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_28
- { &object_an4_Anim_002550, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_29
- { &object_an4_Anim_00353C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_30
- { &object_an4_Anim_004498, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_31
- { &object_an4_Anim_0060B4, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_32
- { &object_an4_Anim_00041C, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_33
- { &gAnju4SittingRaiseFaceAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_SITTING_RAISE_FACE
- { &object_an4_Anim_00506C, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_35
+ { &gAnju4MaskStandLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_MASK_STAND_LOOP
+ { &gAnju4MaskKneelAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_MASK_KNEEL
+ { &gAnju4MaskKneelLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_MASK_KNEEL_LOOP
+ { &gAnju4HugAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_HUG
+ { &gAnju4HugLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_HUG_LOOP
+ { &gAnju4HugReleaseAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_HUG_RELEASE
+ { &gAnju4HugReleaseLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_HUG_RELEASE_LOOP
+ { &gAnju4CombineMasks1Anim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_COMBINE_MASKS_1
+ { &gAnju4CombineMasks2Anim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_COMBINE_MASKS_2
+ { &gAnju4LookUpAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // ENAN_ANIM_LOOK_UP
+ { &gAnju4LookUpLoopAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENAN_ANIM_LOOK_UP_LOOP
};
s32 EnAn_UpdateSkel(EnAn* this, PlayState* play) {
@@ -1131,7 +1131,7 @@ typedef enum EnAnEyes {
/* 1 */ ENAN_EYES_HALF1,
/* 2 */ ENAN_EYES_CLOSED,
/* 3 */ ENAN_EYES_HALF2,
- /* 4 */ ENAN_EYES_COMFORTING,
+ /* 4 */ ENAN_EYES_COMFORT,
/* 5 */ ENAN_EYES_SAD,
/* 6 */ ENAN_EYES_RELIEVED_CLOSED,
/* 7 */ ENAN_EYES_MAX
@@ -1195,15 +1195,15 @@ void EnAn_UpdateFace(EnAn* this) {
break;
case ENAN_FACE_8:
- if ((this->eyeTexIndex == ENAN_EYES_COMFORTING) || (this->eyeTexIndex == ENAN_EYES_CLOSED)) {
+ if ((this->eyeTexIndex == ENAN_EYES_COMFORT) || (this->eyeTexIndex == ENAN_EYES_CLOSED)) {
skipBlink = true;
- this->eyeTexIndex = ENAN_EYES_COMFORTING;
+ this->eyeTexIndex = ENAN_EYES_COMFORT;
}
break;
}
if (!skipBlink) {
- if ((this->eyeTexIndex == ENAN_EYES_COMFORTING) || (this->eyeTexIndex == ENAN_EYES_SAD)) {
+ if ((this->eyeTexIndex == ENAN_EYES_COMFORT) || (this->eyeTexIndex == ENAN_EYES_SAD)) {
this->eyeTexIndex = ENAN_EYES_OPEN;
} else if (this->eyeTexIndex == ENAN_EYES_RELIEVED_CLOSED) {
this->eyeTexIndex = ENAN_EYES_HALF1;
@@ -1278,7 +1278,7 @@ void EnAn_DrawAccessory(EnAn* this, PlayState* play, EnAnAccessory accessoryId)
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_OPA_DISP++, gKafeiMaskDL);
+ gSPDisplayList(POLY_OPA_DISP++, gKafeisMaskDL);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[originalObjectSlot].segment);
}
break;
@@ -1531,7 +1531,7 @@ s32 EnAn_MsgEvent_Cooking(Actor* thisx, PlayState* play) {
switch (this->msgEventState) {
case 0x0:
- EnAn_ChangeAnim(this, play, ENAN_ANIM_TASTING);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_TASTE);
this->msgEventState++;
break;
@@ -1544,7 +1544,7 @@ s32 EnAn_MsgEvent_Cooking(Actor* thisx, PlayState* play) {
break;
case 0x2:
- EnAn_ChangeAnim(this, play, ENAN_ANIM_TASTING_END);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_TASTE_END);
this->msgEventState++;
break;
}
@@ -1572,7 +1572,7 @@ s32 EnAn_MsgEvent_LaundryPool(Actor* thisx, PlayState* play) {
label:
this->stateFlags &= ~(ENAN_STATE_ENGAGED | ENAN_STATE_DRAW_KAFEI_MASK);
