mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
+1
-1
@@ -323,7 +323,7 @@ void Scene_HeaderCommand0D(GlobalContext* ctxt, SceneCmd* entry) {
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// Scene Command 0x0E: Transition Actor List
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void Scene_HeaderCommand0E(GlobalContext* ctxt, SceneCmd* entry) {
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ctxt->transitionActorCount = entry->transiActorList.num;
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ctxt->transitionActorList = (TransitionActorInit*)Lib_PtrSegToVirt((void*)entry->transiActorList.segment);
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ctxt->transitionActorList = (TransitionActorEntry*)Lib_PtrSegToVirt((void*)entry->transiActorList.segment);
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func_80105818(ctxt, ctxt->transitionActorCount, ctxt->transitionActorList);
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}
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@@ -2,14 +2,61 @@
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#define FLAGS 0x00000010
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#define THIS ((DoorSpiral*)thisx)
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#define GET_ORIENTATION_PARAM(this) ((((Actor*)(this))->params >> 7) & 0x1)
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#define GET_UNK145_PARAM(this) ((((Actor*)(this))->params >> 8) & 0x3)
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#define GET_TRANSITION_ID_PARAM(this) ((u16)((Actor*)(this))->params >> 10)
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typedef enum {
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/* 0 */ SPIRAL_OVERWORLD, // does not display anything as there is not a DL in GAMEPLAY_KEEP for it
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/* 1 */ SPIRAL_DUNGEON,
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/* 2 */ SPIRAL_WOODFALL_TEMPLE,
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/* 3 */ SPIRAL_WOODFALL_TEMPLE_ALT, // SPIRAL_WOODFALL_TEMPLE but with positional lights enabled?
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/* 4 */ SPIRAL_SNOWHEAD_TEMPLE,
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/* 5 */ SPIRAL_STONE_TOWER,
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/* 6 */ SPIRAL_IKANA_CASTLE,
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/* 7 */ SPIRAL_DAMPES_HOUSE
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} SpiralType;
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typedef enum {
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/* 0 */ SPIRAL_OBJECT_OVERWORLD,
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/* 1 */ SPIRAL_OBJECT_DUNGEON,
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/* 2 */ SPIRAL_OBJECT_WOODFALL,
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/* 3 */ SPIRAL_OBJECT_SNOWHEAD,
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/* 4 */ SPIRAL_OBJECT_STONE_TOWER,
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/* 5 */ SPIRAL_OBJECT_DAMPES_HOUSE,
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/* 6 */ SPIRAL_OBJECT_IKANA_CASTLE
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} SpiralObjectType;
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typedef struct {
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/* 0x00 */ Gfx* spiralDL[2]; // one displaylist for downward spiral, and one for upward
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/* 0x08 */ s32 unk8; // unused
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/* 0x0C */ u8 unkC; // unused
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/* 0x0D */ u8 unkD; // unused
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/* 0x0E */ u8 spiralWidth;
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/* 0x0F */ u8 spiralHeight;
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} SpiralInfo;
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// Maps SpiralObjectType to SpiralType
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typedef struct {
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/* 0x00 */ s16 objectBankId;
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/* 0x02 */ u8 spiralType;
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} SpiralObjectInfo;
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// Maps scenes to SpiralObjectType
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typedef struct {
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/* 0x00 */ s16 sceneNum;
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/* 0x02 */ u8 objectType;
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} SpiralSceneInfo;
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void DoorSpiral_Init(Actor* thisx, GlobalContext* globalCtx);
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void DoorSpiral_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void DoorSpiral_Update(Actor* thisx, GlobalContext* globalCtx);
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void DoorSpiral_Draw(Actor* thisx, GlobalContext* globalCtx);
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/*
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void DoorSpiral_WaitForObject(DoorSpiral* this, GlobalContext* globalCtx);
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void DoorSpiral_Wait(DoorSpiral* this, GlobalContext* globalCtx);
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void DoorSpiral_PlayerClimb(DoorSpiral* this, GlobalContext* globalCtx);
