mirror of
https://github.com/izzy2lost/Starship.git
synced 2026-07-05 15:19:42 -07:00
Repo upstreamed
This commit is contained in:
committed by
Sonic Dreamcaster
parent
6248c70be1
commit
7c801d33d9
Vendored
+2
@@ -152,6 +152,8 @@
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"ast_a_ti.h": "c",
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"fox_co.h": "c",
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"ast_map.h": "c"
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"xmemory": "c",
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"iosfwd": "c"
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},
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"C_Cpp_Runner.msvcBatchPath": ""
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}
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@@ -7,7 +7,11 @@
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header:
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- '#include "gfx.h"'
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- '#include "sf64object.h"'
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<<<<<<<< HEAD:assets/yaml/jp/rev0/ast_A_ti.yaml
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========
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>>>>>>>> 6fe91928 (Repo upstreamed):assets/yaml/us/rev1/ast_A_ti.yaml
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D_TI_A000000:
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{type: GFX, offset: 0xA000000, symbol: D_TI_A000000}
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@@ -180,4 +180,4 @@ aFoMountain3Hitbox:
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{ type: SF64:HITBOX, offset: 0x600FFC0, symbol: aFoMountain3Hitbox }
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aFoBaseHitbox:
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{ type: SF64:HITBOX, offset: 0x600FFE0, symbol: aFoBaseHitbox }
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{ type: SF64:HITBOX, offset: 0x600FFE0, symbol: aFoBaseHitbox }
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@@ -179,4 +179,4 @@ aVe1MonkeyStatueHitbox:
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{ type: SF64:HITBOX, offset: 0x601B8D8, symbol: aVe1MonkeyStatueHitbox }
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aVe1EnemyGateHitbox:
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{ type: SF64:HITBOX, offset: 0x601B944, symbol: aVe1EnemyGateHitbox }
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{ type: SF64:HITBOX, offset: 0x601B944, symbol: aVe1EnemyGateHitbox }
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@@ -202,4 +202,4 @@ aVe2BaseHitbox:
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{ type: SF64:HITBOX, offset: 0x60166F4, symbol: aVe2BaseHitbox }
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aVe2MountainHitbox:
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{ type: SF64:HITBOX, offset: 0x6016714, symbol: aVe2MountainHitbox }
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{ type: SF64:HITBOX, offset: 0x6016714, symbol: aVe2MountainHitbox }
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@@ -10,11 +10,19 @@
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header:
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- '#include "gfx.h"'
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- '#include "sf64object.h"'
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<<<<<<< HEAD
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external_files:
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- "assets/yaml/us/rev1/ast_7_ti_2.yaml"
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- "assets/yaml/us/rev1/ast_8_ti.yaml"
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- "assets/yaml/us/rev1/ast_9_ti.yaml"
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=======
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<<<<<<<< HEAD:assets/yaml/jp/rev0/ast_A_ti.yaml
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========
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>>>>>>>> 6fe91928 (Repo upstreamed):assets/yaml/us/rev1/ast_A_ti.yaml
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>>>>>>> 6fe91928 (Repo upstreamed)
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D_TI_A000000:
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{type: GFX, offset: 0xA000000, symbol: D_TI_A000000}
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@@ -65,4 +73,7 @@ D_TI_A002170:
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D_TI_A009990:
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{type: SF64:ANIM, offset: 0xA009990, symbol: D_TI_A009990}
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<<<<<<< HEAD
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=======
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>>>>>>> 6fe91928 (Repo upstreamed)
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@@ -11,6 +11,15 @@
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// #define MODS_BOOT_STATE 3 // main menu
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// #define MODS_BOOT_STATE 4 // map
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/**
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* Quick Boot:
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* Define this variable to a game state to boot into that
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* state. Two presets (map and main menu) are provided.
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* For the full list of game states, see sf64thread.h.
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*/
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// #define MODS_BOOT_STATE 3 // main menu
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// #define MODS_BOOT_STATE 4 // map
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/**
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* Level Select:
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* Use the D-Pad to select a level. Press L to start in
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@@ -18,8 +18,8 @@ void Audio_SetVolume(u8 audioType, u8 volume);
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void Audio_FadeOutAll(u8 fadeoutTime);
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void Audio_SetAudioSpec(u8 unused, u16 specParam);
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#define AUDIO_SET_SPEC(sfxLayout, spec) Audio_SetAudioSpec(0, ((sfxLayout) << 8) | (spec))
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#define AUDIO_SET_SPEC_ALT(sfxLayout, spec) Audio_SetAudioSpec((sfxLayout), ((sfxLayout) << 8) | (spec))
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#define AUDIO_SET_SPEC(sfxLayout, spec) // Audio_SetAudioSpec(0, ((sfxLayout) << 8) | (spec))
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#define AUDIO_SET_SPEC_ALT(sfxLayout, spec) // Audio_SetAudioSpec((sfxLayout), ((sfxLayout) << 8) | (spec))
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// used by sys or related
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void AudioLoad_Init(void);
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+12
-8
@@ -68,17 +68,21 @@
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#define SEGMENT_BSS_END(segment) (segment ## _BSS_END)
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#define SEGMENT_BSS_SIZE(segment) ((uintptr_t)SEGMENT_BSS_END(segment) - (uintptr_t)SEGMENT_BSS_START(segment))
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#define ROM_SEGMENT(file) { SEGMENT_ROM_START(file), SEGMENT_ROM_END(file) }
