mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
fix function
This commit is contained in:
@@ -36,7 +36,6 @@ void func_8086F57C(EnOkuta* this, PlayState* play);
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void func_8086F694(EnOkuta* this, PlayState* play);
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void func_808700C0(Actor* thisx, PlayState* play);
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#if 0
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ActorInit En_Okuta_InitVars = {
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/**/ ACTOR_EN_OKUTA,
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@@ -287,7 +286,7 @@ void func_8086E52C(EnOkuta* this, PlayState* play) {
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func_8086E5E8(this, play);
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return;
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}
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angle = ABS_ALT((s16) (this->actor.yawTowardsPlayer - this->actor.world.rot.y));
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angle = ABS_ALT((s16)(this->actor.yawTowardsPlayer - this->actor.world.rot.y));
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if ((angle < 0x4000) && (play->bButtonAmmoPlusOne == 0)) {
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func_8086E5E8(this, play);
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@@ -333,7 +332,7 @@ void func_8086E658(EnOkuta* this, PlayState* play) {
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}
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void func_8086E7A8(EnOkuta* this) {
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Animation_PlayOnce(&this->skelAnime, (AnimationHeader* ) &D_06003B24);
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Animation_PlayOnce(&this->skelAnime, (AnimationHeader*)&D_06003B24);
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this->actionFunc = func_8086E7E8;
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}
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@@ -360,7 +359,7 @@ void func_8086E7E8(EnOkuta* this, PlayState* play) {
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}
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void func_8086E8E8(EnOkuta* this) {
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Animation_PlayLoop(&this->skelAnime, (AnimationHeader* ) &D_06003EE4);
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Animation_PlayLoop(&this->skelAnime, (AnimationHeader*)&D_06003EE4);
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if (this->actionFunc == func_8086EC00) {
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this->unk18E = 8;
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} else {
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@@ -377,15 +376,15 @@ void func_8086E948(EnOkuta* this, PlayState* play) {
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} else {
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this->actor.world.pos.y = func_8086E378(this);
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}
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SkelAnime_Update(&this->skelAnime);
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if (Animation_OnFrame(&this->skelAnime, 0.0f) != 0) {
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if (this->unk18E != 0) {
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this->unk18E--;
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}
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}
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if (Animation_OnFrame(&this->skelAnime, 0.5f) != 0) {
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Actor_PlaySfx(&this->actor, 0x38C1);
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}
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@@ -394,17 +393,18 @@ void func_8086E948(EnOkuta* this, PlayState* play) {
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func_8086E7A8(this);
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return;
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}
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temp_v0 = Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0xE38, 0x38E);
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if ((ABS_ALT(temp_v0) < 0x38E) && ((this->actor.params == 0 && (this->unk18E == 0) && (this->actor.playerHeightRel < 120.0f)) || ((this->actor.params == 1) && ((this->unk18E == 0) || (this->actor.xzDistToPlayer < 150.0f))))) {
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if ((ABS_ALT(temp_v0) < 0x38E) &&
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((this->actor.params == 0 && (this->unk18E == 0) && (this->actor.playerHeightRel < 120.0f)) ||
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((this->actor.params == 1) && ((this->unk18E == 0) || (this->actor.xzDistToPlayer < 150.0f))))) {
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func_8086EAE0(this, play);
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}
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}
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void func_8086EAE0(EnOkuta* this, PlayState* play) {
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Animation_PlayOnce(&this->skelAnime, (AnimationHeader* ) &D_0600044C);
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Animation_PlayOnce(&this->skelAnime, (AnimationHeader*)&D_0600044C);
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if (this->actionFunc != func_8086EC00) {
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if (this->actor.params == 0) {
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this->unk18E = this->unk190;
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@@ -412,10 +412,11 @@ void func_8086EAE0(EnOkuta* this, PlayState* play) {
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this->unk18E = ((560.0f - this->actor.xzDistToPlayer) * 0.005f) + 1.0f;