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const ActorInit Door_Spiral_InitVars = {
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ACTOR_DOOR_SPIRAL,
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ACTORCAT_DOOR,
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@@ -19,30 +66,276 @@ const ActorInit Door_Spiral_InitVars = {
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(ActorFunc)DoorSpiral_Init,
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(ActorFunc)DoorSpiral_Destroy,
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(ActorFunc)DoorSpiral_Update,
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(ActorFunc)DoorSpiral_Draw
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(ActorFunc)DoorSpiral_Draw,
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};
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*/
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#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Door_Spiral_0x809A2B60/func_809A2B60.asm")
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extern Gfx D_06000590[];
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extern Gfx D_060007A8[];
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extern Gfx D_06000EA0[];
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extern Gfx D_060012C0[];
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extern Gfx D_060014C8[];
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extern Gfx D_06002110[];
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extern Gfx D_06004448[];
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extern Gfx D_060051B8[];
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extern Gfx D_06006128[];
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extern Gfx D_06009278[];
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extern Gfx D_06012B70[];
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extern Gfx D_06013EA8[];
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#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Door_Spiral_0x809A2B60/func_809A2B70.asm")
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// Parameters for each staircase, indexed with SpiralType
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static SpiralInfo sSpiralInfo[] = {
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{ { NULL, NULL }, 0, 130, 12, 50, 15 }, // SPIRAL_OVERWORLD
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{ { D_050219E0, D_0501D980 }, 0, 130, 12, 50, 15 }, // SPIRAL_DUNGEON
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{ { D_06004448, D_060007A8 }, 0, 130, 12, 50, 15 }, // SPIRAL_WOODFALL_TEMPLE
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{ { D_060051B8, D_060014C8 }, 0, 130, 12, 50, 15 }, // SPIRAL_WOODFALL_TEMPLE_ALT
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{ { D_06009278, D_06006128 }, 0, 130, 12, 50, 15 }, // SPIRAL_SNOWHEAD_TEMPLE
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{ { D_06013EA8, D_06012B70 }, 0, 130, 12, 50, 15 }, // SPIRAL_STONE_TOWER
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{ { D_06000EA0, D_06000590 }, 0, 130, 12, 50, 15 }, // SPIRAL_IKANA_CASTLE
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{ { D_06002110, D_060012C0 }, 0, 130, 12, 50, 15 }, // SPIRAL_DAMPES_HOUSE
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};
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#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Door_Spiral_0x809A2B60/func_809A2BF8.asm")
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// Defines which object bank a staircase should use, and its index to `sSpiralInfo`
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static SpiralObjectInfo sSpiralObjectInfo[] = {
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{ GAMEPLAY_KEEP, SPIRAL_OVERWORLD },
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{ GAMEPLAY_DANGEON_KEEP, SPIRAL_DUNGEON },
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{ OBJECT_NUMA_OBJ, SPIRAL_WOODFALL_TEMPLE },
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{ OBJECT_HAKUGIN_OBJ, SPIRAL_SNOWHEAD_TEMPLE },
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{ OBJECT_IKANA_OBJ, SPIRAL_STONE_TOWER },
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{ OBJECT_DANPEI_OBJECT, SPIRAL_DAMPES_HOUSE },
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{ OBJECT_IKNINSIDE_OBJ, SPIRAL_IKANA_CASTLE },
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};
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#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Door_Spiral_0x809A2B60/DoorSpiral_Init.asm")
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/**
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* Sets the actor's action function
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*/
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void DoorSpiral_SetupAction(DoorSpiral* this, DoorSpiralActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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this->unk14A = 0; // set but never used
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}
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#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Door_Spiral_0x809A2B60/DoorSpiral_Destroy.asm")
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/**
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* Sets this->spiralType, which is derived from `sSpiralObjectInfo`, and is used as an index to `sSpiralInfo`.