this->stateFlags |= ENAN_STATE_LOST_ATTENTION;
- EnAn_ChangeAnim(this, play, ENAN_ANIM_UMBRELLA_CRYING);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_UMBRELLA_CRY);
ret = true;
this->msgEventState++;
break;
@@ -1864,11 +1864,11 @@ s32 EnAn_ChooseAnimAfterTalking(EnAn* this, PlayState* play) {
break;
case ANJU_SCH_COOKING:
- EnAn_ChangeAnim(this, play, ENAN_ANIM_COOKING);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_COOK);
break;
case ANJU_SCH_GIVE_LUNCH_TO_GRANNY:
- EnAn_ChangeAnim(this, play, ENAN_ANIM_WAITING_WITH_TRAY);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_WAIT_WITH_TRAY);
break;
case ANJU_SCH_WALKING_47:
@@ -1883,8 +1883,8 @@ s32 EnAn_ChooseAnimAfterTalking(EnAn* this, PlayState* play) {
break;
default:
- if (this->animIndex == ENAN_ANIM_WAITING_WITH_TRAY) {
- EnAn_ChangeAnim(this, play, ENAN_ANIM_WALKING_WITH_TRAY);
+ if (this->animIndex == ENAN_ANIM_WAIT_WITH_TRAY) {
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_WALK_WITH_TRAY);
}
if (this->animIndex == ENAN_ANIM_UMBRELLA_IDLE) {
EnAn_ChangeAnim(this, play, ENAN_ANIM_UMBRELLA_WALK);
@@ -1900,7 +1900,7 @@ s32 EnAn_ChooseAnimAfterTalking(EnAn* this, PlayState* play) {
void EnAn_DialogueFunc_80B556F8(EnAn* this, PlayState* play) {
if (this->dialogueFuncState == 0) {
- EnAn_ChangeAnim(this, play, ENAN_ANIM_LOOKING_UP_RELIEVED);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_LOOK_UP_RELIEVED);
this->stateFlags &= ~ENAN_STATE_ENGAGED;
this->stateFlags |= ENAN_STATE_LOST_ATTENTION;
this->dialogueFuncState++;
@@ -1914,7 +1914,7 @@ void EnAn_DialogueFunc_80B556F8(EnAn* this, PlayState* play) {
void EnAn_DialogueFunc_80B557AC(EnAn* this, PlayState* play) {
if (this->dialogueFuncState == 0) {
- EnAn_ChangeAnim(this, play, ENAN_ANIM_BOWING);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_BOW);
this->stateFlags &= ~ENAN_STATE_ENGAGED;
this->stateFlags |= ENAN_STATE_LOST_ATTENTION;
this->dialogueFuncState++;
@@ -1928,7 +1928,7 @@ void EnAn_DialogueFunc_80B557AC(EnAn* this, PlayState* play) {
void EnAn_DialogueFunc_80B55860(EnAn* this, PlayState* play) {
if (this->dialogueFuncState == 0) {
- EnAn_ChangeAnim(this, play, ENAN_ANIM_BOWING_MORPH);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_BOW_MORPH);
this->stateFlags |= ENAN_STATE_LOST_ATTENTION;
this->stateFlags &= ~ENAN_STATE_ENGAGED;
this->dialogueFuncState++;
@@ -1969,7 +1969,7 @@ s32 EnAn_HandleDialogue(EnAn* this, PlayState* play) {
break;
case 0x28C6: // "Don't talk to me or I'll drop this plate"
- EnAn_ChangeAnim(this, play, ENAN_ANIM_WAITING_WITH_TRAY);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_WAIT_WITH_TRAY);
break;
case 0x28F5: // "The town will be crushed by the moon. Forget about the letter"
@@ -1982,10 +1982,10 @@ s32 EnAn_HandleDialogue(EnAn* this, PlayState* play) {
break;
case 0x28EB: // "I'm afraid to meet him..."
- if (this->animIndex != ENAN_ANIM_UMBRELLA_CRYING) {
+ if (this->animIndex != ENAN_ANIM_UMBRELLA_CRY) {
this->stateFlags &= ~(ENAN_STATE_ENGAGED | ENAN_STATE_DRAW_KAFEI_MASK);
this->stateFlags |= ENAN_STATE_LOST_ATTENTION;
- EnAn_ChangeAnim(this, play, ENAN_ANIM_UMBRELLA_CRYING);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_UMBRELLA_CRY);
}
break;
@@ -2083,8 +2083,8 @@ s32 EnAn_HandleDialogue(EnAn* this, PlayState* play) {
case 0x28F4: // "But he said in the letter he'll come back"
case 0x28F6: // "Mother thank you"
default:
- if (this->animIndex == ENAN_ANIM_WALKING_WITH_TRAY) {
- EnAn_ChangeAnim(this, play, ENAN_ANIM_WAITING_WITH_TRAY);
+ if (this->animIndex == ENAN_ANIM_WALK_WITH_TRAY) {
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_WAIT_WITH_TRAY);
