From c504bd117a109f768a5230c650784c675d46a459 Mon Sep 17 00:00:00 2001 From: Alejandro Javier Asenjo Nitti Date: Wed, 1 Nov 2023 23:50:43 -0300 Subject: [PATCH] fix function --- src/overlays/actors/ovl_En_Okuta/z_en_okuta.c | 176 +++++++++++++----- 1 file changed, 126 insertions(+), 50 deletions(-) diff --git a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c index 2e12fb599..0a549a224 100644 --- a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c +++ b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c @@ -36,7 +36,6 @@ void func_8086F57C(EnOkuta* this, PlayState* play); void func_8086F694(EnOkuta* this, PlayState* play); void func_808700C0(Actor* thisx, PlayState* play); - #if 0 ActorInit En_Okuta_InitVars = { /**/ ACTOR_EN_OKUTA, @@ -287,7 +286,7 @@ void func_8086E52C(EnOkuta* this, PlayState* play) { func_8086E5E8(this, play); return; } - angle = ABS_ALT((s16) (this->actor.yawTowardsPlayer - this->actor.world.rot.y)); + angle = ABS_ALT((s16)(this->actor.yawTowardsPlayer - this->actor.world.rot.y)); if ((angle < 0x4000) && (play->bButtonAmmoPlusOne == 0)) { func_8086E5E8(this, play); @@ -333,7 +332,7 @@ void func_8086E658(EnOkuta* this, PlayState* play) { } void func_8086E7A8(EnOkuta* this) { - Animation_PlayOnce(&this->skelAnime, (AnimationHeader* ) &D_06003B24); + Animation_PlayOnce(&this->skelAnime, (AnimationHeader*)&D_06003B24); this->actionFunc = func_8086E7E8; } @@ -360,7 +359,7 @@ void func_8086E7E8(EnOkuta* this, PlayState* play) { } void func_8086E8E8(EnOkuta* this) { - Animation_PlayLoop(&this->skelAnime, (AnimationHeader* ) &D_06003EE4); + Animation_PlayLoop(&this->skelAnime, (AnimationHeader*)&D_06003EE4); if (this->actionFunc == func_8086EC00) { this->unk18E = 8; } else { @@ -377,15 +376,15 @@ void func_8086E948(EnOkuta* this, PlayState* play) { } else { this->actor.world.pos.y = func_8086E378(this); } - + SkelAnime_Update(&this->skelAnime); - + if (Animation_OnFrame(&this->skelAnime, 0.0f) != 0) { if (this->unk18E != 0) { this->unk18E--; } } - + if (Animation_OnFrame(&this->skelAnime, 0.5f) != 0) { Actor_PlaySfx(&this->actor, 0x38C1); } @@ -394,17 +393,18 @@ void func_8086E948(EnOkuta* this, PlayState* play) { func_8086E7A8(this); return; } - + temp_v0 = Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0xE38, 0x38E); - - 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))))) { + + 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))))) { func_8086EAE0(this, play); } } void func_8086EAE0(EnOkuta* this, PlayState* play) { - - Animation_PlayOnce(&this->skelAnime, (AnimationHeader* ) &D_0600044C); + Animation_PlayOnce(&this->skelAnime, (AnimationHeader*)&D_0600044C); if (this->actionFunc != func_8086EC00) { if (this->actor.params == 0) { this->unk18E = this->unk190; @@ -412,10 +412,11 @@ void func_8086EAE0(EnOkuta* this, PlayState* play) { this->unk18E = ((560.0f - this->actor.xzDistToPlayer) * 0.005f) + 1.0f; } } + if (this->actor.params == 0) { this->unk260 = this->actor.playerHeightRel + 20.0f; this->unk260 = CLAMP_MIN(this->unk260, 10.0f); - + if (this->unk260 > 50.0f) { func_8086E27C(this, play); Actor_PlaySfx(&this->actor, 0x38C2); @@ -424,7 +425,62 @@ void func_8086EAE0(EnOkuta* this, PlayState* play) { this->actionFunc = func_8086EC00; } -#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Okuta/func_8086EC00.s") +void func_8086EC00(EnOkuta* this, PlayState* play) { + f32 curFrame; + Player* player; + Vec3f sp34; + s16 pitchTarget; + + Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0x71C); + + if (SkelAnime_Update(&this->skelAnime) != 0) { + if (this->unk18E != 0) { + this->unk18E--; + } + if (this->unk18E == 0) { + if ((this->actor.params != 1) || (this->actor.xzDistToPlayer > 150.f)) { + func_8086E8E8(this); + } else { + + func_8086EAE0(this, play); + } + } else { + func_8086EAE0(this, play); + } + } else { + if (this->actor.params == 