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#define NO_SEGMENT \
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{ NULL, NULL }
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#define OVERLAY_OFFSETS(file) \
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{ { SEGMENT_ROM_START(file), SEGMENT_ROM_END(file) }, \
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{ SEGMENT_BSS_START(file), SEGMENT_BSS_END(file) }, \
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{ SEGMENT_TEXT_START(file), SEGMENT_TEXT_END(file) }, \
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{ SEGMENT_DATA_START(file), SEGMENT_RODATA_END(file) } }
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#define OVERLAY_OFFSETS(file) \
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NO_OVERLAY
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#define NO_SEGMENT { NULL, NULL }
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#define NO_OVERLAY \
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{ \
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{ NULL, NULL }, { NULL, NULL }, { NULL, NULL }, { \
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NULL, NULL \
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} \
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}
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#define NO_OVERLAY { NO_SEGMENT, NO_SEGMENT, NO_SEGMENT, NO_SEGMENT }
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#define ROM_SEGMENT(file) \
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NO_SEGMENT
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u8 Load_SceneSetup(u8 sceneId, u8 sceneSetup);
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void Load_InitDmaAndMsg(void);
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+1
-1
@@ -34,7 +34,7 @@ void Audio_PlayPauseSfx(u8 active);
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void Audio_PlayMapMenuSfx(u8 active);
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void Audio_KillAllSfx(void);
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#define AUDIO_PLAY_SFX(sfxId, srcPos, token) (Audio_PlaySfx((sfxId),(srcPos),(token),&gDefaultMod,&gDefaultMod,&gDefaultReverb))
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#define AUDIO_PLAY_SFX(sfxId, srcPos, token) //(Audio_PlaySfx((sfxId),(srcPos),(token),&gDefaultMod,&gDefaultMod,&gDefaultReverb))
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#define SFX_FLAG_18 (1 << 18) // makes distance ignore z position? probably more
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#define SFX_FLAG_19 (1 << 19)
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@@ -158,7 +158,10 @@ void AudioLoad_InitSampleDmaBuffers(s32 numNotes) {
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u8* dma;
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gSampleDmaBuffSize = 0x2D0;
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<<<<<<< HEAD
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=======
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>>>>>>> 6fe91928 (Repo upstreamed)
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for (i = 0; i < (3 * gNumNotes * gAudioBufferParams.count); i++) {
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dma = AudioHeap_Alloc(&gMiscPool, gSampleDmaBuffSize);
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gSampleDmas[gSampleDmaCount].ramAddr = dma;
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@@ -966,7 +969,6 @@ void AudioLoad_Init(void) {
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static const char devstr38[] = "Entry--- %d %d\n";
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static const char devstr39[] = "---Block LPS here\n";
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static const char devstr40[] = "===Block LPS end\n";
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s32 AudioLoad_SlowLoadSample(s32 fontId, u8 instId, s8* status) {
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Sample* sample;
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AudioSlowLoad* slowLoad;
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@@ -1406,7 +1406,6 @@ void func_800168BC(void) {
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gSeqLayers[i].channel = NULL;
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gSeqLayers[i].enabled = false;
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}
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for (i = 0; i < ARRAY_COUNT(gSeqPlayers); i++) {
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for (j = 0; j < 16; j++) {
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gSeqPlayers[i].channels[j] = &gSeqChannelNone;
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@@ -158,7 +158,6 @@ void AllRange_GreatFoxRepair(Player* player) {
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} else {
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gCsCamEyeZ = 480.0f;
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}
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player->rot.y = 0.0f;
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player->pos.x = 2100.0f;
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player->baseSpeed = 30.0f;
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@@ -193,7 +192,6 @@ void AllRange_GreatFoxRepair(Player* player) {
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player->pos.y = -420.0f;
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player->pos.z = 0.0f;
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player->rot.z = 0.0f;
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gCsCamEyeX = -683.0f;
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gCsCamEyeY = -346.0f;
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gCsCamEyeZ = 305.0f;
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@@ -396,7 +394,6 @@ void ActorAllRange_SpawnTeam(void) {
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actor->obj.pos.y = sTeamSpawnPos[i].y;
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actor->obj.pos.z = sTeamSpawnPos[i].z;
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actor->aiType = sTeamAi[i];
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if (gCurrentLevel == LEVEL_KATINA) {
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actor->aiIndex = sTeamSpawnTargetsKA[i];
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} else {
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@@ -528,7 +525,6 @@ void ActorAllRange_UpdateStarWolfEvents(ActorAllRange* this) {
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gPlayer[0].cam.at.y = gActors[AI360_WOLF].obj.pos.y;
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gPlayer[0].cam.at.z = gActors[AI360_WOLF].obj.pos.z;
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}
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if ((gAllRangeEventTimer > gAllRangeSpawnEvent) && (gStarWolfMsgTimer == 0)) {
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gAllRangeFrameCount++;
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for (i = AI360_FALCO, actor = &gActors[AI360_FALCO]; i <= AI360_ANDREW; i++, actor++) {
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@@ -538,12 +534,10 @@ void ActorAllRange_UpdateStarWolfEvents(ActorAllRange* this) {
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gActors[actor->aiIndex].iwork[2] = AI360_FOX;
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gActors[actor->aiIndex].state = STATE360_2;