}
if (this->animIndex == ENAN_ANIM_UMBRELLA_WALK) {
EnAn_ChangeAnim(this, play, ENAN_ANIM_UMBRELLA_IDLE);
@@ -2329,7 +2329,7 @@ s32 EnAn_ProcessSchedule_GiveLunchToGranny(EnAn* this, PlayState* play, Schedule
s32 ret = false;
if (func_80B55D98(this, play, scheduleOutput, ACTORCAT_NPC, ACTOR_EN_NB)) {
- EnAn_ChangeAnim(this, play, ENAN_ANIM_WAITING_WITH_TRAY);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_WAIT_WITH_TRAY);
SubS_SetOfferMode(&this->stateFlags, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK);
ret = true;
@@ -2398,7 +2398,7 @@ s32 EnAn_ProcessSchedule_Door(EnAn* this, PlayState* play, ScheduleOutput* sched
case ANJU_SCH_DOOR_27:
case ANJU_SCH_DOOR_28:
this->stateFlags |= ENAN_STATE_DRAW_TRAY | ENAN_STATE_UPDATE_EYES;
- EnAn_ChangeAnim(this, play, ENAN_ANIM_WALKING_WITH_TRAY);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_WALK_WITH_TRAY);
break;
case ANJU_SCH_DOOR_36:
@@ -2492,7 +2492,7 @@ s32 EnAn_ProcessSchedule_Walking(EnAn* this, PlayState* play, ScheduleOutput* sc
/* fallthrough */
case ANJU_SCH_WALKING_44:
case ANJU_SCH_WALKING_45:
- EnAn_ChangeAnim(this, play, ENAN_ANIM_WALKING_WITH_TRAY);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_WALK_WITH_TRAY);
this->stateFlags |= ENAN_STATE_UPDATE_EYES | ENAN_STATE_LOST_ATTENTION;
this->stateFlags |= ENAN_STATE_DRAW_TRAY;
break;
@@ -2630,7 +2630,7 @@ s32 EnAn_ProcessSchedule_80B56880(EnAn* this, PlayState* play, ScheduleOutput* s
this->stateFlags |= ENAN_STATE_DRAW_UMBRELLA;
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_SPOKE_TO_ANJU_IN_LAUNDRY_POOL)) {
- EnAn_ChangeAnim(this, play, ENAN_ANIM_UMBRELLA_CRYING);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_UMBRELLA_CRY);
this->stateFlags |= ENAN_STATE_IGNORE_GRAVITY;
this->actor.world.rot.y += 0x7FF8;
this->actor.shape.rot.y = this->actor.world.rot.y;
@@ -2646,7 +2646,7 @@ s32 EnAn_ProcessSchedule_80B56880(EnAn* this, PlayState* play, ScheduleOutput* s
break;
case ANJU_SCH_COOKING:
- EnAn_ChangeAnim(this, play, ENAN_ANIM_COOKING);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_COOK);
SubS_SetOfferMode(&this->stateFlags, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK);
this->stateFlags |= ENAN_STATE_UPDATE_EYES | ENAN_STATE_LOST_ATTENTION;
this->stateFlags |= ENAN_STATE_DRAW_CHOPSTICKS;
@@ -2668,7 +2668,7 @@ s32 EnAn_ProcessSchedule_Ranch(EnAn* this, PlayState* play, ScheduleOutput* sche
Math_Vec3s_Copy(&this->actor.world.rot, &this->actor.shape.rot);
if (scheduleOutput->result == ANJU_SCH_RANCH) {
- EnAn_ChangeAnim(this, play, ENAN_ANIM_SITTING_IN_DISBELIEVE);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_SITTING_IN_DISBELIEF);
SubS_SetOfferMode(&this->stateFlags, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK);
this->stateFlags |= ENAN_STATE_UPDATE_EYES | ENAN_STATE_LOST_ATTENTION;
@@ -2698,7 +2698,7 @@ s32 EnAn_ProcessSchedule_StaffRoom(EnAn* this, PlayState* play, ScheduleOutput*
break;
case ANJU_SCH_TALKING_WITH_MOM:
- EnAn_ChangeAnim(this, play, ENAN_ANIM_SITTING_IN_DISBELIEVE);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_SITTING_IN_DISBELIEF);
this->savedFaceIndex = ENAN_FACE_5;
this->faceIndex = ENAN_FACE_5;
this->eyeTimer = 8;
@@ -2718,7 +2718,7 @@ s32 EnAn_ProcessSchedule_WithKafei(EnAn* this, PlayState* play, ScheduleOutput*
Math_Vec3s_Copy(&this->actor.shape.rot, &D_80B58EA4);
Math_Vec3s_Copy(&this->actor.world.rot, &this->actor.shape.rot);
- EnAn_ChangeAnim(this, play, ENAN_ANIM_HOLDING_HANDS);
+ EnAn_ChangeAnim(this, play, ENAN_ANIM_HOLD_HANDS);
SubS_SetOfferMode(&this->stateFlags, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK);
this->stateFlags |= ENAN_STATE_UPDATE_EYES | ENAN_STATE_LOST_ATTENTION;