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}
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}
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if (this->actor.params == 0) {
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this->unk260 = this->actor.playerHeightRel + 20.0f;
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this->unk260 = CLAMP_MIN(this->unk260, 10.0f);
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if (this->unk260 > 50.0f) {
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func_8086E27C(this, play);
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Actor_PlaySfx(&this->actor, 0x38C2);
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@@ -424,7 +425,62 @@ void func_8086EAE0(EnOkuta* this, PlayState* play) {
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this->actionFunc = func_8086EC00;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Okuta/func_8086EC00.s")
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void func_8086EC00(EnOkuta* this, PlayState* play) {
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f32 curFrame;
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Player* player;
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Vec3f sp34;
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s16 pitchTarget;
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Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0x71C);
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if (SkelAnime_Update(&this->skelAnime) != 0) {
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if (this->unk18E != 0) {
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this->unk18E--;
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}
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if (this->unk18E == 0) {
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if ((this->actor.params != 1) || (this->actor.xzDistToPlayer > 150.f)) {
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func_8086E8E8(this);
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} else {
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func_8086EAE0(this, play);
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}
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} else {
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func_8086EAE0(this, play);
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}
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} else {
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if (this->actor.params == 0) {
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curFrame = this->skelAnime.curFrame;
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if (curFrame < 13.0f) {
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this->actor.world.pos.y = (Math_SinF(0.2617889f * curFrame) * this->unk260) + this->actor.home.pos.y;
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}
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if ((this->unk260 > 50.0f) && Animation_OnFrame(&this->skelAnime, 13.0f)) {
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func_8086E27C(this, play);
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Actor_PlaySfx(&this->actor, 0x38C3);
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}
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} else {
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// clang-format off
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this->actor.world.pos.y = func_8086E378(this);
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curFrame = this->skelAnime.curFrame; if (curFrame < 13.0f) {
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// clang-format on
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player = GET_PLAYER(play);
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sp34.x = player->actor.world.pos.x;
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sp34.y = player->actor.world.pos.y + 20.0f;
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sp34.z = player->actor.world.pos.z;
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pitchTarget = Actor_WorldPitchTowardPoint(&this->actor, &sp34);
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pitchTarget = CLAMP(pitchTarget, -0x2AAA, 0);
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this->actor.shape.rot.x = Math_SinF(0.2617889f * curFrame) * pitchTarget;
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}
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}
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if (Animation_OnFrame(&this->skelAnime, 6.0f) != 0) {
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func_8086E3B8(this, play);
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}
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}
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if ((this->actor.params == 0) && (this->actor.xzDistToPlayer < 160.0f)) {
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func_8086E7A8(this);
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}
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}
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void func_8086EE8C(EnOkuta* this) {
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Animation_MorphToPlayOnce(&this->skelAnime, (AnimationHeader*)&D_06004204, -5.0f);
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@@ -466,7 +522,9 @@ void func_8086EFE8(EnOkuta* this, PlayState* play) {
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if (SkelAnime_Update(&this->skelAnime)) {
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this->unk18E++;
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}
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Math_ApproachF(&this->actor.world.pos.y, this->actor.home.pos.y, 0.5f, 5.0f);
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if (this->unk18E == 5) {