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gActors[actor->aiIndex].aiIndex = actor->aiType;
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if (gTeamHelpActor == &gActors[actor->aiIndex]) {
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gTeamHelpActor = NULL;
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gTeamHelpTimer = 0;
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}
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if (gActors[actor->aiIndex].iwork[3] == 0) {
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switch (gActors[actor->aiIndex].aiType) {
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case AI360_FALCO:
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@@ -559,7 +553,6 @@ void ActorAllRange_UpdateStarWolfEvents(ActorAllRange* this) {
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gActors[actor->aiIndex].iwork[3] = 200;
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}
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}
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if (actor->aiType == AI360_WOLF) {
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if (gCurrentLevel != LEVEL_VENOM_2) {
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actor->state = STATE360_3;
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@@ -571,7 +564,6 @@ void ActorAllRange_UpdateStarWolfEvents(ActorAllRange* this) {
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}
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}
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}
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if (gTeamShields[TEAM_ID_FALCO] <= 0) {
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gActors[AI360_LEON].aiIndex = AI360_FOX;
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}
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@@ -629,7 +621,6 @@ void ActorAllRange_UpdateEnemyEvents(Actor* this) {
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return;
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}
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}
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if (gTeamShields[enemy->aiIndex] > 0) {
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ActorAllRange_ChooseNewTarget(&gActors[enemy->aiIndex]);
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if ((enemy->iwork[5] != 0) && (enemy->dmgSource == AI360_FOX + 1) &&
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@@ -707,7 +698,6 @@ void ActorAllRange_SpawnSupplies(Actor* this) {
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}
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}
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}
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if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE) && !gAllRangeSuppliesSent) {
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if (gAllRangeWingRepairTimer != 0) {
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gAllRangeWingRepairTimer--;
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@@ -879,12 +869,10 @@ void ActorAllRange_ApplyDamage(ActorAllRange* this) {
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if (this->aiType == AI360_GREAT_FOX) {
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this->dmgType = DMG_NONE;
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}
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if ((this->dmgType >= DMG_EXPLOSION) && (this->aiType >= AI360_WOLF) && (this->aiType <= AI360_ANDREW)) {
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this->damage = 10;
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this->timer_0C2 = 10;
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}
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if (((this->aiType <= AI360_PEPPY) || (this->aiType == AI360_BILL) || (this->aiType == AI360_KATT)) &&
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(this->dmgType == DMG_EXPLOSION)) {
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this->dmgType = DMG_NONE;
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@@ -911,7 +899,6 @@ void ActorAllRange_ApplyDamage(ActorAllRange* this) {
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this->dmgSource = 0;
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}
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}
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if (this->aiType >= AI360_WOLF) {
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if (!((this->dmgType == DMG_COLLISION) && (this->aiType == AI360_WOLF)) &&
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!((this->aiType == AI360_MISSILE) && (this->dmgType == DMG_EXPLOSION))) {
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@@ -954,7 +941,6 @@ void ActorAllRange_ApplyDamage(ActorAllRange* this) {
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}
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return;
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}
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this->timer_0C6 = 50;
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this->iwork[8] = 20;
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this->obj.status = OBJ_DYING;
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@@ -1008,7 +994,6 @@ void ActorAllRange_ApplyDamage(ActorAllRange* this) {
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}
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gKaAllyKillCount++;
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}
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switch (this->aiType) {
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case AI360_WOLF:
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gStarWolfTeamAlive[0] = 0;
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@@ -1067,7 +1052,6 @@ void ActorAllRange_ApplyDamage(ActorAllRange* this) {
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}
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}
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break;
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case AI360_FALCO + NPC_SHOT_ID + 1:
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case AI360_SLIPPY + NPC_SHOT_ID + 1:
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case AI360_PEPPY + NPC_SHOT_ID + 1:
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@@ -1230,7 +1214,6 @@ void ActorAllRange_ApplyDamage(ActorAllRange* this) {
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} else {
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Radio_PlayMessage(gMsg_ID_9153, RCID_PEPPY);
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}
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if ((gTeamHelpActor == NULL) || (gTeamShields[this->aiType] <= 50)) {
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gTeamHelpActor = this;
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gTeamHelpTimer = 320;
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@@ -1317,7 +1300,6 @@ void ActorAllRange_Update(ActorAllRange* this) {
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ActorAllRange_UpdateEvents(this);
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return;
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}
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if ((this->iwork[17] != 0) && (this->iwork[16] == STATE360_0) && (this->aiType >= AI360_WOLF)) {
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switch (RAND_INT(3.9f)) {