@@ -3219,15 +3219,15 @@ void EnAn_Talk(EnAn* this, PlayState* play) {
void EnAn_HandleCouplesMaskCutscene(EnAn* this, PlayState* play) {
s32 animIds[] = {
/* 0 */ 0, // no cue
- /* 1 */ ENAN_ANIM_SITTING_IN_DISBELIEVE,
- /* 2 */ ENAN_ANIM_SITTING_RAISE_FACE,
- /* 3 */ ENAN_ANIM_25,
- /* 4 */ ENAN_ANIM_26,
- /* 5 */ ENAN_ANIM_28,
- /* 6 */ ENAN_ANIM_30,
- /* 7 */ ENAN_ANIM_32,
- /* 8 */ ENAN_ANIM_33,
- /* 9 */ ENAN_ANIM_HOLDING_HANDS,
+ /* 1 */ ENAN_ANIM_SITTING_IN_DISBELIEF,
+ /* 2 */ ENAN_ANIM_LOOK_UP,
+ /* 3 */ ENAN_ANIM_MASK_STAND_LOOP,
+ /* 4 */ ENAN_ANIM_MASK_KNEEL,
+ /* 5 */ ENAN_ANIM_HUG,
+ /* 6 */ ENAN_ANIM_HUG_RELEASE,
+ /* 7 */ ENAN_ANIM_COMBINE_MASKS_1,
+ /* 8 */ ENAN_ANIM_COMBINE_MASKS_2,
+ /* 9 */ ENAN_ANIM_HOLD_HANDS,
};
s32 pad;
@@ -3252,8 +3252,8 @@ void EnAn_HandleCouplesMaskCutscene(EnAn* this, PlayState* play) {
EnAn_ChangeAnim(this, play, animIds[cueId]);
}
- if ((this->animIndex == ENAN_ANIM_26) || (this->animIndex == ENAN_ANIM_28) ||
- (this->animIndex == ENAN_ANIM_30) || (this->animIndex == ENAN_ANIM_SITTING_RAISE_FACE)) {
+ if ((this->animIndex == ENAN_ANIM_MASK_KNEEL) || (this->animIndex == ENAN_ANIM_HUG) ||
+ (this->animIndex == ENAN_ANIM_HUG_RELEASE) || (this->animIndex == ENAN_ANIM_LOOK_UP)) {
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
EnAn_ChangeAnim(this, play, this->animIndex + 1);
}
@@ -3869,7 +3869,7 @@ void EnAn_Draw(Actor* thisx, PlayState* play) {
gAnju1EyeHalfTex, // ENAN_EYES_HALF1
gAnju1EyeClosedTex, // ENAN_EYES_CLOSED
gAnju1EyeHalfTex, // ENAN_EYES_HALF2
- gAnju1EyeComfortingTex, // ENAN_EYES_COMFORTING
+ gAnju1EyeComfortTex, // ENAN_EYES_COMFORT
gAnju1EyeSadTex, // ENAN_EYES_SAD
gAnju1EyeRelievedClosedTex, // ENAN_EYES_RELIEVED_CLOSED
};
diff --git a/src/overlays/actors/ovl_En_Owl/z_en_owl.c b/src/overlays/actors/ovl_En_Owl/z_en_owl.c
index db4d9386b..4389ca237 100644
--- a/src/overlays/actors/ovl_En_Owl/z_en_owl.c
+++ b/src/overlays/actors/ovl_En_Owl/z_en_owl.c
@@ -5,7 +5,6 @@
*/
#include "z_en_owl.h"
-#include "objects/object_owl/object_owl.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10)
@@ -128,15 +127,15 @@ void EnOwl_Init(Actor* thisx, PlayState* play) {
}
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f);
- SkelAnime_InitFlex(play, &this->skelAnime1, &object_owl_Skel_00C5F8, &object_owl_Anim_001ADC, this->jointTable1,
- this->morphTable1, 21);
- SkelAnime_InitFlex(play, &this->skelAnime2, &object_owl_Skel_0105C0, &object_owl_Anim_00CDB0, this->jointTable2,
- this->morphTable2, 16);
+ SkelAnime_InitFlex(play, &this->skelAnimeFlying, &gOwlFlyingSkel, &gOwlFlyAnim, this->jointTableFlying,
+ this->morphTableFlying, OWL_FLYING_LIMB_MAX);
+ SkelAnime_InitFlex(play, &this->skelAnimePerching, &gOwlPerchingSkel, &gOwlPerchAnim, this->jointTablePerching,
+ this->morphTablePerching, OWL_PERCHING_LIMB_MAX);
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->actor.terminalVelocity = -10.0f;
this->actor.targetArrowOffset = 500.0f;
- EnOwl_ChangeMode(this, func_8095BF58, func_8095C484, &this->skelAnime2, &object_owl_Anim_00CDB0, 0.0f);
+ EnOwl_ChangeMode(this, func_8095BF58, func_8095C484, &this->skelAnimePerching, &gOwlPerchAnim, 0.0f);
this->actionFlags = 0;
this->unk_40D = 0;
@@ -252,7 +251,7 @@ s32 func_8095A9FC(EnOwl* this, PlayState* play, u16 textId) {
}
void func_8095AA70(EnOwl* this) {
- EnOwl_ChangeMode(this, func_8095C1C8, func_8095C484, &this->skelAnime1, &object_owl_Anim_00CB94, 0.0f);
+ EnOwl_ChangeMode(this, func_8095C1C8, func_8095C484, &this->skelAnimeFlying, &gOwlUnfoldWingsAnim, 0.0f);
this->eyeTexIndex = 0;
this->blinkTimer = Rand_S16Offset(60, 60);
}
@@ -425,9 +424,9 @@ void func_8095B0C8(EnOwl* this) {