0) { + curFrame = this->skelAnime.curFrame; + if (curFrame < 13.0f) { + this->actor.world.pos.y = (Math_SinF(0.2617889f * curFrame) * this->unk260) + this->actor.home.pos.y; + } + if ((this->unk260 > 50.0f) && Animation_OnFrame(&this->skelAnime, 13.0f)) { + func_8086E27C(this, play); + Actor_PlaySfx(&this->actor, 0x38C3); + } + } else { + // clang-format off + this->actor.world.pos.y = func_8086E378(this); + curFrame = this->skelAnime.curFrame; if (curFrame < 13.0f) { + // clang-format on + player = GET_PLAYER(play); + sp34.x = player->actor.world.pos.x; + sp34.y = player->actor.world.pos.y + 20.0f; + sp34.z = player->actor.world.pos.z; + pitchTarget = Actor_WorldPitchTowardPoint(&this->actor, &sp34); + pitchTarget = CLAMP(pitchTarget, -0x2AAA, 0); + this->actor.shape.rot.x = Math_SinF(0.2617889f * curFrame) * pitchTarget; + } + } + + if (Animation_OnFrame(&this->skelAnime, 6.0f) != 0) { + func_8086E3B8(this, play); + } + } + + if ((this->actor.params == 0) && (this->actor.xzDistToPlayer < 160.0f)) { + func_8086E7A8(this); + } +} void func_8086EE8C(EnOkuta* this) { Animation_MorphToPlayOnce(&this->skelAnime, (AnimationHeader*)&D_06004204, -5.0f); @@ -466,7 +522,9 @@ void func_8086EFE8(EnOkuta* this, PlayState* play) { if (SkelAnime_Update(&this->skelAnime)) { this->unk18E++; } + Math_ApproachF(&this->actor.world.pos.y, this->actor.home.pos.y, 0.5f, 5.0f); + if (this->unk18E == 5) { pos.x = this->actor.world.pos.x; pos.y = this->actor.world.pos.y + 40.0f; @@ -477,10 +535,12 @@ void func_8086EFE8(EnOkuta* this, PlayState* play) { func_8086E214(&pos, &velocity, -0x14, play); Actor_PlaySfx(&this->actor, 0x38C7); } + if (Animation_OnFrame(&this->skelAnime, 15.0f)) { func_8086E27C(this, play); Actor_PlaySfx(&this->actor, 0x38C3); } + if (this->unk18E < 3) { Actor_SetScale(&this->actor, ((this->unk18E * 0.25f) + 1.0f) * 0.01f); } else if (this->unk18E < 6) { @@ -495,7 +555,8 @@ void func_8086EFE8(EnOkuta* this, PlayState* play) { velocity.x = (Rand_ZeroOne() - 0.5f) * 7.0f; velocity.y = Rand_ZeroOne() * 7.0f; velocity.z = (Rand_ZeroOne() - 0.5f) * 7.0f; - EffectSsDtBubble_SpawnCustomColor(play, &this->actor.world.pos, &velocity, &D_80870930, &D_8087093C, &D_80870940, (s16) Rand_S16Offset(100, 50), 25, 0); + EffectSsDtBubble_SpawnCustomColor(play, &this->actor.world.pos, &velocity, &D_80870930, &D_8087093C, + &D_80870940, (s16)Rand_S16Offset(100, 50), 25, 0); } Actor_Kill(&this->actor); } @@ -504,11 +565,15 @@ void func_8086EFE8(EnOkuta* this, PlayState* play) { } void func_8086F2FC(EnOkuta* this, PlayState* play) { - this->unk18E = 0xA; - Actor_SetColorFilter(&this->actor, 0x8000, 0x80FF, 0, 0xA); - 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); + Actor_SetColorFilter(&this->actor, 0x8000, 0x80FF, 0, 0xA); + + 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); + if (this->actor.child != NULL) { this->actor.flags &= ~1; this->actor.flags |= 0x10; @@ -526,7 +591,6 @@ void func_8086F2FC(EnOkuta* this, PlayState* play) { } void func_8086F434(EnOkuta* this, PlayState* play) { - this->actor.colorFilterTimer = 0xA; if (!this->actor.child || !this->actor.child->update) { this->actor.flags |= 1; @@ -542,6 +606,7 @@ void func_8086F4B0(EnOkuta* this, PlayState* play) { if (this->unk18E != 0) { this->unk18E--; } + if (this->unk18E == 0) { func_8086E0F0(this, play); func_8086EE8C(this); @@ -549,22 +614,24 @@ void func_8086F4B0(EnOkuta* this, PlayState* play) { } void func_8086F4F4(EnOkuta* this) { - Animation_Change(&this->skelAnime, (AnimationHeader* ) &D_06004204, 1.0f, 0.0f, Animation_GetLastFrame(&D_06004204) - 3.0f, 2, -3.0f); + Animation_Change(&this->skelAnime, (AnimationHeader*)&D_06004204, 1.0f, 0.0f, + Animation_GetLastFrame(&D_06004204) - 3.0f, 2, -3.0f); this->unk18E = 0x14; this->actionFunc = func_8086F57C; } void func_8086F57C(EnOkuta* this, PlayState* play) { - this->unk18E--; + Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x400); if (SkelAnime_Update(&this->skelAnime)) { - Animation_Change(&this->skelAnime, (AnimationHeader* ) &D_06004204, 1.0f, 0.0f, Animation_GetLastFrame(&D_06004204) - 3.0f, 2, -3.0f); + Animation_Change(&this->skelAnime, (AnimationHeader*)&D_06004204, 1.0f, 0.0f, + Animation_GetLastFrame(&D_06004204) - 3.0f, 2, -3.0f); } - + if (this->unk18E < 10) { - this->actor.shape.rot.y += (s16) (8192.0f * Math_SinF(this->unk18E * 0.15707964f)); + this->actor.shape.rot.y += (s16)(8192.0f * Math_SinF(this->unk18E * 0.15707964f)); } else { this->actor.shape.rot.y += 0x2000; } @@ -576,33 +643,39 @@ void func_8086F57C(EnOkuta* this, PlayState* play) { void func_8086F694(EnOkuta* this, PlayState* play) { Vec3f sp54; - Player* player; + Player* player = GET_PLAYER(play); Vec3s sp48; - - player = GET_PLAYER(play); + this->unk18E--; + if (this->unk18E < 0) { this->actor.velocity.y -= 0.5f; - 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); + 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); } this->actor.home.rot.z += 0x1554; - 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)) { - if (player->currentShield == 1 && (this->collider.base.atFlags & 2) && (this->collider.base.atFlags & 0x10) && (this->collider.base.atFlags & 4)) { - this->collider.base.atFlags &= 0xFFE9; - this->collider.base.atFlags |= 8; - this->collider.info.toucher.dmgFlags = 0x400000; - this->collider.info.toucher.damage = 2; - Matrix_MtxFToYXZRot(&player->shieldMf, &sp48, 0); - this->actor.world.rot.y = sp48.y + 0x8000; - this->unk18E = 22; + 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)) { + if (player->currentShield == 1 && (this->collider.base.atFlags & 2) && (this->collider.base.atFlags & 0x10) && + (this->collider.base.atFlags & 4)) { + this->collider.base.atFlags &= 0xFFE9; + this->collider.base.atFlags |= 8; + this->collider.info.toucher.dmgFlags = 0x400000; + this->collider.info.toucher.damage = 2; + Matrix_MtxFToYXZRot(&player->shieldMf, &sp48, 0); + this->actor.world.rot.y = sp48.y + 0x8000; + this->unk18E = 22; } else { sp54.x = this->actor.world.pos.x; sp54.y = this->actor.world.pos.y + 11.0f; sp54.z = this->actor.world.pos.z; - EffectSsHahen_SpawnBurst(play, &sp54, 6.0f, 0, 1, 2, 15, 5, 10, (Gfx* ) &D_06003250); + EffectSsHahen_SpawnBurst(play, &sp54, 6.0f, 0, 1, 2, 15, 5, 10, (Gfx*)&D_06003250); SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 0x14, 0x38C0); - if ((this->collider.base.atFlags & 2) && (this->collider.base.atFlags & 0x10) && !(this->collider.base.atFlags & 4) && (this->actor.params == 0x11)) { + if ((this->collider.base.atFlags & 2) && (this->collider.base.atFlags & 0x10) && + !(this->collider.base.atFlags & 4) && (this->actor.params == 0x11)) { func_800B8D98(play, &this->actor, 8.0f, this->actor.world.rot.y, 6.0f); } Actor_Kill(&this->actor); @@ -613,9 +686,8 @@ void func_8086F694(EnOkuta* this, PlayState* play) { } void func_8086F8FC(EnOkuta* this) { - f32 curFrame; - - curFrame = this->skelAnime.curFrame; + f32 curFrame = this->skelAnime.curFrame; + if (this->actionFunc == func_8086E658) { if (curFrame < 8.0f) { this->headScale.x = this->headScale.y = this->headScale.z = 1.0f; @@ -659,8 +731,9 @@ void func_8086F8FC(EnOkuta* this) { } void func_8086FCA4(EnOkuta* this, PlayState* play) { - - 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))) { + 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))) { Actor_SetDropFlag(&this->actor, &this->collider.info); func_8086E0F0(this, play); if (this->actor.colChkInfo.damageEffect == 3) { @@ -670,9 +743,10 @@ void func_8086FCA4(EnOkuta* this, PlayState* play) { this->unk254 = 4.0f; this->unk258 = 0.6f; this->unk18C = 0x14; - 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); + 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); } - + 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;