mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
Better match for func_809EECBC
This commit is contained in:
@@ -144,38 +144,38 @@ Vec3f D_809F1BF4 = { 0.0f, -1.0f, 0.0f };
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// static DamageTable sDamageTable = {
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DamageTable D_809F1C00 = {
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/* Deku Nut */ DMG_ENTRY(0, 0x0),
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/* Deku Stick */ DMG_ENTRY(1, 0xF),
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/* Horse trample */ DMG_ENTRY(0, 0x0),
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/* Explosives */ DMG_ENTRY(1, 0xF),
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/* Zora boomerang */ DMG_ENTRY(1, 0xF),
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/* Normal arrow */ DMG_ENTRY(3, 0xF),
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/* UNK_DMG_0x06 */ DMG_ENTRY(0, 0x0),
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/* Hookshot */ DMG_ENTRY(3, 0x0),
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/* Goron punch */ DMG_ENTRY(2, 0xF),
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/* Sword */ DMG_ENTRY(1, 0xE),
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/* Goron pound */ DMG_ENTRY(1, 0xF),
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/* Fire arrow */ DMG_ENTRY(1, 0x2),
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/* Ice arrow */ DMG_ENTRY(1, 0x3),
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/* Light arrow */ DMG_ENTRY(3, 0x4),
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/* Goron spikes */ DMG_ENTRY(1, 0xF),
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/* Deku spin */ DMG_ENTRY(1, 0xF),
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/* Deku bubble */ DMG_ENTRY(3, 0xF),
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/* Deku launch */ DMG_ENTRY(2, 0xF),
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/* UNK_DMG_0x12 */ DMG_ENTRY(0, 0x0),
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/* Zora barrier */ DMG_ENTRY(1, 0xF),
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/* Normal shield */ DMG_ENTRY(0, 0x0),
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/* Light ray */ DMG_ENTRY(0, 0x0),
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/* Thrown object */ DMG_ENTRY(1, 0xF),
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/* Zora punch */ DMG_ENTRY(1, 0xF),
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/* Spin attack */ DMG_ENTRY(1, 0xF),
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/* Sword beam */ DMG_ENTRY(0, 0x0),
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/* Normal Roll */ DMG_ENTRY(0, 0x0),
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/* UNK_DMG_0x1B */ DMG_ENTRY(0, 0x0),
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/* UNK_DMG_0x1C */ DMG_ENTRY(0, 0x0),
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/* Unblockable */ DMG_ENTRY(0, 0x0),
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/* UNK_DMG_0x1E */ DMG_ENTRY(0, 0x0),
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/* Powder Keg */ DMG_ENTRY(1, 0xF),
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/* Deku Nut */ DMG_ENTRY(0, 0x0), // DMG_ENTRY(0, 0x1), //
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/* Deku Stick */ DMG_ENTRY(1, 0xF), // DMG_ENTRY(3, 0xF), //
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/* Horse trample */ DMG_ENTRY(0, 0x0), // DMG_ENTRY(0, 0x0),
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/* Explosives */ DMG_ENTRY(1, 0xF), // DMG_ENTRY(1, 0xF),
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/* Zora boomerang */ DMG_ENTRY(1, 0xF), // DMG_ENTRY(1, 0xF),
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/* Normal arrow */ DMG_ENTRY(3, 0xF), // DMG_ENTRY(1, 0xF), //
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/* UNK_DMG_0x06 */ DMG_ENTRY(0, 0x0), // DMG_ENTRY(0, 0x0),
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/* Hookshot */ DMG_ENTRY(3, 0x0), // DMG_ENTRY(0, 0x1), //
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/* Goron punch */ DMG_ENTRY(2, 0xF), // DMG_ENTRY(1, 0xF), //
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/* Sword */ DMG_ENTRY(1, 0xE), // DMG_ENTRY(1, 0xF), //
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/* Goron pound */ DMG_ENTRY(1, 0xF), // DMG_ENTRY(1, 0xF),
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/* Fire arrow */ DMG_ENTRY(1, 0x2), // DMG_ENTRY(2, 0x2), //
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/* Ice arrow */ DMG_ENTRY(1, 0x3), // DMG_ENTRY(2, 0x3), //
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/* Light arrow */ DMG_ENTRY(3, 0x4), // DMG_ENTRY(2, 0x4), //
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/* Goron spikes */ DMG_ENTRY(1, 0xF), // DMG_ENTRY(1, 0xF),
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/* Deku spin */ DMG_ENTRY(1, 0xF), // DMG_ENTRY(0, 0x1),
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/* Deku bubble */ DMG_ENTRY(3, 0xF), // DMG_ENTRY(1, 0xF), //
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/* Deku launch */ DMG_ENTRY(2, 0xF), // DMG_ENTRY(2, 0xF),
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/* UNK_DMG_0x12 */ DMG_ENTRY(0, 0x0), // DMG_ENTRY(0, 0x1), //
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/* Zora barrier */ DMG_ENTRY(1, 0xF), // DMG_ENTRY(1, 0xF),
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/* Normal shield */ DMG_ENTRY(0, 0x0), // DMG_ENTRY(0, 0x0),
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/* Light ray */ DMG_ENTRY(0, 0x0), // DMG_ENTRY(0, 0x0),
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/* Thrown object */ DMG_ENTRY(1, 0xF), // DMG_ENTRY(1, 0xF),
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/* Zora punch */ DMG_ENTRY(1, 0xF), // DMG_ENTRY(1, 0xF),
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/* Spin attack */ DMG_ENTRY(1, 0xF), // DMG_ENTRY(1, 0xF),