}
void func_8095B158(EnOwl* this) {
- if (Animation_OnFrame(&this->skelAnime1, 2.0f) || Animation_OnFrame(&this->skelAnime1, 9.0f) ||
- Animation_OnFrame(&this->skelAnime1, 23.0f) || Animation_OnFrame(&this->skelAnime1, 40.0f) ||
- Animation_OnFrame(&this->skelAnime1, 58.0f)) {
+ if (Animation_OnFrame(&this->skelAnimeFlying, 2.0f) || Animation_OnFrame(&this->skelAnimeFlying, 9.0f) ||
+ Animation_OnFrame(&this->skelAnimeFlying, 23.0f) || Animation_OnFrame(&this->skelAnimeFlying, 40.0f) ||
+ Animation_OnFrame(&this->skelAnimeFlying, 58.0f)) {
Actor_PlaySfx(&this->actor, NA_SE_EN_OWL_FLUTTER);
}
}
@@ -448,7 +447,7 @@ void func_8095B254(EnOwl* this, PlayState* play) {
}
if (this->actionFlags & 1) {
- EnOwl_ChangeMode(this, func_8095B1E4, func_8095C328, &this->skelAnime1, &object_owl_Anim_001ADC, 0.0f);
+ EnOwl_ChangeMode(this, func_8095B1E4, func_8095C328, &this->skelAnimeFlying, &gOwlFlyAnim, 0.0f);
this->unk_3EA = 6;
this->actor.flags |= ACTOR_FLAG_20;
}
@@ -458,7 +457,7 @@ void func_8095B254(EnOwl* this, PlayState* play) {
void func_8095B2F8(EnOwl* this, PlayState* play) {
func_8095B06C(this);
- if (this->skelAnime1.curFrame >= 18.0f) {
+ if (this->skelAnimeFlying.curFrame >= 18.0f) {
Math_SmoothStepToS(&this->actor.world.rot.y, this->unk_3EC, 2, 0x200, 0x80);
this->actor.shape.rot.y = this->actor.world.rot.y;
}
@@ -466,7 +465,7 @@ void func_8095B2F8(EnOwl* this, PlayState* play) {
if ((this->actor.shape.rot.y == this->unk_3EC) && (this->actionFlags & 1)) {
this->actionFunc = func_8095B254;
Animation_Change(this->skelAnime3, this->skelAnime3->animation, 1.0f, 19.0f,
- Animation_GetLastFrame(&object_owl_Anim_001168), ANIMMODE_ONCE, 0.0f);
+ Animation_GetLastFrame(&gOwlTakeoffAnim), ANIMMODE_ONCE, 0.0f);
this->unk_414 = func_8095C484;
}
@@ -476,7 +475,7 @@ void func_8095B2F8(EnOwl* this, PlayState* play) {
void func_8095B3DC(EnOwl* this, PlayState* play) {
if (this->actionFlags & 1) {
this->actionFunc = func_8095B2F8;
- Animation_Change(this->skelAnime3, &object_owl_Anim_001168, 1.0f, 0.0f, 35.0f, ANIMMODE_ONCE, 0.0f);
+ Animation_Change(this->skelAnime3, &gOwlTakeoffAnim, 1.0f, 0.0f, 35.0f, ANIMMODE_ONCE, 0.0f);
this->unk_414 = func_8095C408;
this->unk_3EC = 0x5500;
this->actor.world.pos.y += 100.0f;
@@ -489,7 +488,7 @@ void func_8095B480(EnOwl* this, PlayState* play) {
if (player->stateFlags3 & PLAYER_STATE3_10000000) {
this->actor.textId = 0xBF1;
- EnOwl_ChangeMode(this, func_8095BF58, func_8095C484, &this->skelAnime2, &object_owl_Anim_00CDB0, 0.0f);
+ EnOwl_ChangeMode(this, func_8095BF58, func_8095C484, &this->skelAnimePerching, &gOwlPerchAnim, 0.0f);
this->eyeTexIndex = 0;
this->actionFlags &= ~8;
this->blinkTimer = Rand_S16Offset(60, 60);
@@ -523,7 +522,7 @@ void func_8095B574(EnOwl* this, PlayState* play) {
void func_8095B650(EnOwl* this, PlayState* play) {
if (this->actionFlags & 1) {
- EnOwl_ChangeMode(this, func_8095B574, func_8095C484, &this->skelAnime2, &object_owl_Anim_00CDB0, 0.0f);
+ EnOwl_ChangeMode(this, func_8095B574, func_8095C484, &this->skelAnimePerching, &gOwlPerchAnim, 0.0f);
this->actor.textId = 0xBF5;
this->actionFlags &= ~8;
}
@@ -532,8 +531,8 @@ void func_8095B650(EnOwl* this, PlayState* play) {
void func_8095B6C8(EnOwl* this, PlayState* play) {
if (this->actionFlags & 1) {
- Animation_Change(this->skelAnime3, &object_owl_Anim_00CB94, -1.0f,
- Animation_GetLastFrame(&object_owl_Anim_00CB94), 0.0f, ANIMMODE_ONCE, 0.0f);
+ Animation_Change(this->skelAnime3, &gOwlUnfoldWingsAnim, -1.0f, Animation_GetLastFrame(&gOwlUnfoldWingsAnim),
+ 0.0f, ANIMMODE_ONCE, 0.0f);
this->unk_414 = func_8095C484;
this->actionFunc = func_8095B650;
}
@@ -588,7 +587,7 @@ void func_8095B76C(EnOwl* this, PlayState* play) {
