mirror of
https://github.com/izzy2lost/Starship.git
synced 2026-07-05 15:19:42 -07:00
Bonus Text, more object field names, consistent vector component names (#106)
* fixes and stuff * filenames * xyz
This commit is contained in:
+2
-4
@@ -25,9 +25,7 @@ typedef struct {
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/* 0x04 */ f32 unk_04;
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/* 0x08 */ f32 unk_08;
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/* 0x0C */ f32 zAngle;
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/* 0x10 */ f32 posX;
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/* 0x14 */ f32 posY;
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/* 0x18 */ f32 posZ;
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/* 0x10 */ Vec3f pos;
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/* 0x1C */ f32 unk_1C;
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/* 0x20 */ f32 scale;
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/* 0x24 */ s32 alpha;
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@@ -41,7 +39,7 @@ typedef struct {
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/* 0x0 */ u8* addr;
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/* 0x4 */ s32 width;
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/* 0x8 */ s32 height;
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/* 0xC */ f32 posX;
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/* 0xC */ f32 xPos;
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} Texture; // size = 0x10
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#endif
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+42
-42
@@ -241,7 +241,7 @@ void func_80061E48(Actor* , f32 , f32 , f32 );
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void func_80061F0C(Actor* , ObjectInit* , s32 );
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void Object_Load(ObjectInit* , f32 , f32 , f32 , f32 );
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void func_80062568(void);
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void func_80062B60(f32 xPos, f32 zPos, s32 arg2, f32 arg3);
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void func_80062B60(f32 xPos, f32 zPos, s32 state, f32 scale);
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void func_80062C38(f32, f32);
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bool func_80062DBC(Vec3f* pos, f32* hitboxData, Object* obj, f32 xRot, f32 yRot, f32 zRot);
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s32 func_800631A8(Vec3f*, f32*, Vec3f*);
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@@ -323,12 +323,12 @@ void func_800771CC(Actor*);
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void func_80077218(Actor*);
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// fox_effect
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s32 func_80081B24(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_80077240(f32 posX, f32 posY, f32 posZ, s32 hits);
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void func_8007729C(void);
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void func_80077790(void);
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s32 func_80081B24(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void BonusText_Display(f32 xPos, f32 yPos, f32 zPos, s32 hits);
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void BonusText_Update(void);
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void BonusText_DrawAll(void);
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Effect* func_8007783C(ObjectId objId);
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void func_8007797C(f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2);
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void func_8007797C(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2);
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void func_80077A00(Effect* );
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void func_80077A7C(Effect* );
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void func_80077B78(Effect* );
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@@ -349,13 +349,13 @@ void func_80078B8C(Effect *);
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void func_80078BE0(Effect* );
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void func_80078C84(Effect* );
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void func_80078CE8(Effect* );
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void func_80078E50(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_80078E50(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_80078EBC(Effect* );
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void func_80078F78(Effect* );
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void func_800794CC(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_8007953C(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_800795AC(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_80079618(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_800794CC(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007953C(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_800795AC(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_80079618(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007968C(Effect *);
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s32 func_800798C4(s32 , Gfx** , Vec3f* , Vec3f* , void* ); //OverrideLimbDraw
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void func_800798F0(Effect* );
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@@ -366,54 +366,54 @@ void func_8007A5F8(Effect* , Vec3f* pos, u32 sfxId);
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void func_8007A6F0(Vec3f* pos, s32 sfxId);
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void func_8007A748(Effect*);
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s32 func_8007A774(Player*, Effect*, f32);
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void func_8007A900(f32 posX, f32 posY, f32 posZ, f32 scale1, u8, u8, u16);
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void func_8007A900(f32 xPos, f32 yPos, f32 zPos, f32 scale1, u8, u8, u16);
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void func_8007A994(Effect*);
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void func_8007AA60(Effect*);
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void func_8007AB50(Effect*);
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void func_8007ACE0(f32 posX, f32 posY, f32 posZ, f32 scale2, f32 scale1, f32 rotY);
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void func_8007ADF4(f32 posX, f32 posY, f32 posZ, f32 scale2, f32 scale1);
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void func_8007AFD0(f32 posX, f32 posZ, f32 velX, f32 velZ, f32 scale1);
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void func_8007ACE0(f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1, f32 yRot);
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void func_8007ADF4(f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1);
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void func_8007AFD0(f32 xPos, f32 zPos, f32 xVel, f32 zVel, f32 scale1);
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void func_8007B040(Effect*);
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void func_8007B0F4(Effect*);