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/* Sword beam */ DMG_ENTRY(0, 0x0), // DMG_ENTRY(0, 0x0),
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/* Normal Roll */ DMG_ENTRY(0, 0x0), // DMG_ENTRY(0, 0x0),
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/* UNK_DMG_0x1B */ DMG_ENTRY(0, 0x0), // DMG_ENTRY(1, 0x2), //
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/* UNK_DMG_0x1C */ DMG_ENTRY(0, 0x0), // DMG_ENTRY(0, 0x0),
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/* Unblockable */ DMG_ENTRY(0, 0x0), // DMG_ENTRY(0, 0x0),
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/* UNK_DMG_0x1E */ DMG_ENTRY(0, 0x0), // DMG_ENTRY(0, 0x0),
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/* Powder Keg */ DMG_ENTRY(1, 0xF), // DMG_ENTRY(1, 0xF),
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};
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// static DamageTable sDamageTable = {
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@@ -321,7 +321,7 @@ void Boss05_Init(Actor* thisx, PlayState* play) {
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this->unk198 = 1.0f;
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SkelAnime_InitFlex(play, &this->unk268, &D_060024E0, &D_06000ABC, this->unk2AC, this->unk2E8, 10);
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SkelAnime_InitFlex(play, &this->unk3C8, &D_06006378, &D_06006484, this->unk40C, this->unk484, 0x14);
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SkelAnime_InitFlex(play, &this->unk3C8, &D_06006378, &D_06006484, this->unk40C, this->unk484, 20);
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this->unk4FC = Animation_GetLastFrame(&D_06006484);
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Collider_InitAndSetJntSph(play, &this->unk1C8, &this->dyna.actor, &D_809F1B74, this->unk1E8);
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@@ -367,13 +367,10 @@ void Boss05_Destroy(Actor* thisx, PlayState* play) {
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s32 func_809EECBC(Boss05* this, PlayState* play) {
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if (this->unk16C == 0) {
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s32 var_v0 = 0;
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ColliderJntSphElement* var_v1 = &this->unk1C8.elements[0];
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s32 i = 0;
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while (true) {
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var_v0 += 0x40;
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if (var_v1->info.bumperFlags & BUMP_HIT) {
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if (this->unk1C8.elements[i].info.bumperFlags & 2) {
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switch (this->dyna.actor.colChkInfo.damageEffect) {
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case 2:
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return 11;
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@@ -385,17 +382,17 @@ s32 func_809EECBC(Boss05* this, PlayState* play) {
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return 10;
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}
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}
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var_v1++;
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if (var_v0 == 0x80) {
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if (this->unk368.elements[0].info.bumperFlags & BUMP_HIT) {
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i++;
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if (i == 2) {
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if (this->unk368.elements[0].info.bumperFlags & 2) {
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u8 damage = this->dyna.actor.colChkInfo.damage;
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this->dyna.actor.colChkInfo.health -= damage;
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if ((s8)this->dyna.actor.colChkInfo.health <= 0) {
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Enemy_StartFinishingBlow(play, &this->dyna.actor);
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return 2;
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} else {
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EN_MIZUBABA2_DAMAGE);
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Actor_PlaySfxAtPos(&this->dyna.actor, 0x3807U);
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this->unk16C = 15;
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this->unk15C = 0;
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this->unk162[0] = 30;
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@@ -423,9 +420,9 @@ Vec3s D_809F1C8C[7] = {
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};
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void func_809EEDE8(Boss05* this, PlayState* play) {
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s32 var_s3;
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s32 i;
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Player* sp108 = GET_PLAYER(play);
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s32 var_v1;
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s32 j;
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u8 sp103 = 0;
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Vec3s spD8[7];
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s32 spD4;
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@@ -446,7 +443,7 @@ void func_809EEDE8(Boss05* this, PlayState* play) {
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Vec3f sp94;
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s32 var_s4_2;
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this->dyna.actor.hintId = 8;
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this->dyna.actor.hintId = TATL_HINT_ID_BIO_DEKU_BABA;
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if (this->unk174 == 0) {