}
void func_8095B960(EnOwl* this, PlayState* play) {
- if (this->skelAnime1.curFrame >= 18.0f) {
+ if (this->skelAnimeFlying.curFrame >= 18.0f) {
Math_SmoothStepToS(&this->actor.world.rot.y, this->unk_3EC, 2, 0x200, 0x80);
this->actor.shape.rot.y = this->actor.world.rot.y;
}
@@ -605,7 +604,7 @@ void func_8095B960(EnOwl* this, PlayState* play) {
void func_8095B9FC(EnOwl* this, PlayState* play) {
if (this->actionFlags & 1) {
this->actionFunc = func_8095B960;
- Animation_Change(this->skelAnime3, &object_owl_Anim_001168, 1.0f, 0.0f, 35.0f, ANIMMODE_ONCE, 0.0f);
+ Animation_Change(this->skelAnime3, &gOwlTakeoffAnim, 1.0f, 0.0f, 35.0f, ANIMMODE_ONCE, 0.0f);
this->unk_414 = func_8095C408;
func_8095B0C8(this);
}
@@ -684,8 +683,8 @@ void func_8095BA84(EnOwl* this, PlayState* play) {
case 0xBEE:
Message_CloseTextbox(play);
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 0);
- EnOwl_ChangeMode(this, func_8095B9FC, func_8095C484, &this->skelAnime1, &object_owl_Anim_00CB94,
- 0.0f);
+ EnOwl_ChangeMode(this, func_8095B9FC, func_8095C484, &this->skelAnimeFlying,
+ &gOwlUnfoldWingsAnim, 0.0f);
this->eyeTexIndex = 0;
this->blinkTimer = Rand_S16Offset(60, 60);
this->actionFlags |= 8;
@@ -714,8 +713,8 @@ void func_8095BA84(EnOwl* this, PlayState* play) {
Message_CloseTextbox(play);
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_FANFARE, 0);
this->actor.flags &= ~ACTOR_FLAG_10000;
- EnOwl_ChangeMode(this, func_8095B3DC, func_8095C484, &this->skelAnime1, &object_owl_Anim_00CB94,
- 0.0f);
+ EnOwl_ChangeMode(this, func_8095B3DC, func_8095C484, &this->skelAnimeFlying,
+ &gOwlUnfoldWingsAnim, 0.0f);
this->eyeTexIndex = 0;
this->blinkTimer = Rand_S16Offset(60, 60);
this->actionFlags |= 8;
@@ -783,23 +782,23 @@ void func_8095BF78(EnOwl* this, PlayState* play) {
}
void func_8095C09C(EnOwl* this, PlayState* play) {
- if (this->skelAnime1.curFrame > 10.0f) {
+ if (this->skelAnimeFlying.curFrame > 10.0f) {
Math_SmoothStepToS(&this->actor.world.rot.y, this->unk_3EC, 2, 0x400, 0x40);
this->actor.shape.rot.y = this->actor.world.rot.y;
}
- if (this->skelAnime1.curFrame > 45.0f) {
+ if (this->skelAnimeFlying.curFrame > 45.0f) {
this->actor.velocity.y = 2.0f;
this->actor.gravity = 0.0f;
this->actor.speed = 8.0f;
- } else if (this->skelAnime1.curFrame > 17.0f) {
+ } else if (this->skelAnimeFlying.curFrame > 17.0f) {
this->actor.velocity.y = 6.0f;
this->actor.gravity = 0.0f;
this->actor.speed = 4.0f;
}
if (this->actionFlags & 1) {
- EnOwl_ChangeMode(this, func_8095BF78, func_8095C328, &this->skelAnime1, &object_owl_Anim_001ADC, 0.0f);
+ EnOwl_ChangeMode(this, func_8095BF78, func_8095C328, &this->skelAnimeFlying, &gOwlFlyAnim, 0.0f);
this->unk_3EA = 6;
this->unk_3EC += 0x2000;
}
@@ -810,7 +809,7 @@ void func_8095C09C(EnOwl* this, PlayState* play) {
void func_8095C1C8(EnOwl* this, PlayState* play) {
if (this->actionFlags & 1) {
this->unk_3EA = 3;
- EnOwl_ChangeMode(this, func_8095C09C, func_8095C484, &this->skelAnime1, &object_owl_Anim_001168, 0.0f);
+ EnOwl_ChangeMode(this, func_8095C09C, func_8095C484, &this->skelAnimeFlying, &gOwlTakeoffAnim, 0.0f);
this->unk_3EC = BINANG_ADD(this->actor.world.rot.y, 0x4000);
this->unk_3E4 = this->actor.world.pos.y;
this->actor.velocity.y = 2.0f;
@@ -826,8 +825,8 @@ void func_8095C258(EnOwl* this) {
} else {
this->unk_414 = func_8095C328;
this->unk_3EA = 6;
- Animation_Change(this->skelAnime3, &object_owl_Anim_001ADC, 1.0f, 0.0f,
- Animation_GetLastFrame(&object_owl_Anim_001ADC), ANIMMODE_ONCE, 5.0f);
+ Animation_Change(this->skelAnime3, &gOwlFlyAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gOwlFlyAnim),
+ ANIMMODE_ONCE, 5.0f);
}
}
