mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
use flags
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@@ -423,7 +423,7 @@ void func_80A78C7C(EnJso2* this, PlayState* play) {
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temp_v0_2 = ABS_ALT((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y));
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if (((this->unk28A == 0) || (this->actor.xzDistToPlayer < 120.0f)) || (temp_v0_2 > 0x4300)) {
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AudioSfx_SetChannelIO(&this->actor.projectedPos, 0x39BE, 0);
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AudioSfx_SetChannelIO(&this->actor.projectedPos, NA_SE_EN_ANSATSUSYA_DASH_2, 0);
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Math_ApproachZeroF(&this->actor.speed, 0.3f, 3.0f);
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func_80A790E4(this, play);
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}
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@@ -453,6 +453,7 @@ void func_80A78F04(EnJso2* this, PlayState* play) {
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void func_80A78F80(EnJso2* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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Math_Vec3f_Copy(&this->actor.world.pos, &player->actor.world.pos);
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this->actor.world.pos.y += 300.0f + BREG(0x34);
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this->actor.velocity.y = 0.0f;
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@@ -488,22 +489,24 @@ void func_80A790E4(EnJso2* this, PlayState* play) {
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void func_80A7919C(EnJso2* this, PlayState* play) {
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Vec3f sp44;
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f32 sp40;
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f32 sp40 = this->skelAnime.curFrame;
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sp40 = this->skelAnime.curFrame;
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Math_ApproachZeroF(&this->actor.speed, 0.5f, 5.0f);
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if (!(play->gameplayFrames & 7)) {
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Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, this->actor.shape.shadowScale, 1, 8.0f,
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(s16)0x1F4, (s16)0xA, (u8)1);
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500, 10, 1);
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}
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if ((this->unkF40.base.atFlags & 2) || (this->unkFC0.base.atFlags & AT_HIT) != 0) {
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if ((this->unkF40.base.atFlags & AT_HIT) || (this->unkFC0.base.atFlags & AT_HIT) != 0) {
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this->unk371 = 1;
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this->unkF40.base.atFlags &= 0xFFFD;
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this->unkFC0.base.atFlags &= 0xFFFD;
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this->unkF40.base.atFlags &= ~(AT_HIT);
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this->unkFC0.base.atFlags &= ~(AT_HIT);
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}
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if ((((u8)this->unkF40.base.atFlags) & 4) || (((u8)this->unkFC0.base.atFlags) & 4)) {
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this->unkF40.base.atFlags &= 0xFFF9;
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this->unkFC0.base.atFlags &= 0xFFF9;
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if ((((u8)this->unkF40.base.atFlags) & AT_BOUNCED) || (this->unkFC0.base.atFlags & 4)) {
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this->unkF40.base.atFlags &= ~(AT_HIT | AT_BOUNCED);
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this->unkFC0.base.atFlags &= ~(AT_HIT | AT_BOUNCED);
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Matrix_RotateYS(this->actor.yawTowardsPlayer, MTXMODE_NEW);
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Matrix_MultVecZ(-10.0f, &sp44);
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Math_Vec3f_Copy(&this->unkE58, &sp44);
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@@ -517,7 +520,7 @@ void func_80A7919C(EnJso2* this, PlayState* play) {
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}
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void func_80A79300(EnJso2* this) {
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func_80A776E0(this, 0xE);
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func_80A776E0(this, 14);
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this->unk371 = 0;
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Actor_PlaySfx(&this->actor, NA_SE_IT_SWORD_SWING_HARD);
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this->unk368 = 0;
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@@ -531,10 +534,11 @@ void func_80A79364(EnJso2* this, PlayState* play) {
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this->actor.shape.rot.y -= 0x1770;
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Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, this->actor.shape.shadowScale, 1, 4.0f, 0x12C,
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5, 1);
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Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 0xFA0, 0x14);
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Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 4000, 20);
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if ((this->unk28E == 0) || ((this->unkF40.base.atFlags & 2) != 0) || (this->unkF40.base.atFlags & AT_BOUNCED) ||
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((this->unkFC0.base.atFlags & AT_HIT) != 0) || (this->unkFC0.base.atFlags & AT_BOUNCED)) {
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if ((this->unk28E == 0) || ((this->unkF40.base.atFlags & AT_HIT) != 0) ||
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(this->unkF40.base.atFlags & AT_BOUNCED) || ((this->unkFC0.base.atFlags & AT_HIT) != 0) ||
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(this->unkFC0.base.atFlags & AT_BOUNCED)) {
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this->unkF40.base.atFlags &= ~(AT_BOUNCED | AT_HIT);
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this->unkFC0.base.atFlags &= ~(AT_BOUNCED | AT_HIT);
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func_80A79864(this);
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