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case 0:
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@@ -1358,7 +1340,6 @@ void ActorAllRange_Update(ActorAllRange* this) {
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}
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this->work_046 = 0;
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break;
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case STATE360_9:
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this->timer_0BC = RAND_INT(20.0f) + 30;
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if (Rand_ZeroOne() < 0.5f) {
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@@ -1373,7 +1354,6 @@ void ActorAllRange_Update(ActorAllRange* this) {
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this->fwork[19] += 360.0f;
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}
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break;
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case STATE360_10:
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this->timer_0BC = 35;
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if (Rand_ZeroOne() < 0.5f) {
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@@ -1389,7 +1369,6 @@ void ActorAllRange_Update(ActorAllRange* this) {
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break;
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}
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}
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this->iwork[16] = STATE360_0;
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spCC = spC8 = spC4 = 0.0f;
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@@ -1461,7 +1440,6 @@ void ActorAllRange_Update(ActorAllRange* this) {
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sp104 = 0;
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this->iwork[5] = 0;
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|
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if ((this->aiType >= AI360_FALCO) && (this->aiType <= AI360_PEPPY) && (gTeamShields[this->aiType] <= 0) &&
|
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(this->state != STATE360_6)) {
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this->state = STATE360_6;
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@@ -1517,7 +1495,6 @@ void ActorAllRange_Update(ActorAllRange* this) {
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}
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sp104 = 2;
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break;
|
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|
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case STATE360_5:
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SectorZ_Missile_Update(this);
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sp104 = 1;
|
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@@ -1551,7 +1528,6 @@ void ActorAllRange_Update(ActorAllRange* this) {
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Math_SmoothStepToAngle(&this->obj.rot.z, 0.0f, 0.03f, 0.5f, 0.0f);
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}
|
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break;
|
||||
|
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case STATE360_1:
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this->fwork[1] = 40.0f;
|
||||
|
||||
@@ -1566,7 +1542,6 @@ void ActorAllRange_Update(ActorAllRange* this) {
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
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case STATE360_2:
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sp104 = 1;
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spF8 = 800.0f;
|
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@@ -1618,14 +1593,12 @@ void ActorAllRange_Update(ActorAllRange* this) {
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spC8 = COS_DEG((this->index * 45) + (gGameFrameCount * 2)) * 100.0f;
|
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spC4 = SIN_DEG((this->index * 45) + gGameFrameCount) * 100.0f;
|
||||
}
|
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|
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if (!gPlayer[0].somersault) {
|
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this->fwork[4] = gPlayer[0].pos.x + spCC;
|
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this->fwork[5] = gPlayer[0].pos.y + spC8;
|
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this->fwork[6] = gPlayer[0].trueZpos + spC4;
|
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this->fwork[1] = gPlayer[0].baseSpeed + 10.0f;
|
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}
|
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|
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if ((gActors[0].state == STATE360_6) && (this->aiType <= AI360_PEPPY)) {
|
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this->fwork[3] = 3.0f;
|
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this->fwork[1] = gPlayer[0].baseSpeed - 5.0f;
|
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@@ -1676,7 +1649,6 @@ void ActorAllRange_Update(ActorAllRange* this) {
|
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this->fwork[6] = gBosses[0].obj.pos.z;
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this->fwork[1] = 40.0f;
|
||||
}
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||||
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if ((this->aiIndex > -1) && (this->aiIndex != AI360_GREAT_FOX) && (gActors[0].state != STATE360_6)) {
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if (spE8 < spF8) {
|
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if (spEC < spF8) {
|
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@@ -1899,7 +1871,6 @@ void ActorAllRange_Update(ActorAllRange* this) {
|
||||
} else {
|
||||
this->iwork[4] = 0;
|
||||
}
|
||||
|
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if ((this->aiIndex >= AI360_FALCO) && ((gActors[this->aiIndex].obj.status == OBJ_DYING) ||
|
||||
(gActors[this->aiIndex].state == STATE360_6) ||
|
||||
(gActors[this->aiIndex].obj.status == OBJ_FREE))) {
|
||||
@@ -1911,7 +1882,6 @@ void ActorAllRange_Update(ActorAllRange* this) {
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case STATE360_3:
|
||||
sp104 = 1;
|
||||
if (this->timer_0BC == 0) {
|
||||
@@ -1932,7 +1902,6 @@ void ActorAllRange_Update(ActorAllRange* this) {
|
||||
this->fwork[3] = 1.0f;
|
||||
this->fwork[1] = 38.0f;
|
||||
}
|
||||
|
||||
if ((gCurrentLevel == LEVEL_SECTOR_Z) && (gActors[0].state == STATE360_10)) {
|
||||
this->fwork[10] = 30.0f;
|
||||
}
|
||||
@@ -1991,7 +1960,6 @@ void ActorAllRange_Update(ActorAllRange* this) {
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case STATE360_7:
|
||||
this->fwork[1] = 40.0f;
|
||||
Math_SmoothStepToF(&this->rot_0F4.x, 360.0f, 0.1f, 5.0f, 0.0001f);
|
||||
@@ -2000,7 +1968,6 @@ void ActorAllRange_Update(ActorAllRange* this) {
|
||||
this->state = STATE360_3;
|
||||
}
|
||||
break;
|
||||
|
||||
case STATE360_8:
|
||||
this->fwork[1] = 40.0f;
|
||||
if ((this->index % 2) != 0) {
|
||||
@@ -2034,7 +2001,6 @@ void ActorAllRange_Update(ActorAllRange* this) {
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
case STATE360_9:
|
||||
this->fwork[1] = 40.0f;
|
||||
if (Math_SmoothStepToAngle(&this->rot_0F4.y, this->fwork[19], 0.5f, 5.0f, 0.0f) < 0.0f) {
|
||||
@@ -2047,7 +2013,6 @@ void ActorAllRange_Update(ActorAllRange* this) {
|
||||
this->state = STATE360_3;
|
||||
}
|
||||
break;
|
||||
|
||||
case STATE360_10:
|
||||
sp104 = 1;
|
||||
if (this->timer_0BC == 0) {