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*/
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s32 DoorSpiral_SetSpiralType(DoorSpiral* this, GlobalContext* globalCtx) {
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SpiralObjectInfo* doorObjectInfo = &sSpiralObjectInfo[this->objectType];
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#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Door_Spiral_0x809A2B60/func_809A2DB0.asm")
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this->spiralType = doorObjectInfo->spiralType;
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#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Door_Spiral_0x809A2B60/func_809A2E08.asm")
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if ((this->spiralType == SPIRAL_DAMPES_HOUSE) ||
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((this->spiralType == SPIRAL_WOODFALL_TEMPLE) && globalCtx->roomContext.currRoom.enablePosLights)) {
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if (this->spiralType == SPIRAL_WOODFALL_TEMPLE) {
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this->spiralType = SPIRAL_WOODFALL_TEMPLE_ALT;
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}
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#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Door_Spiral_0x809A2B60/func_809A2EA0.asm")
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this->actor.flags |= 0x10000000;
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}
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#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Door_Spiral_0x809A2B60/func_809A2FF8.asm")
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DoorSpiral_SetupAction(this, DoorSpiral_Wait);
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#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Door_Spiral_0x809A2B60/func_809A3098.asm")
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return 0;
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}
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#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Door_Spiral_0x809A2B60/DoorSpiral_Update.asm")
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/**
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* Gets the object type to be used as an index to `sSpiralObjectInfo`.
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* It first checks `sSpiralSceneInfo`, but if the current scene is not found it will fall back to the default spiral (overworld or dungeon).
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*/
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s32 DoorSpiral_GetObjectType(GlobalContext* globalCtx) {
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// Defines which object type should be used for specific scenes
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static SpiralSceneInfo spiralSceneInfo[] = {
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{ SCENE_MITURIN, SPIRAL_OBJECT_WOODFALL },
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{ SCENE_HAKUGIN, SPIRAL_OBJECT_SNOWHEAD },
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{ SCENE_INISIE_N, SPIRAL_OBJECT_STONE_TOWER },
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{ SCENE_INISIE_R, SPIRAL_OBJECT_STONE_TOWER },
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{ SCENE_DANPEI2TEST, SPIRAL_OBJECT_DAMPES_HOUSE },
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{ SCENE_IKNINSIDE, SPIRAL_OBJECT_IKANA_CASTLE },
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{ SCENE_CASTLE, SPIRAL_OBJECT_IKANA_CASTLE },
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};
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SpiralSceneInfo* sceneInfo = spiralSceneInfo;
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s32 i;
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s32 type;
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#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Door_Spiral_0x809A2B60/DoorSpiral_Draw.asm")
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for (i = 0; i < ARRAY_COUNT(spiralSceneInfo); sceneInfo++, i++) {
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if (globalCtx->sceneNum == sceneInfo->sceneNum) {
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break;
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}
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}
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type = i;
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if (type < ARRAY_COUNT(spiralSceneInfo)) {
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type = sceneInfo->objectType;
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} else {
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// Set the type based on if link is in a dungeon scene, or the overworld
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type = (Scene_FindSceneObjectIndex(&globalCtx->sceneContext, GAMEPLAY_DANGEON_KEEP) >= 0) ? SPIRAL_OBJECT_DUNGEON : SPIRAL_OBJECT_OVERWORLD;
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}
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return type;
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}
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static InitChainEntry sInitChain[] = {
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ICHAIN_VEC3F(scale, 1, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneScale, 400, ICHAIN_CONTINUE),
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ICHAIN_F32(uncullZoneDownward, 400, ICHAIN_STOP),
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};
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void DoorSpiral_Init(Actor* thisx, GlobalContext* globalCtx) {
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DoorSpiral* this = (DoorSpiral*)thisx;
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s32 pad;
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s32 transition = GET_TRANSITION_ID_PARAM(thisx);
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s8 objBankId;
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if (this->actor.room != globalCtx->transitionActorList[transition].sides[0].room) {
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Actor_MarkForDeath(&this->actor);
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return;
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}
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Actor_ProcessInitChain(&this->actor, sInitChain);
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this->unk145 = GET_UNK145_PARAM(thisx); // set but never used
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this->orientation = GET_ORIENTATION_PARAM(thisx);
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this->objectType = DoorSpiral_GetObjectType(globalCtx);
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objBankId = Scene_FindSceneObjectIndex(&globalCtx->sceneContext, sSpiralObjectInfo[this->objectType].objectBankId);
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this->bankIndex = objBankId;
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if (objBankId < 0) {
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Actor_MarkForDeath(&this->actor);
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return;
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}
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DoorSpiral_SetupAction(this, DoorSpiral_WaitForObject);
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Actor_SetHeight(&this->actor, 60.0f);
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}
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void DoorSpiral_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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s32 transition = GET_TRANSITION_ID_PARAM(thisx);
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globalCtx->transitionActorList[transition].id *= -1;
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}
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/**
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* Waits for the required object to be loaded.