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spD4 = 0x3E8;
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@@ -460,6 +457,7 @@ void func_809EEDE8(Boss05* this, PlayState* play) {
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spB4 = 0xDAC;
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var_s6 = 0xA;
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var_s7 = 0x300;
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if (this->unk16C != 0) {
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spD4 = 0x1B58;
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spCC = 0x1770;
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@@ -469,39 +467,36 @@ void func_809EEDE8(Boss05* this, PlayState* play) {
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var_s6 = 1;
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var_s7 = 0x1000;
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}
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} else if (this->unk174 == 3) {
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spD4 = 0x1B58;
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spD0 = 0x3E80;
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spCC = 0x1388;
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spC8 = 0x5DC;
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spC4 = 0x2328;
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spC0 = 0x1388;
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spBC = 0x1C84;
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spB8 = 0x5208;
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spB4 = 0x157C;
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var_s6 = 1;
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var_s7 = 0x1000;
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} else {
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if (this->unk174 == 3) {
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spD4 = 0x1B58;
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spD0 = 0x3E80;
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spCC = 0x1388;
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spC8 = 0x5DC;
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spC4 = 0x2328;
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spC0 = 0x1388;
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spBC = 0x1C84;
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spB8 = 0x5208;
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spB4 = 0x157C;
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var_s6 = 1;
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var_s7 = 0x1000;
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} else {
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spD4 = spD0 = spCC = spC8 = spC4 = spC0 = spBC = spB8 = spB4 = var_s6 = var_s7 = 0;
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}
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spD4 = spD0 = spCC = spC8 = spC4 = spC0 = spBC = spB8 = spB4 = var_s6 = var_s7 = 0;
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}
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for (var_s3 = 0; var_s3 < 7; var_s3++) {
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for (i = 0; i < 7; i++) {
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if ((this->unk174 == 0) || (this->unk174 == 3)) {
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if (var_s3 < 3) {
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spD8[var_s3].y = 0;
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spD8[var_s3].x = (s32)(Math_SinS((this->unk160 * spD4) + (var_s3 * spD0)) * spCC);
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if (i < 3) {
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spD8[i].y = 0;
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spD8[i].x = (s32)(Math_SinS((this->unk160 * spD4) + (i * spD0)) * spCC);
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} else {
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spD8[var_s3].x = 0;
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spD8[var_s3].y = (s32)(Math_SinS((this->unk160 * spC8) + (var_s3 * spC4)) * spC0);
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spD8[i].x = 0;
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spD8[i].y = (s32)(Math_SinS((this->unk160 * spC8) + (i * spC4)) * spC0);
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}
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if ((var_s3 == 4) || (var_s3 == 6)) {
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spD8[var_s3].z = (s32)(Math_SinS((this->unk160 * spBC) + (var_s3 * spB8)) * spB4 * 2.0f);
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if ((i == 4) || (i == 6)) {
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spD8[i].z = (s32)(Math_SinS((this->unk160 * spBC) + (i * spB8)) * spB4 * 2.0f);
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} else {
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spD8[var_s3].z = (s32)(Math_SinS((this->unk160 * spBC) + (var_s3 * spB8)) * spB4);
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spD8[i].z = (s32)(Math_SinS((this->unk160 * spBC) + (i * spB8)) * spB4);
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}
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var_s4 = var_s6;
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var_s5 = var_s7;
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@@ -509,23 +504,23 @@ void func_809EEDE8(Boss05* this, PlayState* play) {
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if (this->unk174 == 1) {
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var_s6 = 5;
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var_s7 = 0x1000;
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spD8[var_s3].x = D_809F1C60[var_s3].x;
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spD8[var_s3].y = D_809F1C60[var_s3].y;
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spD8[var_s3].z = D_809F1C60[var_s3].z;