|
||||
@@ -2069,7 +2034,6 @@ void ActorAllRange_Update(ActorAllRange* this) {
|
||||
if (gCurrentLevel == LEVEL_VENOM_2) {
|
||||
var_v0 = 2 - 1;
|
||||
}
|
||||
|
||||
if (((this->index + gGameFrameCount) & var_v0) == 0) {
|
||||
this->fwork[19] = Math_RadToDeg(Math_Atan2F(spE4, spDC));
|
||||
this->fwork[20] = Math_RadToDeg(Math_Atan2F(spE0, sqrtf(SQ(spE4) + SQ(spDC))));
|
||||
@@ -2156,7 +2120,6 @@ void ActorAllRange_Update(ActorAllRange* this) {
|
||||
}
|
||||
this->obj.rot.x = -this->rot_0F4.x;
|
||||
this->obj.rot.y = this->rot_0F4.y;
|
||||
|
||||
Math_SmoothStepToF(&this->fwork[0], this->fwork[1], 0.2f, 1.0f, 0.1f);
|
||||
Math_SmoothStepToF(&this->fwork[2], this->fwork[3], 1.0f, 0.1f, 0.1f);
|
||||
|
||||
@@ -2177,7 +2140,6 @@ void ActorAllRange_Update(ActorAllRange* this) {
|
||||
this->fwork[13] -= (this->fwork[13] * 0.1f);
|
||||
this->fwork[14] -= (this->fwork[14] * 0.1f);
|
||||
this->fwork[12] -= (this->fwork[12] * 0.1f);
|
||||
|
||||
if ((this->obj.pos.y < gGroundHeight + 40.0f) && (this->vel.y < 0.0f)) {
|
||||
this->obj.pos.y = gGroundHeight + 40.0f;
|
||||
this->vel.y = 0.0f;
|
||||
@@ -2238,7 +2200,6 @@ void ActorAllRange_Update(ActorAllRange* this) {
|
||||
radarMark->pos.y = this->obj.pos.y;
|
||||
radarMark->pos.z = this->obj.pos.z;
|
||||
radarMark->yRot = this->rot_0F4.y + 180.0f;
|
||||
|
||||
if (this->iwork[1] != 0) {
|
||||
this->iwork[1]--;
|
||||
if ((this->iwork[1] == 0) && (gActors[0].state == STATE360_2) && (gRadioState == 0)) {
|
||||
@@ -2272,7 +2233,6 @@ void ActorAllRange_Update(ActorAllRange* this) {
|
||||
sp90.x = this->vel.x;
|
||||
sp90.y = this->vel.y;
|
||||
sp90.z = this->vel.z;
|
||||
|
||||
temp_v0_27 = Object_CheckCollision(this->index, &this->obj.pos, &sp90, var_a3);
|
||||
if (temp_v0_27 != 0) {
|
||||
this->obj.pos.x -= this->vel.x;
|
||||
|
||||
@@ -2276,14 +2276,12 @@ void PlayerShot_Update(PlayerShot* shot) {
|
||||
switch (shot->obj.status) {
|
||||
case SHOT_FREE:
|
||||
break;
|
||||
|
||||
case SHOT_ACTIVE:
|
||||
ticks = 1;
|
||||
switch (shot->obj.id) {
|
||||
case PLAYERSHOT_GFOX_LASER:
|
||||
ticks = 4;
|
||||
break;
|
||||
|
||||
case PLAYERSHOT_SINGLE_LASER:
|
||||
case PLAYERSHOT_TWIN_LASER:
|
||||
if ((shot->unk_58 == 0) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO)) {
|
||||
@@ -2292,12 +2290,10 @@ void PlayerShot_Update(PlayerShot* shot) {
|
||||
ticks = 3;
|
||||
}
|
||||
break;
|
||||
|
||||
case PLAYERSHOT_TANK:
|
||||
ticks = 2;
|
||||
break;
|
||||
}
|
||||
|
||||
for (i = 0; i < ticks && (shot->obj.status == SHOT_ACTIVE); i++) {
|
||||
if (shot->timer > 0) {
|
||||
shot->timer--;
|
||||
@@ -2308,7 +2304,6 @@ void PlayerShot_Update(PlayerShot* shot) {
|
||||
PlayerShot_UpdateShot(shot, i);
|
||||
}
|
||||
break;
|
||||
|
||||
case SHOT_HITMARK:
|
||||
PlayerShot_UpdateHitmark(shot);
|
||||
break;
|
||||
|
||||
@@ -283,7 +283,6 @@ void Background_DrawBackdrop(void) {
|
||||
sp13C = Math_ModF(Math_RadToDeg(gPlayer[gPlayerNum].camYaw) * (-7280.0f / 360.0f) * 5.0f, 7280.0f);
|
||||
Matrix_RotateZ(gGfxMatrix, gPlayer[gPlayerNum].camRoll * M_DTOR, MTXF_APPLY);
|
||||
Matrix_Translate(gGfxMatrix, sp13C, -2000.0f + sp134, -6000.0f, MTXF_APPLY);
|
||||
|
||||
if (gCurrentLevel == LEVEL_FORTUNA) {
|
||||
Matrix_Translate(gGfxMatrix, 0.0f, -2000.0f, 0, MTXF_APPLY);
|
||||
} else if (gCurrentLevel == LEVEL_KATINA) {
|
||||
@@ -352,7 +351,6 @@ void Background_DrawBackdrop(void) {
|
||||
gSPDisplayList(gMasterDisp++, D_VE1_60046F0);
|
||||
break;
|
||||
}
|
||||
|
||||
Matrix_Translate(gGfxMatrix, 7280.0f, 0.0f, 0.0f, MTXF_APPLY);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
|
||||
@@ -438,7 +436,6 @@ void Background_DrawBackdrop(void) {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Translate(gGfxMatrix, sp13C, sp134, -7000.0f, MTXF_APPLY);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
|
||||
if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) {
|
||||
gSPDisplayList(gMasterDisp++, D_AQ_601AFF0);
|
||||
} else {
|
||||
@@ -469,7 +466,6 @@ void Background_DrawBackdrop(void) {
|
||||
sp12C = Math_RadToDeg(gPlayer[gPlayerNum].camYaw) - gPlayer[gPlayerNum].yRot_114;
|
||||
sp134 = (gPlayer[gPlayerNum].camPitch * -7000.0f) - (gPlayer[gPlayerNum].cam.eye.y * 0.6f);
|
||||
sp13C = sp12C * -40.44444f * 2.0f; // close to 7280.0f / 180.0f
|
||||
|
||||
if ((gCurrentLevel == LEVEL_TITANIA) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) &&
|
||||
(gPlayer[0].csState < 3)) {
|
||||
D_bg_8015F968 += __sinf(gPlayer[0].camYaw) * 20.0f;
|
||||
@@ -485,7 +481,6 @@ void Background_DrawBackdrop(void) {
|
||||
RCP_SetupDL_17();
|
||||
Matrix_RotateZ(gGfxMatrix, gPlayer[gPlayerNum].camRoll * M_DTOR, MTXF_APPLY);
|
||||
Matrix_Scale(gGfxMatrix, 1.5f, 1.0f, 1.0f, MTXF_APPLY);
|
||||
|
||||
if ((gCurrentLevel == LEVEL_TITANIA) || (gCurrentLevel == LEVEL_ZONESS)) {
|
||||
Matrix_Translate(gGfxMatrix, sp13C, -3000.0f + sp134, -7000.0f, MTXF_APPLY);
|
||||
} else if (gCurrentLevel == LEVEL_SOLAR) {
|
||||
@@ -682,7 +677,6 @@ void Background_DrawBackdrop(void) {
|
||||
}
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
}
|
||||
|
||||
if (gStarWarpDistortion > 0.0f) {
|
||||
f32* xStar = gStarOffsetsX;
|
||||
f32* yStar = gStarOffsetsY;
|
||||
@@ -690,7 +684,6 @@ void Background_DrawBackdrop(void) {
|
||||
|
||||
RCP_SetupDL_14();
|
||||
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 128, 128, 255, 255);
|
||||
|
||||
zRot = 0.0f;
|
||||
for (i = 0; i < 300; i++, xStar++, yStar++) {
|
||||
*xStar = RAND_FLOAT_SEEDED(480.0f) - 80.0f;
|
||||
@@ -725,12 +718,10 @@ void Background_DrawSun(void) {
|
||||
(gCurrentLevel == LEVEL_SOLAR) || (gCurrentLevel == LEVEL_TRAINING) || gVersusMode) {
|
||||
return;
|
||||
}
|
||||
|
||||
gPlayerGlareAlphas[gPlayerNum] -= sSunGlareAlphaStep[levelType];
|
||||
if (gPlayerGlareAlphas[gPlayerNum] > 300) {
|
||||
gPlayerGlareAlphas[gPlayerNum] = 0;
|
||||
}
|
||||
|
||||
if (((gCurrentLevel == LEVEL_AQUAS) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO)) ||
|
||||
(((gPlayer[gPlayerNum].state_1C8 == PLAYERSTATE_1C8_U_TURN) || (gLevelMode == LEVELMODE_ALL_RANGE) ||
|
||||
(gPlayer[gPlayerNum].state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE)) &&
|
||||
@@ -738,7 +729,6 @@ void Background_DrawSun(void) {
|
||||
gPlayerGlareReds[gPlayerNum] = 128;
|
||||
gPlayerGlareGreens[gPlayerNum] = 128;
|
||||
gPlayerGlareBlues[gPlayerNum] = 128;
|
||||
|
||||
camYaw = Math_RadToDeg(gPlayer[gPlayerNum].camYaw);
|
||||
camPitch = Math_RadToDeg(gPlayer[gPlayerNum].camPitch);
|
||||
if (camPitch > 180.0f) {
|
||||
@@ -756,7 +746,6 @@ void Background_DrawSun(void) {
|
||||
gSunViewY -= 60.0f;
|
||||
gSunViewX -= 480.0f;
|
||||
}
|
||||
|
||||
if ((gSunViewX < 120.0f) && (gSunViewX > -120.0f) && (gSunViewY < 120.0f)) {
|
||||
gPlayerGlareAlphas[gPlayerNum] += sSunGlareAlphaStep[levelType] * 2;
|
||||
if (sSunGlareMaxAlpha[levelType] < gPlayerGlareAlphas[gPlayerNum]) {
|
||||
@@ -764,7 +753,6 @@ void Background_DrawSun(void) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (gPlayerGlareAlphas[gPlayerNum] != 0) {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_RotateZ(gGfxMatrix, gPlayer[gPlayerNum].camRoll * M_DTOR, MTXF_APPLY);
|
||||
@@ -774,14 +762,12 @@ void Background_DrawSun(void) {
|
||||
sunAlpha = sSunAlphas;
|
||||
sunDL = sSunDLs;
|
||||
sunScale = sSunScales;
|
||||
|
||||
if (gCurrentLevel == LEVEL_KATINA) {
|
||||
sunColor = sKaSunColors;
|
||||
sunAlpha = sKaSunAlphas;
|
||||
sunDL = sKaSunDLs;
|
||||
sunScale = sKaSunScales;
|
||||
}
|
||||
|
||||
