mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
merge, I hope
This commit is contained in:
@@ -180,6 +180,6 @@ void GfxPrint_Printf(GfxPrint* this, const char* fmt, ...) {
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va_start(args, fmt);
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GfxPrint_VPrintf(this, fmt, args);
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va_end(args);
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}
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@@ -9,6 +9,6 @@ void PrintUtils_Printf(PrintCallback* pfn, const char* fmt, ...) {
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va_start(args, fmt);
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PrintUtils_VPrintf(pfn, fmt, args);
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va_end(args);
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}
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@@ -639,7 +639,6 @@ extern u16 D_06041B30[];
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extern u16 D_06042330[];
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extern u16 D_06043330[];
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void func_809F4980(Actor* arg0) {
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Audio_PlayActorSound2(arg0, NA_SE_EN_FOLLOWERS_DAMAGE);
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}
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@@ -992,7 +991,7 @@ void Boss07_Init(Actor* thisx, GlobalContext* globalCtx2) {
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} else {
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func_809F7400(this, globalCtx, 50);
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this->unk_77C = 1.0f;
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func_801A89A8(0x8069);
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Audio_QueueSeqCmd(0x8069);
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}
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SkelAnime_InitSV(globalCtx, &this->skelAnime1, &D_060335F0, &D_0603CBD0, this->jointTable1,
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this->morphTable1, 28);
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@@ -1112,7 +1111,7 @@ void func_809F5E88(Boss07* this, GlobalContext* globalCtx) {
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func_8019FE74(&D_801D6654, 0.0f, 0x3C);
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}
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if (this->unk_ABC8 == 112) {
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func_801A89A8(0x8069);
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Audio_QueueSeqCmd(0x8069);
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}
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if (this->unk_ABC8 == 137) {
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Actor_TitleCardCreate(globalCtx, &globalCtx->actorCtx.titleCtxt,
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@@ -1156,7 +1155,7 @@ void func_809F5E88(Boss07* this, GlobalContext* globalCtx) {
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void func_809F64F4(Boss07* this, GlobalContext* globalCtx) {
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s32 i;
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func_801A89A8(0x100100FF);
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Audio_QueueSeqCmd(0x100100FF);
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func_809F4FAC(globalCtx);
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this->actionFunc = func_809F65F4;
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this->unk_794 = 0.7f;
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@@ -1180,7 +1179,7 @@ void func_809F64F4(Boss07* this, GlobalContext* globalCtx) {
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}
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#ifdef NON_MATCHING
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void func_809F65F4(Boss07 *this, GlobalContext *globalCtx) {
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void func_809F65F4(Boss07* this, GlobalContext* globalCtx) {
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s32 i;
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s32 spC0 = 0;
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Vec3f spB4;
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@@ -1190,11 +1189,11 @@ void func_809F65F4(Boss07 *this, GlobalContext *globalCtx) {
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Camera* temp_s0;
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spA4 = 0.0f;
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spA0 = 0.1f;
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temp_s0 = Play_GetCamera(globalCtx, 0);
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this->unk_15C = 1000;
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func_809F4CBC(this, 1.0f);
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switch(this->unk_ABD0) {
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switch (this->unk_ABD0) {
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case 0:
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if (ActorCutscene_GetCurrentIndex() == -1) {
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func_800EA0D4(globalCtx, &globalCtx->csCtx);
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@@ -1216,7 +1215,7 @@ void func_809F65F4(Boss07 *this, GlobalContext *globalCtx) {
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this->unk_AC04 = this->actor.shape.rot.y * M_PI / 0x8000;
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this->unk_AC08 = this->unk_AC0C = D_80A09A58->unk_180C = 0.0f;
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func_809F49A0(1, 0x71AC, 0x263A);
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for(i = 0; i < 30; i++) {
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for (i = 0; i < 30; i++) {