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*/
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void DoorSpiral_WaitForObject(DoorSpiral* this, GlobalContext* globalCtx) {
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if (Scene_IsObjectLoaded(&globalCtx->sceneContext, this->bankIndex)) {
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this->actor.objBankIndex = this->bankIndex;
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DoorSpiral_SetSpiralType(this, globalCtx);
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}
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}
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/**
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* Finds the distance between the stairs and the player.
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*/
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f32 DoorSpiral_GetDistFromPlayer(GlobalContext* globalCtx, DoorSpiral* this, f32 yOffset, f32 spiralWidth,
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f32 spiralHeight) {
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ActorPlayer* player = PLAYER;
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Vec3f target;
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Vec3f offset;
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target.x = player->base.world.pos.x;
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target.y = player->base.world.pos.y + yOffset;
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target.z = player->base.world.pos.z;
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Actor_CalcOffsetOrientedToDrawRotation(&this->actor, &offset, &target);
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if ((spiralWidth < fabsf(offset.x)) || (spiralHeight < fabsf(offset.y))) {
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return 3.4028235e38f; // TODO FLT_MAX
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}
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return offset.z;
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}
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/**
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* Checks if the player should climb the stairs.
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*/
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s32 DoorSpiral_PlayerShouldClimb(DoorSpiral* this, GlobalContext* globalCtx) {
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ActorPlayer* player = PLAYER;
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if (!(func_801233E4(globalCtx))) {
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SpiralInfo* spiralInfo = &sSpiralInfo[this->spiralType];
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f32 dist =
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DoorSpiral_GetDistFromPlayer(globalCtx, this, 0.0f, spiralInfo->spiralWidth, spiralInfo->spiralHeight);
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if (fabsf(dist) < 64.0f) {
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s16 angle = player->base.shape.rot.y - this->actor.shape.rot.y;
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if (dist > 0.0f) {
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angle = 0x8000 - angle;
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}
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if (ABS_ALT(angle) < 0x3000) {
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return (dist >= 0.0f) ? 1.0f : -1.0f;
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}
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}
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}
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return 0;
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}
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/**
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* Wait for the player to interact with the stairs.
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*/
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void DoorSpiral_Wait(DoorSpiral* this, GlobalContext* globalCtx) {
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ActorPlayer* player;
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s32 transition;
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if (this->shouldClimb) {
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DoorSpiral_SetupAction(this, DoorSpiral_PlayerClimb);
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} else if (DoorSpiral_PlayerShouldClimb(this, globalCtx)) {
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player = PLAYER;
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player->doorType = 4;
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player->doorDirection = this->orientation;
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player->doorActor = &this->actor;
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transition = GET_TRANSITION_ID_PARAM(this);
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player->unk37F = ((u16)globalCtx->transitionActorList[transition].params) >> 10;
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func_80122F28(player, globalCtx, &this->actor);
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}
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}
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/**
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* Player is climbing the stairs.