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spD8[i].x = D_809F1C60[i].x;
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spD8[i].y = D_809F1C60[i].y;
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spD8[i].z = D_809F1C60[i].z;
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} else if (this->unk174 == 2) {
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var_s6 = 1;
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var_s7 = 0x2000;
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spD8[var_s3].x = D_809F1C8C[var_s3].x;
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spD8[var_s3].y = D_809F1C8C[var_s3].y;
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spD8[var_s3].z = D_809F1C8C[var_s3].z;
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spD8[i].x = D_809F1C8C[i].x;
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spD8[i].y = D_809F1C8C[i].y;
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spD8[i].z = D_809F1C8C[i].z;
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}
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var_s4 = var_s6;
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var_s5 = var_s7;
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}
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Math_ApproachS(&this->unk19E[var_s3].x, spD8[var_s3].x, var_s6, var_s7);
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Math_ApproachS(&this->unk19E[var_s3].y, spD8[var_s3].y, var_s6, var_s7);
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Math_ApproachS(&this->unk19E[var_s3].z, spD8[var_s3].z, var_s6, var_s7);
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Math_ApproachS(&this->unk19E[i].x, spD8[i].x, var_s6, var_s7);
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Math_ApproachS(&this->unk19E[i].y, spD8[i].y, var_s6, var_s7);
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Math_ApproachS(&this->unk19E[i].z, spD8[i].z, var_s6, var_s7);
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}
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// There is some scope for which of var_s4,var_s5 and var_s6,var_s7 are used here
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@@ -552,22 +547,20 @@ void func_809EEDE8(Boss05* this, PlayState* play) {
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}
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if ((this->unk162[0] == 0) && (sqrtf(this->dyna.actor.xyzDistToPlayerSq) <= var_fv1)) {
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this->unk15C = 1;
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this->unk162[0] = 0xA;
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this->unk162[0] = 10;
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}
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this->unk15E = 0;
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// goto block_42;
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} else {
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sp103 = 1;
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if (sqrtf(this->dyna.actor.xyzDistToPlayerSq) <= 40.0f) {
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this->unk15E++;
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if (this->unk15E > 0x1E) {
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if (this->unk15E > 30) {
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this->unk15C = 0xA;
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this->unk162[0] = 0x1E;
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this->unk162[0] = 30;
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Actor_PlaySfxAtPos(&this->dyna.actor, 0x3861U);
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}
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} else {
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// block_42:
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this->unk15E = 0;
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}
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}
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@@ -588,12 +581,12 @@ void func_809EEDE8(Boss05* this, PlayState* play) {
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if (this->unk162[0] == 0) {
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this->unk15E = 0;
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this->unk15C = 0;
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this->unk162[0] = 0x64;
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this->unk162[0] = 100;
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}
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if (this->unk162[0] == 0x1B) {
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if (this->unk162[0] == 27) {
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Math_Vec3f_Copy(&sp94, &this->dyna.actor.world.pos);
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sp94.y += 40.0f;
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EffectSsGSplash_Spawn(play, &sp94, NULL, NULL, 1, 0x7D0);
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EffectSsGSplash_Spawn(play, &sp94, NULL, NULL, 1, 2000);
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Actor_PlaySfxAtPos(&this->dyna.actor, 0x2808U);
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}
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break;
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@@ -620,7 +613,7 @@ void func_809EEDE8(Boss05* this, PlayState* play) {
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this->unk174 = 2;
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if (this->unk162[0] == 0) {
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this->unk15C = 0;
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this->unk162[0] = 0x1E;
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this->unk162[0] = 30;
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}
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break;