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void func_8007B228(f32 posX, f32 posY, f32 posZ, f32 scale1);
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void func_8007B228(f32 xPos, f32 yPos, f32 zPos, f32 scale1);
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void func_8007B344(f32 xPos, f32 yPos, f32 zPos, f32 scale1, s32 );
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void func_8007B3B8(Effect*);
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void func_8007B550(f32 posX, f32 posY, f32 posZ, f32 scale1, s32 );
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void func_8007B550(f32 xPos, f32 yPos, f32 zPos, f32 scale1, s32 );
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void func_8007B5C0(Effect*);
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void func_8007B62C(Effect*);
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void func_8007B670(Effect*);
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void func_8007B67C(Effect*);
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void func_8007B758(Effect*);
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void func_8007B8F8(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_8007B8F8(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007B960(Effect*);
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void func_8007BC7C(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_8007BC7C(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007BCE8(Effect*);
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void func_8007B9DC(Effect*);
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void func_8007BDE0(Effect*);
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void func_8007BE54(Effect*);
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void func_8007BEE8(Effect*);
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void func_8007BFFC(f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2, s32 timer50);
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void func_8007C120(f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2, s32 timer50);
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void func_8007BFFC(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 timer50);
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void func_8007C120(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 timer50);
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void func_8007C250(Effect*);
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void func_8007C484(f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 scale2, s32 arg7);
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void func_8007C484(f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 scale2, s32 arg7);
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void func_8007C50C(Effect*);
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void func_8007C688(f32 posX, f32 posY, f32 posZ, f32 scale2, s32 timer50);
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void func_8007C688(f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 timer50);
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void func_8007C8C4(Effect*);
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void func_8007C85C(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_8007C85C(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007C9E0(Effect*);
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void func_8007CAF0(Effect*);
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void func_8007CF30(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_8007D074(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_8007D0E0(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_8007D10C(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_8007D1E0(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_8007D24C(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_8007D2C8(f32 posX, f32 posY, f32 posZ, f32 scale2);
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void func_8007CF30(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007D074(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007D0E0(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007D10C(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007D1E0(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007D24C(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007D2C8(f32 xPos, f32 yPos, f32 zPos, f32 scale2);
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void func_8007D2F4(Effect*);
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void func_8007D55C(Effect*);
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void func_8007D748(Effect*);
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void func_8007D8A8(Effect*);
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void func_8007D9DC(f32 posX, f32 posY, f32 posZ, f32 scale2, f32 scale1, s32 timer50);
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void func_8007D9DC(f32 xPos, f32 yPos, f32 zPos, f32 scale2, f32 scale1, s32 timer50);
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void func_8007DA58(Effect*);
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void func_8007DAE4(Effect*);
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void func_8007DB70(Effect*);
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@@ -426,11 +426,11 @@ void func_8007E3E4(Effect*);
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void func_8007E45C(Effect*);
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void func_8007E5CC(Effect*);
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void func_8007E648(Effect*);
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void func_8007E93C(Effect* effect, u32 objId, f32 posX, f32 posY, f32 posZ, f32 arg5);
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void func_8007E93C(Effect* effect, u32 objId, f32 xPos, f32 yPos, f32 zPos, f32 arg5);
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void func_8007EE68(s32 objId, Vec3f* pos, Vec3f* rot, Vec3f* arg3, Vec3f* arg4, f32 scale2);
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void func_8007F04C(s32 objId, f32 posX, f32 posY, f32 posZ, f32 rotX, f32 rotY, f32 rotZ, f32 unkX, f32 unkY, f32 unkZ, f32 velX, f32 velY, f32 velZ, f32 scale2);
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void func_8007F11C(s32 objId, f32 posX, f32 posY, f32 posZ, f32 arg4);
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void func_8007F20C(s32 objId, f32 posX, f32 posY, f32 posZ, f32 arg4);
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void func_8007F04C(s32 objId, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRot, f32 zRot, f32 unkX, f32 unkY, f32 unkZ, f32 xVel, f32 yVel, f32 zVel, f32 scale2);
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void func_8007F11C(s32 objId, f32 xPos, f32 yPos, f32 zPos, f32 arg4);
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void func_8007F20C(s32 objId, f32 xPos, f32 yPos, f32 zPos, f32 arg4);
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void func_8007F438(Effect*);
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void func_8007F6B0(Effect*);
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void func_8007F958(Effect*);
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@@ -446,14 +446,14 @@ void func_8008092C(Effect*);
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void func_80080ACC(Effect*);