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pos.x = this->actor.world.pos.x;
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pos.y = this->actor.world.pos.y + 40.0f;
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@@ -477,10 +535,12 @@ void func_8086EFE8(EnOkuta* this, PlayState* play) {
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func_8086E214(&pos, &velocity, -0x14, play);
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Actor_PlaySfx(&this->actor, 0x38C7);
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}
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if (Animation_OnFrame(&this->skelAnime, 15.0f)) {
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func_8086E27C(this, play);
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Actor_PlaySfx(&this->actor, 0x38C3);
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}
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if (this->unk18E < 3) {
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Actor_SetScale(&this->actor, ((this->unk18E * 0.25f) + 1.0f) * 0.01f);
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} else if (this->unk18E < 6) {
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@@ -495,7 +555,8 @@ void func_8086EFE8(EnOkuta* this, PlayState* play) {
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velocity.x = (Rand_ZeroOne() - 0.5f) * 7.0f;
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velocity.y = Rand_ZeroOne() * 7.0f;
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velocity.z = (Rand_ZeroOne() - 0.5f) * 7.0f;
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EffectSsDtBubble_SpawnCustomColor(play, &this->actor.world.pos, &velocity, &D_80870930, &D_8087093C, &D_80870940, (s16) Rand_S16Offset(100, 50), 25, 0);
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EffectSsDtBubble_SpawnCustomColor(play, &this->actor.world.pos, &velocity, &D_80870930, &D_8087093C,
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&D_80870940, (s16)Rand_S16Offset(100, 50), 25, 0);
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}
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Actor_Kill(&this->actor);
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}
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@@ -504,11 +565,15 @@ void func_8086EFE8(EnOkuta* this, PlayState* play) {
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}
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void func_8086F2FC(EnOkuta* this, PlayState* play) {
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this->unk18E = 0xA;
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Actor_SetColorFilter(&this->actor, 0x8000, 0x80FF, 0, 0xA);
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this->actor.child = Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, 0x143, this->actor.world.pos.x, this->actor.world.pos.y + (this->skelAnime.jointTable->y * this->actor.scale.y) + (25.0f * this->headScale.y), this->actor.world.pos.z, 0, this->actor.home.rot.y, 0, 3);
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Actor_SetColorFilter(&this->actor, 0x8000, 0x80FF, 0, 0xA);
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this->actor.child = Actor_SpawnAsChild(
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&play->actorCtx, &this->actor, play, 0x143, this->actor.world.pos.x,
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this->actor.world.pos.y + (this->skelAnime.jointTable->y * this->actor.scale.y) + (25.0f * this->headScale.y),
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this->actor.world.pos.z, 0, this->actor.home.rot.y, 0, 3);
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if (this->actor.child != NULL) {
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this->actor.flags &= ~1;
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this->actor.flags |= 0x10;
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@@ -526,7 +591,6 @@ void func_8086F2FC(EnOkuta* this, PlayState* play) {
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}
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void func_8086F434(EnOkuta* this, PlayState* play) {
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this->actor.colorFilterTimer = 0xA;
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if (!this->actor.child || !this->actor.child->update) {
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this->actor.flags |= 1;
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@@ -542,6 +606,7 @@ void func_8086F4B0(EnOkuta* this, PlayState* play) {
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if (this->unk18E != 0) {
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this->unk18E--;
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}
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if (this->unk18E == 0) {
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func_8086E0F0(this, play);
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func_8086EE8C(this);
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@@ -549,22 +614,24 @@ void func_8086F4B0(EnOkuta* this, PlayState* play) {
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}
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void func_8086F4F4(EnOkuta* this) {
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Animation_Change(&this->skelAnime, (AnimationHeader* ) &D_06004204, 1.0f, 0.0f, Animation_GetLastFrame(&D_06004204) - 3.0f, 2, -3.0f);
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Animation_Change(&this->skelAnime, (AnimationHeader*)&D_06004204, 1.0f, 0.0f,
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Animation_GetLastFrame(&D_06004204) - 3.0f, 2, -3.0f);
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this->unk18E = 0x14;
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this->actionFunc = func_8086F57C;
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}