for (i = 0; i < 5; i++, sunColor++, sunAlpha++, sunDL++, sunScale++) {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Scale(gGfxMatrix, *sunScale, *sunScale, *sunScale, MTXF_APPLY);
|
||||
@@ -810,13 +796,11 @@ void Background_DrawLensFlare(void) {
|
||||
(gPlayerGlareAlphas[gPlayerNum] == 0)) {
|
||||
return;
|
||||
}
|
||||
|
||||
alphaMod = 1.0f;
|
||||
if (gPlayerGlareAlphas[gPlayerNum] < 80) {
|
||||
alphaMod = gPlayerGlareAlphas[gPlayerNum] / 80.0f;
|
||||
}
|
||||
alphaMod *= sLensFlareAlphaMod[gLevelType];
|
||||
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_RotateZ(gGfxMatrix, gPlayer[gPlayerNum].camRoll * M_DTOR, MTXF_APPLY);
|
||||
Matrix_Translate(gGfxMatrix, gSunViewX, gSunViewY, -200.0f, MTXF_APPLY);
|
||||
@@ -828,7 +812,6 @@ void Background_DrawLensFlare(void) {
|
||||
lensFlareDL = &sSunDLs[5];
|
||||
lensFlareScale = &sSunScales[5];
|
||||
lensFlareShift = &sSunShifts[5];
|
||||
|
||||
if (gCurrentLevel == LEVEL_KATINA) {
|
||||
lensFlareColor = &sKaSunColors[5];
|
||||
lensFlareAlpha = &sKaSunAlphas[5];
|
||||
@@ -836,7 +819,6 @@ void Background_DrawLensFlare(void) {
|
||||
lensFlareScale = &sKaSunScales[5];
|
||||
lensFlareShift = &sKaSunShifts[5];
|
||||
}
|
||||
|
||||
for (i = 5; i < 13; i++, lensFlareColor++, lensFlareAlpha++, lensFlareDL++, lensFlareScale++, lensFlareShift++) {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Translate(gGfxMatrix, *lensFlareShift * lensFlareOffsetX, *lensFlareShift * -lensFlareOffsetY, 0.0f,
|
||||
@@ -1067,7 +1049,6 @@ void Background_DrawGround(void) {
|
||||
RCP_SetupDL(&gMasterDisp, SETUPDL_20);
|
||||
sp1C0 = D_AQ_600AB10;
|
||||
gSPFogPosition(gMasterDisp++, gFogNear, gFogFar);
|
||||
|
||||
if ((D_bg_8015F964 == 0) && ((gAqDrawMode == 0) || (gAqDrawMode == 2))) {
|
||||
|
||||
gDPLoadTileTexture(gMasterDisp++, SEGMENTED_TO_VIRTUAL(D_AQ_600AB68), G_IM_FMT_RGBA, G_IM_SIZ_16b, 32,
|
||||
@@ -1091,7 +1072,6 @@ void Background_DrawGround(void) {
|
||||
gSPDisplayList(gMasterDisp++, sp1C0);
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
}
|
||||
|
||||
if ((D_bg_8015F964 != 0) || (gAqDrawMode == 0)) {
|
||||
gDPLoadTileTexture(gMasterDisp++, SEGMENTED_TO_VIRTUAL(D_AQ_602ACC0), G_IM_FMT_RGBA, G_IM_SIZ_16b, 32,
|
||||
32);
|
||||
@@ -1105,7 +1085,6 @@ void Background_DrawGround(void) {
|
||||
} else {
|
||||
RCP_SetupDL(&gMasterDisp, SETUPDL_37);
|
||||
}
|
||||
|
||||
if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) && (gPlayer[0].csState < 2)) {
|
||||
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 255);
|
||||
} else if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE) {
|
||||
@@ -1137,7 +1116,6 @@ void Background_DrawGround(void) {
|
||||
} else {
|
||||
RCP_SetupDL_20(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar);
|
||||
}
|
||||
|
||||
for (i = 0; i < ARRAY_COUNT(sGroundPositions360x); i++) {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Translate(gGfxMatrix, sGroundPositions360x[i], 0.0f, sGroundPositions360z[i], MTXF_APPLY);
|
||||
@@ -1161,7 +1139,6 @@ void Background_DrawGround(void) {
|
||||
} else {
|
||||
RCP_SetupDL_20(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar);
|
||||
}
|
||||
|
||||
for (i = 0; i < ARRAY_COUNT(sGroundPositions360x); i++) {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Translate(gGfxMatrix, sGroundPositions360x[i], 0.0f, sGroundPositions360z[i], MTXF_APPLY);
|
||||
|
||||
@@ -1938,7 +1938,6 @@ void func_demo_8004E4D4(ActorCutscene* this) {
|
||||
if (this->fwork[9] > 50.0f) {
|
||||
this->fwork[9] = 50.0f;
|
||||
}
|
||||
|
||||
if (this->timer_0BE == 0) {
|
||||
switch (this->index) {
|
||||
case 1:
|
||||
@@ -2920,7 +2919,6 @@ void Cutscene_DrawGreatFox(void) {
|
||||
((gCurrentLevel != LEVEL_SECTOR_Z) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE))) {
|
||||
RCP_SetupDL_49();
|
||||
gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, 255);
|
||||
|
||||
for (i = 0, var_s6_2 = D_demo_800CA0BC; i < ARRAY_COUNT(sp9C); i++, var_s6_2++) {
|
||||
if ((i != 1) || gGreatFoxIntact) {
|
||||
sp9C[i] = 0.0f;
|
||||
|
||||
@@ -35,13 +35,11 @@ void Display_DrawHelpAlert(void) {
|
||||
if ((gPlayState == PLAY_PAUSE) || (gTeamHelpActor == NULL)) {
|
||||
return;
|
||||
}
|
||||
|
||||
if ((gTeamHelpActor->obj.status != OBJ_ACTIVE) || (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_ACTIVE)) {
|
||||
gTeamHelpActor = NULL;
|
||||
gTeamHelpTimer = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
if (gTeamHelpTimer != 0) {
|
||||
gTeamHelpTimer--;
|
||||
if (gTeamHelpTimer == 0) {
|
||||
@@ -262,7 +260,6 @@ void Display_OnFootCharacter(Player* player) {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Scale(gCalcMatrix, 0.5f, 0.5f, 0.5f, MTXF_APPLY);
|
||||
Matrix_Translate(gCalcMatrix, 0.0f, 35.0f, 0.0f, MTXF_APPLY);
|
||||
|
||||
switch (player->num) {
|
||||
case 0:
|
||||
Animation_DrawSkeleton(5, aVsOnFootFoxSkel, player->jointTable, Display_OnFootCharacter_OverrideLimbDraw,
|
||||
@@ -303,7 +300,6 @@ void Display_Landmaster(Player* player) {
|
||||
Matrix_Translate(gGfxMatrix, 0.0f, 51.0f, -10.0f, MTXF_APPLY);
|
||||
Matrix_RotateY(gGfxMatrix, -player->unk_180 * M_DTOR, MTXF_APPLY);
|
||||
Matrix_RotateX(gGfxMatrix, player->unk_17C * M_DTOR, MTXF_APPLY);
|
||||
|
||||
if (gPlayerNum == player->num) {
|
||||
sp64 = 0.0f;
|
||||
if (gChargeTimers[player->num] >= 20) {
|
||||
@@ -343,7 +339,6 @@ f32 sPlayerShadowing = 0.0f;
|
||||
|
||||
void Display_LandmasterMuzzleFlash(Player* player) {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
|
||||
if ((player->state_1C8 == PLAYERSTATE_1C8_ACTIVE) && (player->unk_1A0 != 0)) {
|
||||
Matrix_Translate(gGfxMatrix, D_display_80161548[player->num].x, D_display_80161548[player->num].y,
|
||||
D_display_80161548[player->num].z, MTXF_APPLY);
|
||||
@@ -718,7 +713,6 @@ void Display_Reticle(Player* player) {
|
||||
translate = &D_display_801613E0[i];
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Translate(gGfxMatrix, translate->x, translate->y, translate->z, MTXF_APPLY);
|
||||
|
||||
if (gChargeTimers[player->num] >= 20) {
|
||||
RCP_SetupDL(&gMasterDisp, SETUPDL_63);
|
||||
if (i == 1) {
|
||||
@@ -844,7 +838,6 @@ void Display_LandmasterEngineGlow_Draw(Player* player) {
|
||||
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 100);
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_RotateZ(gGfxMatrix, player->bankAngle * M_DTOR, MTXF_APPLY);
|
||||
|
||||
if (player->form == FORM_LANDMASTER) {
|
||||
if (player->unk_194 <= 0.0f) {
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
@@ -904,7 +897,6 @@ void Display_BarrelRollShield(Player* player) {
|
||||
} else {
|
||||
Matrix_Scale(gGfxMatrix, 1.2f, 1.2f, 1.2f, MTXF_APPLY);
|
||||
}
|
||||
|
||||
if (player->baseRollRate < 0) {
|
||||
Matrix_RotateX(gGfxMatrix, M_PI, MTXF_APPLY);
|
||||
}
|
||||
@@ -948,7 +940,6 @@ void Display_ArwingLaserCharge(Player* player) {
|
||||
if (gChargeTimers[player->num] > 10) {
|
||||
RCP_SetupDL(&gMasterDisp, SETUPDL_67);
|
||||
Matrix_Copy(gCalcMatrix, &D_display_80161418[player->num]);
|
||||
|
||||
if (player->alternateView && (gLevelMode == LEVELMODE_ON_RAILS)) {
|
||||
Matrix_MultVec3f(gCalcMatrix, &spB8, &sp94);
|
||||
} else {
|
||||
@@ -968,7 +959,6 @@ void Display_ArwingLaserCharge(Player* player) {
|
||||
} else {
|
||||
Matrix_Scale(gGfxMatrix, 10.0f, 10.0f, 10.0f, MTXF_APPLY);
|
||||
}
|
||||
|
||||
RCP_SetupDL(&gMasterDisp, SETUPDL_49);
|
||||
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 128);
|
||||
|
||||
@@ -1014,7 +1004,6 @@ void Display_ArwingLaserCharge(Player* player) {
|
||||
gSPDisplayList(gMasterDisp++, aOrbDL);