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this->unk_AB50[i] = func_809F49C0() - 1.0f;
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}
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func_8016566C(150);
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@@ -1283,14 +1282,15 @@ void func_809F65F4(Boss07 *this, GlobalContext *globalCtx) {
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spB4.x = 0.0f;
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spB4.y = this->unk_AC14 + -190.0f;
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spB4.z = gGameInfo->data[1553] + 390.0f - 380.0f;
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this->unk_ABF8.x = this->actor.focus.pos.x;
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this->unk_ABF8.y = this->actor.focus.pos.y - 40.0f - 60.0f + 130.0f + gGameInfo->data[1554];
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this->unk_ABF8.z = this->actor.focus.pos.z;
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spA0 = 1.0f;
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Math_ApproachF(&this->unk_AC14, gGameInfo->data[1555] + 240.0f, 0.05f, 1.0f + (gGameInfo->data[1556] * 0.1f));
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Math_ApproachF(&this->unk_AC14, gGameInfo->data[1555] + 240.0f, 0.05f,
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1.0f + (gGameInfo->data[1556] * 0.1f));
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spA4 = 2000.0f;
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this->unk_1D8 = gGameInfo->data[1329] + 10;
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this->unk_AB48 = 1;
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@@ -1345,7 +1345,7 @@ void func_809F65F4(Boss07 *this, GlobalContext *globalCtx) {
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Math_ApproachF(&D_80A09A58->unk_180C, 30.0f, 0.1f, 1.5f);
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D_80A09A58->unk_1810 = this->unk_334[2];
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Math_ApproachF(&this->unk_AB4C, 1.0f, 0.1f, 0.05f);
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for(i = 0; i < 30; i++) {
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for (i = 0; i < 30; i++) {
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Math_ApproachF(&this->unk_AB50[i], sp98, 1.0f, sp94);
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}
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Math_ApproachF(&globalCtx->envCtx.unk_DC, 1.0f, 1.0f, 0.1f);
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@@ -1367,7 +1367,7 @@ void func_809F65F4(Boss07 *this, GlobalContext *globalCtx) {
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spA8.x = Math_SinS(this->unk_ABC8 * 0x7000) * sp68;
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spA8.y = Math_SinS(this->unk_ABC8 * 0x5000) * sp68 * 2.5f;
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spA8.z = Math_CosS(this->unk_ABC8 * 0x8000) * sp68;
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for(i = 0; i < 2; i++) {
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for (i = 0; i < 2; i++) {
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sp6C.x = randPlusMinusPoint5Scaled(500.0f) + this->actor.world.pos.x;
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sp6C.y = Rand_ZeroFloat(50.0f) + this->actor.world.pos.y + 200.0f;
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sp6C.z = randPlusMinusPoint5Scaled(500.0f) + this->actor.world.pos.z;
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@@ -1419,8 +1419,8 @@ void func_809F7400(Boss07* this, GlobalContext* globalCtx, s16 arg2) {
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this->actor.flags |= 1;
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}
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void func_809F748C(Boss07 *this, GlobalContext *globalCtx) {
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Player *player = PLAYER;
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void func_809F748C(Boss07* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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SkelAnime_FrameUpdateMatrix(&this->skelAnime1);
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func_809F4CBC(this, 2.0f);
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@@ -1440,9 +1440,9 @@ void func_809F748C(Boss07 *this, GlobalContext *globalCtx) {
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} else if (this->timers[0] == 0) {
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if (gGameInfo->data[1326] == 1) {
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func_809F8E68(this, globalCtx);
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} else if ((s8) this->actor.colChkInfo.health >= 28) {
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} else if ((s8)this->actor.colChkInfo.health >= 28) {
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func_809F7D2C(this, globalCtx);
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} else if (((s8) this->actor.colChkInfo.health <= 12) && (Rand_ZeroOne() < 0.65f)) {
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} else if (((s8)this->actor.colChkInfo.health <= 12) && (Rand_ZeroOne() < 0.65f)) {
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func_809F8E68(this, globalCtx);
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} else if (Rand_ZeroOne() < 0.3f) {
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func_809F8658(this, globalCtx);
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@@ -1454,13 +1454,13 @@ void func_809F748C(Boss07 *this, GlobalContext *globalCtx) {
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this->unk_174 = 1;
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}
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void func_809F7688(Boss07 *this, GlobalContext *globalCtx) {
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void func_809F7688(Boss07* this, GlobalContext* globalCtx) {