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void func_8086F57C(EnOkuta* this, PlayState* play) {
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this->unk18E--;
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Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x400);
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if (SkelAnime_Update(&this->skelAnime)) {
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Animation_Change(&this->skelAnime, (AnimationHeader* ) &D_06004204, 1.0f, 0.0f, Animation_GetLastFrame(&D_06004204) - 3.0f, 2, -3.0f);
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Animation_Change(&this->skelAnime, (AnimationHeader*)&D_06004204, 1.0f, 0.0f,
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Animation_GetLastFrame(&D_06004204) - 3.0f, 2, -3.0f);
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}
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if (this->unk18E < 10) {
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this->actor.shape.rot.y += (s16) (8192.0f * Math_SinF(this->unk18E * 0.15707964f));
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this->actor.shape.rot.y += (s16)(8192.0f * Math_SinF(this->unk18E * 0.15707964f));
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} else {
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this->actor.shape.rot.y += 0x2000;
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}
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@@ -576,33 +643,39 @@ void func_8086F57C(EnOkuta* this, PlayState* play) {
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void func_8086F694(EnOkuta* this, PlayState* play) {
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Vec3f sp54;
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Player* player;
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Player* player = GET_PLAYER(play);
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Vec3s sp48;
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player = GET_PLAYER(play);
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this->unk18E--;
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if (this->unk18E < 0) {
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this->actor.velocity.y -= 0.5f;
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this->actor.world.rot.x = Math_Atan2S_XY(sqrtf((this->actor.velocity.x * this->actor.velocity.x) + (this->actor.velocity.z * this->actor.velocity.z)), this->actor.velocity.y);
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this->actor.world.rot.x = Math_Atan2S_XY(sqrtf((this->actor.velocity.x * this->actor.velocity.x) +
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(this->actor.velocity.z * this->actor.velocity.z)),
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this->actor.velocity.y);
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}
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this->actor.home.rot.z += 0x1554;
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if ((this->actor.bgCheckFlags & 8) || (this->actor.bgCheckFlags & 1) || (this->actor.bgCheckFlags & 0x10) || (this->collider.base.atFlags & 2) || (this->collider.base.acFlags & 2) || (this->collider.base.ocFlags1 & 2) || (this->actor.floorHeight == -32000.0f)) {
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if (player->currentShield == 1 && (this->collider.base.atFlags & 2) && (this->collider.base.atFlags & 0x10) && (this->collider.base.atFlags & 4)) {
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this->collider.base.atFlags &= 0xFFE9;
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this->collider.base.atFlags |= 8;
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this->collider.info.toucher.dmgFlags = 0x400000;
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this->collider.info.toucher.damage = 2;
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Matrix_MtxFToYXZRot(&player->shieldMf, &sp48, 0);
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this->actor.world.rot.y = sp48.y + 0x8000;
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this->unk18E = 22;
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if ((this->actor.bgCheckFlags & 8) || (this->actor.bgCheckFlags & 1) || (this->actor.bgCheckFlags & 0x10) ||
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(this->collider.base.atFlags & 2) || (this->collider.base.acFlags & 2) || (this->collider.base.ocFlags1 & 2) ||
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(this->actor.floorHeight == -32000.0f)) {
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if (player->currentShield == 1 && (this->collider.base.atFlags & 2) && (this->collider.base.atFlags & 0x10) &&
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(this->collider.base.atFlags & 4)) {
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this->collider.base.atFlags &= 0xFFE9;
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this->collider.base.atFlags |= 8;
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this->collider.info.toucher.dmgFlags = 0x400000;
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this->collider.info.toucher.damage = 2;
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Matrix_MtxFToYXZRot(&player->shieldMf, &sp48, 0);
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this->actor.world.rot.y = sp48.y + 0x8000;
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this->unk18E = 22;
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} else {
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sp54.x = this->actor.world.pos.x;
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sp54.y = this->actor.world.pos.y + 11.0f;
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sp54.z = this->actor.world.pos.z;
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EffectSsHahen_SpawnBurst(play, &sp54, 6.0f, 0, 1, 2, 15, 5, 10, (Gfx* ) &D_06003250);