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*/
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void DoorSpiral_PlayerClimb(DoorSpiral* this, GlobalContext* globalCtx) {
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ActorPlayer* player = PLAYER;
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if (!(player->stateFlags1 & 0x20000000)) {
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DoorSpiral_SetupAction(this, DoorSpiral_WaitForObject);
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this->shouldClimb = 0;
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}
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}
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||||
void DoorSpiral_Update(Actor* thisx, GlobalContext* globalCtx) {
|
||||
DoorSpiral* this = (DoorSpiral*)thisx;
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||||
s32 pad;
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ActorPlayer* player = PLAYER;
|
||||
|
||||
if ((!(player->stateFlags1 & 0x100004C0)) || (this->actionFunc == DoorSpiral_WaitForObject)) {
|
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this->actionFunc(this, globalCtx);
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}
|
||||
}
|
||||
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||||
void DoorSpiral_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||
s32 pad;
|
||||
DoorSpiral* this = (DoorSpiral*)thisx;
|
||||
|
||||
if (this->actor.objBankIndex == this->bankIndex) {
|
||||
SpiralInfo* spiralInfo = &sSpiralInfo[this->spiralType];
|
||||
Gfx* dList;
|
||||
|
||||
// Set the model to render based on the orientation of the stairs (upward or downward)
|
||||
dList = spiralInfo->spiralDL[this->orientation];
|
||||
|
||||
if (dList != NULL) {
|
||||
OPEN_DISPS(globalCtx->state.gfxCtx);
|
||||
|
||||
func_8012C28C(globalCtx->state.gfxCtx);
|
||||
|
||||
gSPMatrix(POLY_OPA_DISP++, SysMatrix_AppendStateToPolyOpaDisp(globalCtx->state.gfxCtx),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_OPA_DISP++, spiralInfo->spiralDL[this->orientation]);
|
||||
|
||||
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,9 +5,18 @@
|
||||
|
||||
struct DoorSpiral;
|
||||
|
||||
typedef void (*DoorSpiralActionFunc)(struct DoorSpiral*, GlobalContext*);
|
||||
|
||||
typedef struct DoorSpiral {
|
||||
/* 0x000 */ Actor actor;
|
||||
/* 0x144 */ char unk_144[0xC];
|
||||
/* 0x144 */ u8 shouldClimb; // Flag used to determine if the player should climb the stairs
|
||||
/* 0x145 */ u8 unk145;
|
||||
/* 0x146 */ u8 orientation; // Upward or downward staircase
|
||||
/* 0x147 */ u8 objectType; // Index to list of objects
|
||||
/* 0x148 */ u8 spiralType; // Type of skin the staircase should use
|
||||
/* 0x149 */ s8 bankIndex; // Object bank to use
|
||||
/* 0x14A */ s8 unk14A;
|
||||
/* 0x14C */ DoorSpiralActionFunc actionFunc;
|
||||
} DoorSpiral; // size = 0x150
|
||||
|
||||
extern const ActorInit Door_Spiral_InitVars;
|
||||
|
||||
@@ -5,6 +5,9 @@
|
||||
|
||||
#define THIS ((EnPoFusen*)thisx)
|
||||
|
||||
#define GET_FUSE_LEN_PARAM(this) (((Actor*)(this))->params & 0x3FF)
|
||||
#define GET_IS_FUSE_TYPE_PARAM(this) (((Actor*)(this))->params & 0x8000)
|
||||
|
||||
void EnPoFusen_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void EnPoFusen_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
void EnPoFusen_Update(Actor* thisx, GlobalContext* globalCtx);
|
||||
@@ -36,9 +39,9 @@ static ColliderSphereInit sSphereInit = {
|
||||
{ 0, { { 0, 0, 0 }, 200 }, 100 },