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this->actionFunc = func_809F76D0;
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SkelAnime_ChangeAnimTransitionStop(&this->skelAnime1, &D_06025878, -5.0f);
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this->unk_14C = 0;
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}
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void func_809F76D0(Boss07 *this, GlobalContext *globalCtx) {
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void func_809F76D0(Boss07* this, GlobalContext* globalCtx) {
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SkelAnime_FrameUpdateMatrix(&this->skelAnime1);
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this->unk_794 = 0.7f;
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this->unk_FA0 = 0.7f;
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@@ -1478,7 +1478,7 @@ void func_809F76D0(Boss07 *this, GlobalContext *globalCtx) {
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}
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}
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void func_809F77A8(Boss07 *this, GlobalContext *globalCtx) {
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void func_809F77A8(Boss07* this, GlobalContext* globalCtx) {
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Audio_PlayActorSound2(&this->actor, 0x3014);
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if (this->unk_14C == 13) {
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func_8019F1C0(&D_80A09A40, 0x3A57);
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@@ -1491,38 +1491,36 @@ void func_809F77A8(Boss07 *this, GlobalContext *globalCtx) {
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Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0x4000);
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}
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void func_809F783C(Boss07 *this, GlobalContext *globalCtx) {
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void func_809F783C(Boss07* this, GlobalContext* globalCtx) {
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f32 dx;
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f32 dz;
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s16 temp;
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Vec3f sp30;
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s32 pad;
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this->actionFunc = func_809F7968;
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this->actor.velocity.y = 25.0f;
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dx = 0.0f - this->actor.world.pos.x;
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dz = 0.0f - this->actor.world.pos.z;
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// temp2 = ;
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temp = this->actor.yawTowardsPlayer - (s16)(Math_Acot2F(dz,dx) * (M_PI / 0x8000));
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temp = this->actor.yawTowardsPlayer - (s16)(Math_Acot2F(dz, dx) * (0x8000 / M_PI));
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if (temp < 0) {
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dx = 200.0f;
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SkelAnime_ChangeAnimTransitionStop(&this->skelAnime1, &D_0603D224, -5.0f);
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} else {
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dx = -200.0f;
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SkelAnime_ChangeAnimTransitionStop(&this->skelAnime1, &D_0603D7F0, -5.0f);
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}
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Matrix_RotateY(this->actor.yawTowardsPlayer, 0);
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SysMatrix_GetStateTranslationAndScaledX(dx, &sp30);
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dx = sp30.x - this->actor.world.pos.x;
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dz = sp30.z - this->actor.world.pos.z;
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this->actor.world.rot.y = Math_Acot2F(dz, dx) * (M_PI / 0x8000);
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this->actor.world.rot.y = Math_Acot2F(dz, dx) * (0x8000 / M_PI);
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this->unk_14C = 0;
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this->actor.speedXZ = 17.0f;
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}
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void func_809F7968(Boss07 *this, GlobalContext *globalCtx) {
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void func_809F7968(Boss07* this, GlobalContext* globalCtx) {
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Audio_PlayActorSound2(&this->actor, 0x3014);
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SkelAnime_FrameUpdateMatrix(&this->skelAnime1);
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this->unk_794 = 0.7f;
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@@ -1548,7 +1546,7 @@ void func_809F7968(Boss07 *this, GlobalContext *globalCtx) {
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Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0x4000);
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}
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void func_809F7AB4(Boss07 *this, GlobalContext *globalCtx) {
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void func_809F7AB4(Boss07* this, GlobalContext* globalCtx) {
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f32 phi_f12;
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f32 phi_f14;
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s32 pad;
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@@ -1558,7 +1556,7 @@ void func_809F7AB4(Boss07 *this, GlobalContext *globalCtx) {