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EffectSsHahen_SpawnBurst(play, &sp54, 6.0f, 0, 1, 2, 15, 5, 10, (Gfx*)&D_06003250);
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SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 0x14, 0x38C0);
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if ((this->collider.base.atFlags & 2) && (this->collider.base.atFlags & 0x10) && !(this->collider.base.atFlags & 4) && (this->actor.params == 0x11)) {
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if ((this->collider.base.atFlags & 2) && (this->collider.base.atFlags & 0x10) &&
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!(this->collider.base.atFlags & 4) && (this->actor.params == 0x11)) {
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func_800B8D98(play, &this->actor, 8.0f, this->actor.world.rot.y, 6.0f);
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}
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Actor_Kill(&this->actor);
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@@ -613,9 +686,8 @@ void func_8086F694(EnOkuta* this, PlayState* play) {
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}
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void func_8086F8FC(EnOkuta* this) {
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f32 curFrame;
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curFrame = this->skelAnime.curFrame;
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f32 curFrame = this->skelAnime.curFrame;
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if (this->actionFunc == func_8086E658) {
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if (curFrame < 8.0f) {
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this->headScale.x = this->headScale.y = this->headScale.z = 1.0f;
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@@ -659,8 +731,9 @@ void func_8086F8FC(EnOkuta* this) {
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}
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void func_8086FCA4(EnOkuta* this, PlayState* play) {
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if ((this->collider.base.acFlags & 2) && ((this->collider.base.acFlags = (u8) (this->collider.base.acFlags & 0xFFFD), (this->unk18C != 0xA)) || !(this->collider.info.acHitInfo->toucher.dmgFlags & 0xDB0B3))) {
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if ((this->collider.base.acFlags & 2) &&
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((this->collider.base.acFlags = (u8)(this->collider.base.acFlags & 0xFFFD), (this->unk18C != 0xA)) ||
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!(this->collider.info.acHitInfo->toucher.dmgFlags & 0xDB0B3))) {
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Actor_SetDropFlag(&this->actor, &this->collider.info);
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func_8086E0F0(this, play);
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if (this->actor.colChkInfo.damageEffect == 3) {
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@@ -670,9 +743,10 @@ void func_8086FCA4(EnOkuta* this, PlayState* play) {
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this->unk254 = 4.0f;
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this->unk258 = 0.6f;
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this->unk18C = 0x14;
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Actor_Spawn(&play->actorCtx, play, 0xA2, this->collider.info.bumper.hitPos.x, this->collider.info.bumper.hitPos.y, this->collider.info.bumper.hitPos.z, 0, 0, 0, 4);
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Actor_Spawn(&play->actorCtx, play, 0xA2, this->collider.info.bumper.hitPos.x,
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this->collider.info.bumper.hitPos.y, this->collider.info.bumper.hitPos.z, 0, 0, 0, 4);
|
||||
}
|
||||
|
||||
|
||||
if (!Actor_ApplyDamage(&this->actor)) {
|
||||
Enemy_StartFinishingBlow(play, &this->actor);
|
||||
}
|
||||
@@ -702,7 +776,8 @@ void EnOkuta_Update(Actor* thisx, PlayState* play2) {
|
||||
this->actionFunc(this, play);
|
||||
if (this->actionFunc != func_8086F434) {
|
||||
func_8086F8FC(this);
|
||||
this->collider.dim.height = ((D_808708EE * this->headScale.y) - this->collider.dim.yShift) * this->actor.scale.y * 100.0f;
|
||||
this->collider.dim.height =
|
||||
((D_808708EE * this->headScale.y) - this->collider.dim.yShift) * this->actor.scale.y * 100.0f;
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
if ((this->actionFunc == func_8086E658) || (this->actionFunc == func_8086E7E8)) {
|
||||
this->collider.dim.pos.y = this->actor.world.pos.y + (this->skelAnime.jointTable->y * this->actor.scale.y);
|
||||
@@ -744,11 +819,13 @@ void func_808700C0(Actor* thisx, PlayState* play) {
|
||||
Actor_MoveWithoutGravity(&this->actor);
|
||||
Math_Vec3f_Copy(&sp38, &this->actor.world.pos);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 10.0f, 15.0f, 30.0f, 7);
|
||||
if ((this->actor.bgCheckFlags & 8) && SurfaceType_IsIgnoredByProjectiles(&play->colCtx, this->actor.wallPoly, this->actor.wallBgId)) {
|
||||
if ((this->actor.bgCheckFlags & 8) &&
|
||||
SurfaceType_IsIgnoredByProjectiles(&play->colCtx, this->actor.wallPoly, this->actor.wallBgId)) {
|
||||
sp34 = true;
|
||||
this->actor.bgCheckFlags &= 0xFFF7;
|
||||
}
|
||||
if ((this->actor.bgCheckFlags & 1) && SurfaceType_IsIgnoredByProjectiles(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId)) {
|
||||
if ((this->actor.bgCheckFlags & 1) &&
|
||||
SurfaceType_IsIgnoredByProjectiles(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId)) {
|
||||
sp34 = true;
|
||||
this->actor.bgCheckFlags &= 0xFFFE;
|
||||
}
|
||||
@@ -764,7 +841,6 @@ void func_808700C0(Actor* thisx, PlayState* play) {
|
||||
}
|
||||
|
||||
s32 func_80870254(EnOkuta* this, f32 curFrame, Vec3f* scale) {
|
||||
|
||||
if (this->actionFunc == func_8086E948) {
|
||||
scale->z = scale->y = 1.0f;
|
||||
scale->x = (Math_SinF(0.19634955f * curFrame) * 0.4f) + 1.0f;
|
||||
|
||||
Reference in New Issue
Block a user