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}
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@@ -634,10 +627,10 @@ void func_809EEDE8(Boss05* this, PlayState* play) {
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this->dyna.actor.flags &= ~1;
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func_800BC154(play, &play->actorCtx, &this->dyna.actor, 1);
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if (this->unk168 != 0) {
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var_s4_2 = 0xA;
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var_s4_2 = 10;
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}
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if (var_s4_2 >= 0xA) {
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temp_v0_6 = (Boss05*)Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, 0x12D,
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if (var_s4_2 >= 10) {
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temp_v0_6 = (Boss05*)Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, ACTOR_BOSS_05,
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this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y,
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this->dyna.actor.world.pos.z, this->dyna.actor.shape.rot.x,
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this->dyna.actor.shape.rot.y, this->dyna.actor.shape.rot.z, 3);
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@@ -649,28 +642,28 @@ void func_809EEDE8(Boss05* this, PlayState* play) {
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play->actorCtx.targetContext.targetedActor = &temp_v0_6->dyna.actor;
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}
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for (var_s3 = 0; var_s3 < 10; var_s3++) {
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temp_v0_6->unk268.jointTable[var_s3] = this->unk268.jointTable[var_s3];
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for (i = 0; i < 10; i++) {
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temp_v0_6->unk268.jointTable[i] = this->unk268.jointTable[i];
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}
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for (var_s3 = 0; var_s3 < 20; var_s3++) {
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temp_v0_6->unk3C8.jointTable[var_s3] = this->unk3C8.jointTable[var_s3];
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for (i = 0; i < 20; i++) {
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temp_v0_6->unk3C8.jointTable[i] = this->unk3C8.jointTable[i];
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}
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Actor_PlaySfxAtPos(&this->dyna.actor, 0x381E);
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if (var_s4_2 >= 0xB) {
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temp_v0_6->unk188 = var_s4_2 - 0xA;
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if (var_s4_2 > 10) {
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temp_v0_6->unk188 = var_s4_2 - 10;
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}
|
||||
}
|
||||
} else if (var_s4_2 == 2) {
|
||||
for (var_s3 = 0; var_s3 < 2; var_s3++) {
|
||||
temp_v0_6 = (Boss05*)Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, 0x12D, this->unk324.x,
|
||||
this->unk324.y, this->unk324.z, this->unk330.x, this->unk330.y,
|
||||
this->unk330.z, var_s3 + 0xA);
|
||||
for (i = 0; i < 2; i++) {
|
||||
temp_v0_6 = (Boss05*)Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, ACTOR_BOSS_05,
|
||||
this->unk324.x, this->unk324.y, this->unk324.z, this->unk330.x,
|
||||
this->unk330.y, this->unk330.z, i + 10);
|
||||
if (temp_v0_6 != NULL) {
|
||||
|
||||
for (var_v1 = 0; var_v1 < 20; var_v1++) {
|
||||
temp_v0_6->unk3C8.jointTable[var_v1] = this->unk3C8.jointTable[var_v1];
|
||||
for (j = 0; j < 20; j++) {
|
||||
temp_v0_6->unk3C8.jointTable[j] = this->unk3C8.jointTable[j];
|
||||
}
|
||||
|
||||
temp_v0_6->unk162[0] = (s32)(Rand_ZeroFloat(20.0f) + 20.0f);
|
||||
@@ -759,9 +752,9 @@ void func_809EFAB4(Boss05* this, PlayState* play) {
|
||||
Math_ApproachZeroF(&this->unk198, 1.0f, 0.05f);
|
||||
|
||||
if (this->unk198 == 0.0f) {
|
||||
temp_v0 = (Boss05*)Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, 0x12D, this->unk324.x,
|
||||
this->unk324.y, this->unk324.z, this->unk330.x, this->unk330.y,
|
||||
this->unk330.z, 4);
|
||||
temp_v0 = (Boss05*)Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, ACTOR_BOSS_05,
|
||||
this->unk324.x, this->unk324.y, this->unk324.z, this->unk330.x,
|
||||
this->unk330.y, this->unk330.z, 4);
|
||||
|
||||
if (temp_v0 != NULL) {
|
||||
player = GET_PLAYER(play);
|
||||
@@ -997,9 +990,9 @@ void func_809F0780(Boss05* this, PlayState* play) {
|
||||
if (Animation_OnFrame(&this->unk3C8, 22.0f)) {
|
||||
for (i = 0; i < 14; i++) {
|
||||
temp_v0 = (Boss05*)Actor_SpawnAsChild(
|
||||
&play->actorCtx, &this->dyna.actor, play, 0x12D, this->dyna.actor.world.pos.x,
|
||||
&play->actorCtx, &this->dyna.actor, play, ACTOR_BOSS_05, this->dyna.actor.world.pos.x,
|
||||
this->dyna.actor.world.pos.y, this->dyna.actor.world.pos.z, this->dyna.actor.shape.rot.x,
|
||||
this->dyna.actor.shape.rot.y, this->dyna.actor.shape.rot.z, i + 0xA);
|
||||
this->dyna.actor.shape.rot.y, this->dyna.actor.shape.rot.z, i + 10);
|
||||
|
||||
if (temp_v0 != NULL) {
|
||||
for (j = 0; j < 20; j++) {
|
||||
@@ -1427,7 +1420,7 @@ void Boss05_Draw(Actor* thisx, PlayState* play) {
|
||||
|
||||
Actor_DrawDamageEffects(play, &this->dyna.actor, &this->unk18C, 1, this->unk17C, this->unk180, this->unk184,
|
||||
this->unk189);
|
||||
} else if (this->dyna.actor.params >= 0xA) {
|
||||
} else if (this->dyna.actor.params >= 10) {
|
||||
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(D_06006240));
|
||||
|
||||
SkelAnime_DrawFlexOpa(play, this->unk3C8.skeleton, this->unk3C8.jointTable, this->unk3C8.dListCount,
|
||||
|
||||
Reference in New Issue
Block a user