From 82765cd9bf2ea74f2c31f203b4fa9ba6eefa6c7d Mon Sep 17 00:00:00 2001 From: Alejandro Javier Asenjo Nitti Date: Thu, 2 Nov 2023 18:43:13 -0300 Subject: [PATCH] use flags --- src/overlays/actors/ovl_En_Jso2/z_en_jso2.c | 32 ++++++++++++--------- 1 file changed, 18 insertions(+), 14 deletions(-) diff --git a/src/overlays/actors/ovl_En_Jso2/z_en_jso2.c b/src/overlays/actors/ovl_En_Jso2/z_en_jso2.c index c79a4e242..f9d123acb 100644 --- a/src/overlays/actors/ovl_En_Jso2/z_en_jso2.c +++ b/src/overlays/actors/ovl_En_Jso2/z_en_jso2.c @@ -423,7 +423,7 @@ void func_80A78C7C(EnJso2* this, PlayState* play) { temp_v0_2 = ABS_ALT((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)); if (((this->unk28A == 0) || (this->actor.xzDistToPlayer < 120.0f)) || (temp_v0_2 > 0x4300)) { - AudioSfx_SetChannelIO(&this->actor.projectedPos, 0x39BE, 0); + AudioSfx_SetChannelIO(&this->actor.projectedPos, NA_SE_EN_ANSATSUSYA_DASH_2, 0); Math_ApproachZeroF(&this->actor.speed, 0.3f, 3.0f); func_80A790E4(this, play); } @@ -453,6 +453,7 @@ void func_80A78F04(EnJso2* this, PlayState* play) { void func_80A78F80(EnJso2* this, PlayState* play) { Player* player = GET_PLAYER(play); + Math_Vec3f_Copy(&this->actor.world.pos, &player->actor.world.pos); this->actor.world.pos.y += 300.0f + BREG(0x34); this->actor.velocity.y = 0.0f; @@ -488,22 +489,24 @@ void func_80A790E4(EnJso2* this, PlayState* play) { void func_80A7919C(EnJso2* this, PlayState* play) { Vec3f sp44; - f32 sp40; + f32 sp40 = this->skelAnime.curFrame; - sp40 = this->skelAnime.curFrame; Math_ApproachZeroF(&this->actor.speed, 0.5f, 5.0f); + if (!(play->gameplayFrames & 7)) { Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, this->actor.shape.shadowScale, 1, 8.0f, - (s16)0x1F4, (s16)0xA, (u8)1); + 500, 10, 1); } - if ((this->unkF40.base.atFlags & 2) || (this->unkFC0.base.atFlags & AT_HIT) != 0) { + + if ((this->unkF40.base.atFlags & AT_HIT) || (this->unkFC0.base.atFlags & AT_HIT) != 0) { this->unk371 = 1; - this->unkF40.base.atFlags &= 0xFFFD; - this->unkFC0.base.atFlags &= 0xFFFD; + this->unkF40.base.atFlags &= ~(AT_HIT); + this->unkFC0.base.atFlags &= ~(AT_HIT); } - if ((((u8)this->unkF40.base.atFlags) & 4) || (((u8)this->unkFC0.base.atFlags) & 4)) { - this->unkF40.base.atFlags &= 0xFFF9; - this->unkFC0.base.atFlags &= 0xFFF9; + + if ((((u8)this->unkF40.base.atFlags) & AT_BOUNCED) || (this->unkFC0.base.atFlags & 4)) { + this->unkF40.base.atFlags &= ~(AT_HIT | AT_BOUNCED); + this->unkFC0.base.atFlags &= ~(AT_HIT | AT_BOUNCED); Matrix_RotateYS(this->actor.yawTowardsPlayer, MTXMODE_NEW); Matrix_MultVecZ(-10.0f, &sp44); Math_Vec3f_Copy(&this->unkE58, &sp44); @@ -517,7 +520,7 @@ void func_80A7919C(EnJso2* this, PlayState* play) { } void func_80A79300(EnJso2* this) { - func_80A776E0(this, 0xE); + func_80A776E0(this, 14); this->unk371 = 0; Actor_PlaySfx(&this->actor, NA_SE_IT_SWORD_SWING_HARD); this->unk368 = 0; @@ -531,10 +534,11 @@ void func_80A79364(EnJso2* this, PlayState* play) { this->actor.shape.rot.y -= 0x1770; Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, this->actor.shape.shadowScale, 1, 4.0f, 0x12C, 5, 1); - Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 0xFA0, 0x14); + Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 4000, 20); - if ((this->unk28E == 0) || ((this->unkF40.base.atFlags & 2) != 0) || (this->unkF40.base.atFlags & AT_BOUNCED) || - ((this->unkFC0.base.atFlags & AT_HIT) != 0) || (this->unkFC0.base.atFlags & AT_BOUNCED)) { + if ((this->unk28E == 0) || ((this->unkF40.base.atFlags & AT_HIT) != 0) || + (this->unkF40.base.atFlags & AT_BOUNCED) || ((this->unkFC0.base.atFlags & AT_HIT) != 0) || + (this->unkFC0.base.atFlags & AT_BOUNCED)) { this->unkF40.base.atFlags &= ~(AT_BOUNCED | AT_HIT); this->unkFC0.base.atFlags &= ~(AT_BOUNCED | AT_HIT); func_80A79864(this);