@@ -840,8 +839,8 @@ void func_8095C328(EnOwl* this) {
} else {
this->unk_3EA = 160;
this->unk_414 = func_8095C258;
- Animation_Change(this->skelAnime3, &object_owl_Anim_00C6D4, 1.0f, 0.0f,
- Animation_GetLastFrame(&object_owl_Anim_00C6D4), ANIMMODE_LOOP, 5.0f);
+ Animation_Change(this->skelAnime3, &gOwlGlideAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gOwlGlideAnim),
+ ANIMMODE_LOOP, 5.0f);
}
}
}
@@ -925,7 +924,7 @@ void EnOwl_Update(Actor* thisx, PlayState* play) {
return;
}
- if ((this->skelAnime1.animation == &object_owl_Anim_001ADC) && Animation_OnFrame(&this->skelAnime1, 4.0f)) {
+ if ((this->skelAnimeFlying.animation == &gOwlFlyAnim) && Animation_OnFrame(&this->skelAnimeFlying, 4.0f)) {
Actor_PlaySfx(&this->actor, NA_SE_EN_OWL_FLUTTER);
}
@@ -1180,9 +1179,9 @@ void EnOwl_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
void EnOwl_Draw(Actor* thisx, PlayState* play) {
static TexturePtr eyeTextures[] = {
- object_owl_Tex_008EB8,
- object_owl_Tex_0092B8,
- object_owl_Tex_0096B8,
+ gOwlEyeOpenTex,
+ gOwlEyeHalfTex,
+ gOwlEyeClosedTex,
};
s32 pad;
EnOwl* this = THIS;
@@ -1214,7 +1213,7 @@ void func_8095D074(Actor* thisx, PlayState* play) {
gDPSetRenderMode(POLY_OPA_DISP++, G_RM_FOG_SHADE_A, G_RM_AA_ZB_TEX_EDGE2);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255);
- gSPDisplayList(POLY_OPA_DISP++, object_owl_DL_001200);
+ gSPDisplayList(POLY_OPA_DISP++, gOwlFeatherDL);
} else {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
@@ -1222,7 +1221,7 @@ void func_8095D074(Actor* thisx, PlayState* play) {
gDPSetRenderMode(POLY_XLU_DISP++, G_RM_FOG_SHADE_A, G_RM_AA_XLU_SURF2);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, (u8)(this->unk_3DC * 8));
- gSPDisplayList(POLY_XLU_DISP++, object_owl_DL_001200);
+ gSPDisplayList(POLY_XLU_DISP++, gOwlFeatherDL);
}
CLOSE_DISPS(play->state.gfxCtx);
diff --git a/src/overlays/actors/ovl_En_Owl/z_en_owl.h b/src/overlays/actors/ovl_En_Owl/z_en_owl.h
index 3dfadc7d7..9e354a6a7 100644
--- a/src/overlays/actors/ovl_En_Owl/z_en_owl.h
+++ b/src/overlays/actors/ovl_En_Owl/z_en_owl.h
@@ -2,6 +2,7 @@
#define Z_EN_OWL_H
#include "global.h"
+#include "objects/object_owl/object_owl.h"
struct EnOwl;
@@ -23,12 +24,12 @@ typedef enum {
typedef struct EnOwl {
/* 0x000 */ Actor actor;
/* 0x144 */ ColliderCylinder collider;
- /* 0x190 */ SkelAnime skelAnime1;
- /* 0x1D4 */ Vec3s jointTable1[21];
- /* 0x252 */ Vec3s morphTable1[21];
- /* 0x2D0 */ SkelAnime skelAnime2;
- /* 0x314 */ Vec3s jointTable2[16];
- /* 0x374 */ Vec3s morphTable2[16];
+ /* 0x190 */ SkelAnime skelAnimeFlying;
+ /* 0x1D4 */ Vec3s jointTableFlying[OWL_FLYING_LIMB_MAX];
+ /* 0x252 */ Vec3s morphTableFlying[OWL_FLYING_LIMB_MAX];
+ /* 0x2D0 */ SkelAnime skelAnimePerching;
+ /* 0x314 */ Vec3s jointTablePerching[OWL_PERCHING_LIMB_MAX];
+ /* 0x374 */ Vec3s morphTablePerching[OWL_PERCHING_LIMB_MAX];
/* 0x3D4 */ SkelAnime* skelAnime3;
/* 0x3D8 */ s16 unk_3D8;
/* 0x3DA */ s16 unk_3DA;
diff --git a/tools/disasm/functions.txt b/tools/disasm/functions.txt
index c75ca4a8e..1b0e03401 100644
--- a/tools/disasm/functions.txt
+++ b/tools/disasm/functions.txt
@@ -16941,19 +16941,19 @@
0x80C1C130:("DmAl_Draw",),
0x80C1C410:("DmAn_UpdateSkelAnime",),
0x80C1C4D8:("DmAn_ChangeAnim",),
- 0x80C1C5B4:("func_80C1C5B4",),
- 0x80C1C62C:("func_80C1C62C",),
- 0x80C1C83C:("func_80C1C83C",),
- 0x80C1C8E8:("func_80C1C8E8",),
- 0x80C1C958:("func_80C1C958",),
- 0x80C1CAB0:("DmAn_HandleCutscene",),
+ 0x80C1C5B4:("DmAn_Blink",),
+ 0x80C1C62C:("DmAn_UpdateHeadRot",),
+ 0x80C1C83C:("DmAn_UpdateAttention",),
+ 0x80C1C8E8:("DmAn_FindAnjusMotherActor",),
+ 0x80C1C958:("DmAn_WaitForObject",),
+ 0x80C1CAB0:("DmAn_HandleCouplesMaskCs",),