|
||||
};
|
||||
|
||||
DamageTable EnPoFusenDamageTable = {
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0xF1, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF1, 0xF1, 0xF1, 0xF1, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
DamageTable EnPoFusenDamageTable = {
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0xF1, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF1, 0xF1, 0xF1, 0xF1, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
};
|
||||
|
||||
void EnPoFusen_Init(Actor *thisx, GlobalContext *globalCtx) {
|
||||
@@ -111,7 +114,7 @@ u16 EnPoFusen_CheckParent(EnPoFusen *this, GlobalContext *globalCtx) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
u16 EnPoFusen_CheckCollision(EnPoFusen *this, GlobalContext *gCtx) {
|
||||
u16 EnPoFusen_CheckCollision(EnPoFusen *this, GlobalContext *gCtx) {
|
||||
if ((u32) this->actionFunc == (u32) EnPoFusen_IdleFuse ) {
|
||||
return 0;
|
||||
}
|
||||
@@ -120,7 +123,7 @@ u16 EnPoFusen_CheckCollision(EnPoFusen *this, GlobalContext *gCtx) {
|
||||
this->collider.dim.worldSphere.center.y = (this->actor.world.pos.y + 20.0f);
|
||||
this->collider.dim.worldSphere.center.z = this->actor.world.pos.z;
|
||||
|
||||
if (((this->collider.base.acFlags & 2) != 0)
|
||||
if (((this->collider.base.acFlags & 2) != 0)
|
||||
&& (this->actor.colChkInfo.damageEffect == 0xF)) {
|
||||
this->collider.base.acFlags &= ~0x2;
|
||||
return 1;
|
||||
@@ -175,7 +178,7 @@ void EnPoFusen_IncrementMalonPop(EnPoFusen *this) {
|
||||
Actor* parent = this->actor.parent;
|
||||
EnMa4* romani;
|
||||
|
||||
if ((parent != 0) && (parent->id == ACTOR_EN_MA4)) {
|
||||
if ((parent != 0) && (parent->id == ACTOR_EN_MA4)) {
|
||||
romani = (EnMa4*) parent;
|
||||
romani->unk338++;
|
||||
}
|
||||
@@ -186,7 +189,7 @@ void EnPoFusen_IncrementMalonPop(EnPoFusen *this) {
|
||||
|
||||
void EnPoFusen_Pop(EnPoFusen *this, GlobalContext *gCtx) {
|
||||
Actor_Spawn(&gCtx->actorCtx, gCtx, ACTOR_EN_CLEAR_TAG,
|
||||
this->actor.world.pos.x, this->actor.world.pos.y + 20.0f, this->actor.world.pos.z,
|
||||
this->actor.world.pos.x, this->actor.world.pos.y + 20.0f, this->actor.world.pos.z,
|
||||
255, 255, 200, 2);
|
||||
Audio_PlayActorSound2(&this->actor, 0x180E); // NA_SE_IT_BOMB_EXPLOSION sfx
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
@@ -200,7 +203,7 @@ void EnPoFusen_InitFuse(EnPoFusen *this) {
|
||||
this->actionFunc = EnPoFusen_IdleFuse;
|
||||
}
|
||||
|
||||
void EnPoFusen_IdleFuse(EnPoFusen *this, GlobalContext *gCtx) {
|
||||
void EnPoFusen_IdleFuse(EnPoFusen *this, GlobalContext *gCtx) {
|
||||
EnPoFusen_Idle(this, gCtx);
|
||||
if (this->fuse-- == 0) {
|
||||
EnPoFusen_IncrementMalonPop(this);
|
||||
@@ -262,6 +265,6 @@ void EnPoFusen_Draw(Actor *thisx, GlobalContext *globalCtx) {
|
||||
EnPoFusen* this = THIS;
|
||||
func_8012C28C(globalCtx->state.gfxCtx);
|
||||
func_801343C0(globalCtx, this->anime.skeleton,
|
||||
this->anime.limbDrawTbl, this->anime.dListCount,
|
||||
this->anime.limbDrawTbl, this->anime.dListCount,
|
||||
EnPoFusen_OverrideLimbDraw, EnPoFusen_PostLimbDraw, EnPoFusen_UnkActorDraw, &this->actor);
|
||||
}
|
||||
|
||||
@@ -32,7 +32,4 @@ extern AnimationHeader D_060024F0;
|
||||
|
||||
extern const ActorInit En_Po_Fusen_InitVars;
|
||||
|
||||
#define GET_FUSE_LEN_PARAM(thisx) ((this)->actor.params & 0x3FF)
|
||||
#define GET_IS_FUSE_TYPE_PARAM(thisx) ((this)->actor.params & 0x8000)
|
||||
|
||||
#endif // Z_EN_PO_FUSEN_H
|
||||
|
||||
Reference in New Issue
Block a user