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SkelAnime_ChangeAnimTransitionRepeat(&this->skelAnime1, &D_0603DD1C, -5.0f);
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phi_f14 = -this->actor.world.pos.x;
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phi_f12 = -this->actor.world.pos.z;
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sp22 = this->actor.yawTowardsPlayer - (s16)(Math_Acot2F(phi_f12, phi_f14) * (M_PI / 0x8000));
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sp22 = this->actor.yawTowardsPlayer - (s16)(Math_Acot2F(phi_f12, phi_f14) * (0x8000 / M_PI));
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Matrix_RotateY(this->actor.shape.rot.y, 0);
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if (sp22 < 0) {
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this->skelAnime1.animPlaybackSpeed = 1.0f;
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@@ -1576,7 +1574,7 @@ void func_809F7AB4(Boss07 *this, GlobalContext *globalCtx) {
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this->unk_ABCC = 0;
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}
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void func_809F7BC4(Boss07 *this, GlobalContext *globalCtx) {
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void func_809F7BC4(Boss07* this, GlobalContext* globalCtx) {
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SkelAnime_FrameUpdateMatrix(&this->skelAnime1);
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if (this->unk_14C == 20) {
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Audio_PlayActorSound2(this, 0x3A53);
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@@ -1606,7 +1604,7 @@ void func_809F7BC4(Boss07 *this, GlobalContext *globalCtx) {
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}
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}
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void func_809F7D2C(Boss07 *this, GlobalContext *globalCtx) {
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void func_809F7D2C(Boss07* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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this->actionFunc = func_809F805C;
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@@ -1614,7 +1612,7 @@ void func_809F7D2C(Boss07 *this, GlobalContext *globalCtx) {
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if (player->stateFlags3 & 0x100) {
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this->unk_14E = 4;
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} else if (this->actor.xzDistToPlayer <= 300.0f) {
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if(this->actor.xzDistToPlayer <= 200.0f) {
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if (this->actor.xzDistToPlayer <= 200.0f) {
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this->unk_14E = 7;
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} else {
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this->unk_14E = 4;
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@@ -2421,7 +2419,7 @@ void Boss07_Incarnation_Update(Actor* thisx, GlobalContext* globalCtx2) {
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if ((this->unk_148 != 0) || (gGameInfo->data[1336] != 0)) {
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gGameInfo->data[1336] = 0;
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this->unk_148 = 0;
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func_801A89A8(0x100100FF);
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Audio_QueueSeqCmd(0x100100FF);
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func_809FE6B0(this, globalCtx);
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}
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}
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@@ -2611,7 +2609,7 @@ void func_809FFA80(Boss07* this, GlobalContext* globalCtx) {
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if ((this->unk_148 != 0) || (gGameInfo->data[1336] != 0)) {
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gGameInfo->data[1336] = 0;
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this->unk_148 = 0;
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func_801A89A8(0x100100FF);
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Audio_QueueSeqCmd(0x100100FF);
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func_80A025AC(this, globalCtx);
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}
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}
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@@ -3168,7 +3166,7 @@ void Boss07_Mask_Update(Actor* thisx, GlobalContext* globalCtx2) {
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if (D_80A09A71 != 0) {
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D_80A09A71--;
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if (D_80A09A71 == 0) {
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func_801A89A8(0x806B);
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Audio_QueueSeqCmd(0x806B);
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}
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}
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Math_Vec3f_Copy(&D_80A09A40, &this->actor.projectedPos);
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@@ -183,7 +183,7 @@ void EnEndingHero6_Draw(Actor* thisx, GlobalContext* globalCtx) {
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}
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SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl,
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this->skelAnime.dListCount, NULL, EnEndingHero6_PostLimbDraw, &this->actor);
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this->skelAnime.dListCount, NULL, EnEndingHero6_PostLimbDraw, &this->actor);
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}
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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Reference in New Issue
Block a user