0x80C1CC80:("DmAn_DoNothing",),
0x80C1CC90:("DmAn_Init",),
0x80C1CCE4:("DmAn_Destroy",),
0x80C1CCF4:("DmAn_Update",),
- 0x80C1CD80:("func_80C1CD80",),
- 0x80C1CEFC:("func_80C1CEFC",),
- 0x80C1D0B0:("func_80C1D0B0",),
+ 0x80C1CD80:("DmAn_PostLimbDraw",),
+ 0x80C1CEFC:("DmAn_TransformLimbDraw",),
+ 0x80C1D0B0:("DmAn_Draw",),
0x80C1D410:("DmAh_ChangeAnim",),
0x80C1D458:("func_80C1D458",),
0x80C1D4D0:("func_80C1D4D0",),
@@ -17102,19 +17102,19 @@
0x80C23F6C:("EnEndingHero6_Draw",),
0x80C24360:("DmGm_UpdateSkelAnime",),
0x80C24428:("DmGm_ChangeAnim",),
- 0x80C24504:("func_80C24504",),
- 0x80C2457C:("func_80C2457C",),
- 0x80C2478C:("func_80C2478C",),
- 0x80C24838:("func_80C24838",),
- 0x80C248A8:("func_80C248A8",),
- 0x80C24A00:("DmGm_HandleCutscene",),
+ 0x80C24504:("DmGm_Blink",),
+ 0x80C2457C:("DmGm_UpdateHeadRot",),
+ 0x80C2478C:("DmGm_UpdateAttention",),
+ 0x80C24838:("DmGm_FindAnjusMotherActor",),
+ 0x80C248A8:("DmGm_WaitForObject",),
+ 0x80C24A00:("DmGm_HandleCouplesMaskCs",),
0x80C24BD0:("DmGm_DoNothing",),
0x80C24BE0:("DmGm_Init",),
0x80C24C34:("DmGm_Destroy",),
0x80C24C44:("DmGm_Update",),
0x80C24CD0:("DmGm_PostLimbDraw",),
0x80C24E4C:("DmGm_TransformLimbDraw",),
- 0x80C25000:("func_80C25000",),
+ 0x80C25000:("DmGm_Draw",),
0x80C25360:("func_80C25360",),
0x80C253D0:("func_80C253D0",),
0x80C255DC:("ObjSwprize_Init",),
diff --git a/tools/disasm/variables.txt b/tools/disasm/variables.txt
index 234967f2b..cf6da14e9 100644
--- a/tools/disasm/variables.txt
+++ b/tools/disasm/variables.txt
@@ -16414,8 +16414,8 @@
0x80C1D2C8:("D_80C1D2C8","UNK_TYPE1","",0x1),
0x80C1D2D4:("D_80C1D2D4","UNK_TYPE1","",0x1),
0x80C1D2DC:("D_80C1D2DC","UNK_TYPE1","",0x1),
- 0x80C1D2E8:("D_80C1D2E8","UNK_TYPE4","",0x4),
- 0x80C1D2F4:("D_80C1D2F4","UNK_TYPE1","",0x1),
+ 0x80C1D2E8:("sMouthTextures","UNK_TYPE4","",0x4),
+ 0x80C1D2F4:("sEyeTextures","UNK_TYPE1","",0x1),
0x80C1D310:("jtbl_80C1D310","UNK_PTR","",0x4),
0x80C1DDC0:("Dm_Ah_InitVars","UNK_TYPE1","",0x1),
0x80C1DDE0:("D_80C1DDE0","UNK_PTR","",0x4),
@@ -16501,8 +16501,8 @@
0x80C25218:("D_80C25218","UNK_TYPE1","",0x1),
0x80C25224:("D_80C25224","UNK_TYPE1","",0x1),
0x80C2522C:("D_80C2522C","UNK_TYPE1","",0x1),
- 0x80C25238:("D_80C25238","UNK_TYPE4","",0x4),
- 0x80C25244:("D_80C25244","UNK_TYPE1","",0x1),
+ 0x80C25238:("sMouthTextures","UNK_TYPE4","",0x4),
+ 0x80C25244:("sEyeTextures","UNK_TYPE1","",0x1),
0x80C25260:("jtbl_80C25260","UNK_PTR","",0x4),
0x80C257D0:("Obj_Swprize_InitVars","UNK_TYPE1","",0x1),
0x80C257F0:("D_80C257F0","UNK_TYPE1","",0x1),
diff --git a/tools/progress.py b/tools/progress.py
index 9096715aa..0626e9b65 100755
--- a/tools/progress.py
+++ b/tools/progress.py
@@ -239,7 +239,7 @@ for line in map_file:
eprint(f"Found file '{obj_file}' in unknown asset category '{assetCat}'")
eprint("I'll ignore this for now, but please fix it!")
- elif len(line_split) == 2 and line_split[0].startswith("0x00000000"):
+ elif len(line_split) == 2 and line_split[0].startswith("0x"):
varVramStr, varName = line_split
varVram = int(varVramStr, 16)
varName = varName.strip()
diff --git a/undefined_syms.txt b/undefined_syms.txt
index 07f8f2b85..e9a6ed592 100644
--- a/undefined_syms.txt
+++ b/undefined_syms.txt
@@ -338,21 +338,6 @@ D_06014040 = 0x06014040;
D_06002D30 = 0x06002D30;
D_06011458 = 0x06011458;
-// ovl_Door_Spiral
-
-D_06000590 = 0x06000590;
-D_060007A8 = 0x060007A8;
-D_06000EA0 = 0x06000EA0;
-D_060012C0 = 0x060012C0;
-D_060014C8 = 0x060014C8;
-D_06002110 = 0x06002110;
-D_06004448 = 0x06004448;
-D_060051B8 = 0x060051B8;
-D_06006128 = 0x06006128;
-D_06009278 = 0x06009278;
-D_06012B70 = 0x06012B70;
-D_06013EA8 = 0x06013EA8;
-
// ovl_En_Bal
D_060005FC = 0x060005FC;