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
}
|
||||
|
||||
if (gMuzzleFlashScale[player->num] > 0.1f) {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
RCP_SetupDL(&gMasterDisp, SETUPDL_67);
|
||||
@@ -1029,7 +1018,6 @@ void Display_ArwingLaserCharge(Player* player) {
|
||||
case LASERS_SINGLE:
|
||||
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 192, 255, 192, 128);
|
||||
gDPSetEnvColor(gMasterDisp++, 64, 255, 64, 128);
|
||||
|
||||
if (player->alternateView && (gLevelMode == LEVELMODE_ON_RAILS)) {
|
||||
Matrix_MultVec3f(gCalcMatrix, &spB8, &sp94);
|
||||
} else {
|
||||
@@ -1037,7 +1025,6 @@ void Display_ArwingLaserCharge(Player* player) {
|
||||
}
|
||||
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
|
||||
Matrix_Translate(gGfxMatrix, sp94.x, sp94.y, sp94.z, MTXF_NEW);
|
||||
Matrix_Scale(gGfxMatrix, gMuzzleFlashScale[player->num], gMuzzleFlashScale[player->num], 1.0f,
|
||||
MTXF_APPLY);
|
||||
@@ -1160,7 +1147,6 @@ void Display_PlayerFeatures(Player* player) {
|
||||
Matrix_RotateZ(gCalcMatrix, -((player->bankAngle + player->rockAngle + player->damageShake) * M_DTOR),
|
||||
MTXF_APPLY);
|
||||
Matrix_Translate(gCalcMatrix, player->xShake, player->yBob, 0.0f, MTXF_APPLY);
|
||||
|
||||
var_fv0 = player->unk_194 * 30.0f;
|
||||
if (var_fv0 > 30.0f) {
|
||||
var_fv0 = 30.0f;
|
||||
@@ -1213,7 +1199,6 @@ void Display_ArwingWingTrail_Draw(Player* player) {
|
||||
sp5C = 108.0f;
|
||||
sp58 = -22.0f;
|
||||
}
|
||||
|
||||
if (player->contrailScale != 0.0f) {
|
||||
sp54 = 0.0f;
|
||||
if ((gGameFrameCount % 2) != 0) {
|
||||
@@ -1588,7 +1573,6 @@ void Display_LockOnIndicator(void) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (j = 0; j < gCamCount; j++) {
|
||||
gLockOnTargetViewPos[j].x = gLockOnTargetViewPos[j].y = 0.f;
|
||||
gLockOnTargetViewPos[j].z = 100.0f;
|
||||
@@ -1644,7 +1628,6 @@ void Display_CsLevelCompleteHandleCamera(Player* player) {
|
||||
if (sp38 < 0.0f) {
|
||||
sp38 += 360.0f;
|
||||
}
|
||||
|
||||
sp3C = (Math_RadToDeg(player->camYaw) + 180.0f) - player->rot.y;
|
||||
if (sp3C > 360.0f) {
|
||||
sp3C -= 360.0f;
|
||||
@@ -1692,13 +1675,11 @@ void Display_Update(void) {
|
||||
}
|
||||
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
|
||||
if ((gCurrentLevel == LEVEL_AQUAS) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_ACTIVE)) {
|
||||
Math_SmoothStepToF(&gCamDistortion, 0.01f, 0.2f, 0.002f, 0.0f);
|
||||
} else {
|
||||
Math_SmoothStepToF(&gCamDistortion, 0.0f, 0.2f, 0.002f, 0.0f);
|
||||
}
|
||||
|
||||
Matrix_RotateZ(gGfxMatrix, gGameFrameCount * 10.0f * M_DTOR, MTXF_APPLY);
|
||||
Matrix_Scale(gGfxMatrix, 1.0f + gCamDistortion, 1.0f - gCamDistortion, 1.0f, MTXF_APPLY);
|
||||
Matrix_RotateZ(gGfxMatrix, -(f32) gGameFrameCount * 10.0f * M_DTOR, MTXF_APPLY);
|
||||
@@ -1745,7 +1726,6 @@ void Display_Update(void) {
|
||||
gPlayCamAt.y = camPlayer->cam.at.y;
|
||||
gPlayCamAt.z = camPlayer->cam.at.z;
|
||||
}
|
||||
|
||||
camPlayer->camYaw = -Math_Atan2F(gPlayCamEye.x - gPlayCamAt.x, gPlayCamEye.z - gPlayCamAt.z);
|
||||
camPlayer->camPitch = -Math_Atan2F(gPlayCamEye.y - gPlayCamAt.y,
|
||||
sqrtf(SQ(gPlayCamEye.z - gPlayCamAt.z) + SQ(gPlayCamEye.x - gPlayCamAt.x)));
|
||||
@@ -1756,7 +1736,6 @@ void Display_Update(void) {
|
||||
tempVec.y = 100.0f;
|
||||
tempVec.z = 0.0f;
|
||||
Matrix_MultVec3f(gCalcMatrix, &tempVec, &playerCamUp);
|
||||
|
||||
if (gStarCount != 0) {
|
||||
gStarfieldRoll = DEG_TO_RAD(gPlayer[0].camRoll);
|
||||
Camera_SetStarfieldPos(gPlayCamEye.x, gPlayCamEye.y, gPlayCamEye.z, gPlayCamAt.x, gPlayCamAt.y, gPlayCamAt.z);
|
||||
@@ -1816,7 +1795,6 @@ void Display_Update(void) {
|
||||
TexturedLine_Draw();
|
||||
gReflectY = 1;
|
||||
PlayerShot_DrawAll();
|
||||
|
||||
if ((gGroundSurface == SURFACE_WATER) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO)) {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Matrix_Scale(gGfxMatrix, 1.0f, -1.0f, 1.0f, MTXF_APPLY);
|
||||
@@ -1842,7 +1820,6 @@ void Display_Update(void) {
|
||||
if (gCurrentLevel == LEVEL_AQUAS) {
|
||||
Effect_Draw(0);
|
||||
}
|
||||
|
||||
if ((gGroundSurface == SURFACE_WATER) || (gAqDrawMode != 0)) {
|
||||
D_bg_8015F964 = true;
|
||||
Effect_Draw(1);
|
||||
|
||||
@@ -684,7 +684,6 @@ void Object_SetShadowDL(ObjectId objId, s32 index) {
|
||||
}
|
||||
RCP_SetupDL(&gMasterDisp, SETUPDL_64);
|
||||
break;
|
||||
|
||||
case OBJ_ACTOR_CUTSCENE:
|
||||
case OBJ_ACTOR_TEAM_BOSS:
|
||||
case OBJ_ACTOR_EVENT:
|
||||
@@ -739,7 +738,6 @@ void Object_SetShadowDL(ObjectId objId, s32 index) {
|
||||
case OBJ_BOSS_CO_CARRIER_UPPER:
|
||||
case OBJ_BOSS_CO_CARRIER_BOTTOM:
|
||||
COS_DEG(gBosses[index].obj.rot.z);
|
||||
|
||||
if (gGroundSurface == SURFACE_WATER) {
|
||||
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, 90);
|
||||
} else {
|
||||
@@ -1103,7 +1101,6 @@ void Actor_DrawOnRails(Actor* this) {
|
||||
Matrix_MultVec3f(gGfxMatrix, &sp34, &gTeamArrowsViewPos[this->aiType]);
|
||||
}
|
||||
}
|
||||
|
||||
if ((this->lockOnTimers[TEAM_ID_FOX] != 0) && (gReflectY > 0)) {
|
||||
sp34.y += this->info.targetOffset;
|
||||
Matrix_MultVec3f(gGfxMatrix, &sp34, &gLockOnTargetViewPos[TEAM_ID_FOX]);
|
||||
@@ -1124,7 +1121,6 @@ void Actor_DrawAllRange(Actor* this) {
|
||||
f32 var_fv1;
|
||||
|
||||
sDrewActor = false;
|
||||
|
||||
if (this->info.drawType == 2) {
|
||||
Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, gPathProgress, MTXF_APPLY);
|
||||
Matrix_Translate(gCalcMatrix, this->obj.pos.x, this->obj.pos.y, this->obj.pos.z, MTXF_NEW);
|
||||
@@ -1139,7 +1135,6 @@ void Actor_DrawAllRange(Actor* this) {
|
||||
var_fv0 = 1000.0f;
|
||||
var_fv1 = -25000.0f;
|
||||
}
|
||||
|
||||
if ((var_fv0 > sViewPos.z) && (sViewPos.z > var_fv1)) {
|
||||
if (fabsf(sViewPos.x) < (fabsf(sViewPos.z * 0.5f) + 500.0f)) {
|
||||
if (fabsf(sViewPos.y) < (fabsf(sViewPos.z * 0.5f) + 500.0f)) {
|
||||
@@ -1172,7 +1167,6 @@ void Actor_DrawAllRange(Actor* this) {
|
||||
var_fv1 = -20000.0f;
|
||||
var_fa1 = 0.5f;
|
||||
}
|
||||
|
||||
if ((var_fv0 > sViewPos.z) && (sViewPos.z > var_fv1)) {
|
||||
if (fabsf(sViewPos.x) < (fabsf(sViewPos.z * var_fa1) + var_ft5)) {
|
||||
if (fabsf(sViewPos.y) < (fabsf(sViewPos.z * var_fa1) + var_ft5)) {
|
||||
@@ -1212,7 +1206,6 @@ void Actor_DrawAllRange(Actor* this) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Object_SetSfxSourceToView(this->sfxSource, &sViewPos);
|
||||
this->iwork[24] = sDrewActor;
|
||||
}
|
||||
@@ -1444,7 +1437,6 @@ void Object_DrawShadow(s32 index, Object* obj) {
|
||||
Matrix_Translate(gGfxMatrix, obj->pos.x, gGroundHeight + 2.0f, obj->pos.z + gPathProgress, MTXF_APPLY);
|
||||
break;
|
||||
}
|
||||
|
||||
if ((gGroundType != 4) || (obj->id == OBJ_ACTOR_EVENT) || (obj->id == OBJ_ACTOR_CUTSCENE) ||
|
||||
(obj->id == OBJ_ACTOR_TEAM_BOSS)) {
|
||||
Matrix_Scale(gGfxMatrix, 1.0f, 0.0f, 1.0f, MTXF_APPLY);
|
||||
@@ -1598,7 +1590,6 @@ void Display_SetSecondLight(Vec3f* pos) {
|
||||
sp9C.x = pos->x - gLight3x;
|
||||
sp9C.y = pos->y - gLight3y;
|
||||
sp9C.z = pos->z - gLight3z;
|
||||
|
||||
lightDist = VEC3F_MAG(&sp9C);
|
||||
if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) {
|
||||
lightFade = 700.0f / lightDist;
|
||||
@@ -1622,7 +1613,6 @@ void Display_SetSecondLight(Vec3f* pos) {
|
||||
Matrix_RotateX(gCalcMatrix, -gPlayer[gPlayerNum].camPitch, MTXF_APPLY);
|
||||
Matrix_RotateY(gCalcMatrix, gPlayer[gPlayerNum].camYaw + sp94, MTXF_APPLY);
|
||||
Matrix_RotateX(gCalcMatrix, sp98, MTXF_APPLY);
|
||||
|
||||
sp6C.x = 0.0f;
|
||||
sp6C.y = 0.0f;
|
||||
sp6C.z = -100.0f;
|
||||
@@ -1698,7 +1688,6 @@ void Object_DrawAll(s32 arg0) {
|
||||
}
|
||||
} else {
|
||||
RCP_SetupDL_29(gFogRed, gFogGreen, gFogBlue, gFogAlpha, gFogNear, gFogFar);
|
||||
|
||||
for (i = 0, scenery = gScenery; i < ARRAY_COUNT(gScenery); i++, scenery++) {
|
||||
if (scenery->obj.status >= OBJ_ACTIVE) {
|
||||
if (arg0 > 0) {
|
||||
@@ -1720,7 +1709,6 @@ void Object_DrawAll(s32 arg0) {
|
||||
RCP_SetupDL_27();
|
||||
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 64, 64, 255, 255);
|
||||
}
|
||||
|
||||
Object_SetCullDirection(arg0);
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
Boss_Draw(boss, arg0);
|
||||
@@ -1773,7 +1761,6 @@ void Object_DrawAll(s32 arg0) {
|
||||
case LEVELMODE_ON_RAILS:
|
||||
case LEVELMODE_TURRET:
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
|
||||
if ((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_INTRO) ||
|
||||
(gPlayer[0].state_1C8 == PLAYERSTATE_1C8_LEVEL_COMPLETE) || (gCurrentLevel == LEVEL_AQUAS)) {
|
||||
Display_SetSecondLight(&actor->obj.pos);
|
||||
@@ -1874,7 +1861,6 @@ void Effect_DrawAll(s32 arg0) {
|
||||
void Object_Draw(s32 arg0) {
|
||||
gReflectY = 1;
|
||||
Object_DrawAll(1);
|
||||
|
||||
if ((gGroundSurface == SURFACE_WATER) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_LEVEL_INTRO)) {
|
||||
gReflectY = -1;
|
||||
Lights_SetOneLight(&gMasterDisp, gLight1x, -1 * gLight1y, gLight1z, gLight1R, gLight1G, gLight1B, gAmbientR,
|
||||
|
||||
@@ -562,7 +562,6 @@ void Object_LoadLevelObjects(void) {
|
||||
} else {
|
||||
gLevelObjects = SEGMENTED_TO_VIRTUAL(gLevelObjectInits[gCurrentLevel]);
|
||||
}
|
||||
|
||||
if (gGroundClipMode == 0) {
|
||||
for (j = 0; j < gDrawSmallRocks; j++) {
|
||||
if (gCurrentLevel == LEVEL_AQUAS) {
|
||||
@@ -697,7 +696,6 @@ bool Object_CheckHitboxCollision(Vec3f* pos, f32* hitboxData, Object* obj, f32 x
|
||||
for (i = 0; i < count; i++, hitboxData += 6) {
|
||||
rotate = 0.0f;
|
||||
hitRot.x = hitRot.y = hitRot.z = 0.0f;
|
||||
|
||||
if (*hitboxData >= HITBOX_SHADOW) {
|
||||
return false;
|
||||
}
|
||||
@@ -2003,7 +2001,6 @@ void Item_CheckBounds(Item* this) {
|
||||
Math_SmoothStepToF(&this->obj.pos.x, gPlayer[0].xPath - var_fa1, 0.1f, 10.0f, 0.01f);
|
||||
}
|
||||
}
|
||||
|
||||
if (this->obj.pos.y > 650.0f) {
|
||||
Math_SmoothStepToF(&this->obj.pos.y, 650.0f, 0.1f, 10.0f, 0.01f);
|
||||
}
|
||||
@@ -2018,7 +2015,6 @@ void Item_CheckBounds(Item* this) {
|
||||
} else if (this->obj.pos.y < -500.0f) {
|
||||
Math_SmoothStepToF(&this->obj.pos.y, -500.0f, 0.1f, 5.0f, 0.01f);
|
||||
}
|
||||
|
||||
if (gVersusMode && (this->index == 0) && (gItems[1].obj.status == OBJ_ACTIVE)) {
|
||||
if (fabsf(this->obj.pos.x - gItems[1].obj.pos.x) < 200.0f) {
|
||||
if (fabsf(this->obj.pos.z - gItems[1].obj.pos.z) < 200.0f) {
|
||||
@@ -2103,7 +2099,6 @@ void ActorSupplies_Update(ActorSupplies* this) {
|
||||
Math_SmoothStepToF(&this->obj.pos.y, 300.0f, 0.05f, 50.0f, 0.01f);
|
||||
}
|
||||
}
|
||||
|
||||
if (this->dmgType != DMG_NONE) {
|
||||
this->dmgType = DMG_NONE;
|
||||
this->health -= this->damage;
|
||||
@@ -2184,7 +2179,6 @@ void func_enmy_80067A40(void) {
|
||||
void Item1up_Update(Item1UP* this) {
|
||||
Item_CheckBounds(this);
|
||||
Item_SpinPickup(this);
|
||||
|
||||
if (this->collected) {
|
||||
Object_Kill(&this->obj, this->sfxSource);
|
||||
Object_PlayerSfx(gPlayer[this->playerNum].sfxSource, NA_SE_ONE_UP, this->playerNum);
|
||||
@@ -2201,7 +2195,6 @@ void Item1up_Update(Item1UP* this) {
|
||||
void ItemPickup_Update(Item* this) {
|
||||
Item_CheckBounds(this);
|
||||
Item_SpinPickup(this);
|
||||
|
||||
if (this->state == 0) {
|
||||
switch (this->obj.id) {
|
||||
case OBJ_ITEM_BOMB:
|
||||
@@ -2219,7 +2212,6 @@ void ItemPickup_Update(Item* this) {
|
||||
|
||||
case OBJ_ITEM_LASERS:
|
||||
this->width = 18.0f;
|
||||
|
||||
if (this->collected) {
|
||||
this->timer_4A = 50;
|
||||
this->state = 1;
|
||||
@@ -2238,7 +2230,6 @@ void ItemPickup_Update(Item* this) {
|
||||
} else {
|
||||
gRightWingHealth[this->playerNum] = gLeftWingHealth[this->playerNum] = 60;
|
||||
}
|
||||
|
||||
gRightWingFlashTimer[this->playerNum] = 1030;
|
||||
gLeftWingFlashTimer[this->playerNum] = 1030;
|
||||
}
|
||||
@@ -2246,7 +2237,6 @@ void ItemPickup_Update(Item* this) {
|
||||
}
|
||||
} else {
|
||||
Math_SmoothStepToF(&this->width, 2.5f, 1.0f, 0.5f, 0.0f);
|
||||
|
||||
this->obj.pos.x += (gPlayer[this->playerNum].pos.x - this->obj.pos.x) * 0.5f;
|
||||
|
||||
if (gPlayer[this->playerNum].form == FORM_LANDMASTER) {
|
||||
@@ -2284,7 +2274,6 @@ void ItemSupplyRing_Update(Item* this) {
|
||||
Math_SmoothStepToF(&this->width, 0.4f, 1.0f, 0.05f, 0.0f);
|
||||
Item_CheckBounds(this);
|
||||
Item_SpinPickup(this);
|
||||
|
||||
if (this->collected) {
|
||||
this->state = 1;
|
||||
this->timer_48 = 50;
|
||||
@@ -2332,7 +2321,6 @@ void ItemSupplyRing_Update(Item* this) {
|
||||
} else {
|
||||
this->obj.pos.y += (gPlayer[this->playerNum].pos.y - this->obj.pos.y) * 0.5f;
|
||||
}
|
||||
|
||||
if (gPlayer[0].alternateView && (gLevelMode == LEVELMODE_ON_RAILS)) {
|
||||
this->obj.pos.z += (gPlayer[this->playerNum].trueZpos - 300.0f - this->obj.pos.z) * 0.3f;
|
||||
} else {
|
||||
@@ -2340,7 +2328,6 @@ void ItemSupplyRing_Update(Item* this) {
|
||||
}
|
||||
|
||||
this->obj.rot.z += 22.0f;
|
||||
|
||||
Math_SmoothStepToAngle(&this->obj.rot.y, Math_RadToDeg(-gPlayer[this->playerNum].camYaw), 0.2f, 10.0f,
|
||||
0.0f);
|
||||
if (this->timer_48 == 0) {
|
||||
@@ -2372,7 +2359,6 @@ void ItemGoldRing_Update(ItemGoldRing* this) {
|
||||
void ItemWingRepair_Update(ItemWingRepair* this) {
|
||||
Item_CheckBounds(this);
|
||||
Item_SpinPickup(this);
|
||||
|
||||
if (this->collected) {
|
||||
func_enmy_80067A40();
|
||||
Object_Kill(&this->obj, this->sfxSource);
|
||||
@@ -2385,7 +2371,6 @@ void ItemWingRepair_Update(ItemWingRepair* this) {
|
||||
|
||||
void ItemMeteoWarp_Update(ItemMeteoWarp* this) {
|
||||
Item_CheckBounds(this);
|
||||
|
||||
if (this->state > 0) {
|
||||
if (this->state == 1) {
|
||||
this->obj.rot.z -= 10.0f;
|
||||
@@ -2404,7 +2389,6 @@ void ItemMeteoWarp_Update(ItemMeteoWarp* this) {
|
||||
}
|
||||
} else {
|
||||
this->width = 100.0f;
|
||||
|
||||
if (gRingPassCount < 0) {
|
||||
this->state = 2;
|
||||
this->unk_44 = 255;
|
||||
@@ -2491,7 +2475,6 @@ void ItemRingCheck_Update(Item* this) {
|
||||
|
||||
void ItemPathChange_Update(Item* this) {
|
||||
gLastPathChange = this->obj.id;
|
||||
|
||||
if (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_ACTIVE) {
|
||||
Object_Kill(&this->obj, this->sfxSource);
|
||||
} else if (((gCurrentLevel == LEVEL_METEO) || (gCurrentLevel == LEVEL_SECTOR_X)) && (gLevelPhase == 1)) {
|
||||
@@ -3032,7 +3015,6 @@ void TexturedLine_Update(TexturedLine* this) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (((this->posAA.z + gPathProgress) > 1000.0f) && (gLevelMode != LEVELMODE_ALL_RANGE)) {
|
||||
this->mode = 0;
|
||||
}
|
||||
|
||||
@@ -153,7 +153,6 @@ void MeHopBot_Update(MeHopBot* this) {
|
||||
|
||||
this->obj.rot.y = Math_RadToDeg(
|
||||
Math_Atan2F(gPlayer[gPlayerNum].pos.x - this->obj.pos.x, gPlayer[gPlayerNum].trueZpos - this->obj.pos.z));
|
||||
|
||||
if (this->obj.pos.y < -500.0f) {
|
||||
this->obj.pos.y = -500.0f;
|
||||
this->vel.y = 0.0f;
|
||||
@@ -457,7 +456,6 @@ void CoMoleMissile_Update(CoMoleMissile* this) {
|
||||
if (this->vel.y < 12.0f) {
|
||||
Math_SmoothStepToF(&this->obj.rot.x, 180.0f, 0.1f, 7.0f, 0.01f);
|
||||
}
|
||||
|
||||
if (this->obj.pos.y < (gGroundHeight + 10.0f)) {
|
||||
this->obj.pos.y = gGroundHeight;
|
||||
this->state = 4;
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user