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void func_80080D04(Effect*);
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void func_800815DC(void);
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void func_80081A8C(f32 posX, f32 posY, f32 posZ, f32 scale2, s32 arg4);
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void func_80081BEC(f32 posX, f32 posY, f32 posZ, f32 scale2, s32 arg4);
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void func_80081A8C(f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 arg4);
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void func_80081BEC(f32 xPos, f32 yPos, f32 zPos, f32 scale2, s32 arg4);
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void func_80081C5C(Effect*);
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void func_80082F78(Effect*);
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void func_800837EC(Effect*);
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void func_80083B8C(Effect*);
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void func_80083C70(Effect* effect, f32 posX, f32 posY, f32 posZ, f32 velX, f32 velY, f32 velZ, f32 arg7, s32 arg8);
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void func_80083D2C(f32 posX, f32 posY, f32 posZ, f32 srcZ);
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void func_80083C70(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 xVel, f32 yVel, f32 zVel, f32 arg7, s32 arg8);
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void func_80083D2C(f32 xPos, f32 yPos, f32 zPos, f32 srcZ);
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void func_80083FA8(Effect*);
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void func_80084194(Effect*);
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@@ -549,7 +549,7 @@ void func_800A6070(f32* , u32 );
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void func_800A6148(void);
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void func_800A69F8(s32 , f32 , f32 , f32 );
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void Player_ApplyDamage(Player* player, s32 direction, s32 damage);
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bool func_800A73E4(f32* , s32* , f32 posX, f32 posY, f32 posZ);
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bool func_800A73E4(f32* , s32* , f32 xPos, f32 yPos, f32 zPos);
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s32 func_800A78C4(Hitbox* hitbox, f32 , f32 , f32 , f32 , f32 , f32 );
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void func_800A8BA4(Player* player);
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void func_800AA800(Player *player);
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@@ -582,7 +582,7 @@ void func_800A887C(Player* player);
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s32 func_800A7974(Player* player, f32* hitboxData, s32* index, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRot,
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f32 zRot, f32 arg9, f32 argA, f32 argB);
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bool func_800A8054(ObjectId objId, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, f32 arg6, Vec3f* arg7, Vec3f* arg8);
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void func_800A4F4C(Object_58*);
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void Object_58_Initialize(Object_58*);
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// fox_radio
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s32 func_800BA7BC(u16*, s32);
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@@ -146,11 +146,11 @@ typedef struct {
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/* 0x1C */ ObjectInfo info;
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/* 0x40 */ s32 index;
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/* 0x44 */ s32 unk_44;
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/* 0x48 */ s32 unk_48;
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/* 0x48 */ s32 state;
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/* 0x4C */ s32 timer_4C;
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/* 0x50 */ s8 unk_50;
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/* 0x50 */ s8 dmgType;
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/* 0x51 */ char pad51[3];
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/* 0x54 */ s32 unk_54;
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/* 0x54 */ s32 dmgPart;
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/* 0x58 */ f32 unk_58;
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/* 0x5C */ f32 unk_5C;
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/* 0x60 */ f32 unk_60;
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@@ -174,11 +174,11 @@ typedef struct {
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/* 0x1C */ ObjectInfo info;
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/* 0x40 */ s32 index;
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/* 0x44 */ s16 unk_44;
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/* 0x46 */ u8 unk_46;
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/* 0x46 */ u8 state;
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/* 0x48 */ u16 timer_48;
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/* 0x4A */ u16 timer_4A;
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/* 0x4C */ s8 unk_4C;
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/* 0x4E */ s16 unk_4E;
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/* 0x4C */ s8 collected;
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/* 0x4E */ s16 playerNum;
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/* 0x50 */ f32 unk_50;
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/* 0x54 */ f32 unk_54;
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/* 0x58 */ f32 unk_58;
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@@ -195,7 +195,7 @@ typedef struct {
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/* 0x48 */ s16 unk_48;
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/* 0x4A */ s16 unk_4A;
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/* 0x4C */ u8 unk_4C;
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/* 0x4E */ s16 unk_4E;
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/* 0x4E */ s16 state;
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/* 0x50 */ u16 timer_50;
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/* 0x52 */ char pad52[0x2];
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/* 0x54 */ Vec3f vel;
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@@ -218,7 +218,7 @@ typedef struct {
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/* 0x048 */ s16 unk_048;
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/* 0x04A */ s16 unk_04A;
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/* 0x04C */ s16 unk_04C;
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/* 0x04E */ s16 actionState;
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/* 0x04E */ s16 state;
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/* 0x050 */ s16 timer_050;
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/* 0x052 */ s16 timer_052;
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/* 0x054 */ s16 timer_054;
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@@ -259,7 +259,7 @@ typedef struct {
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/* 0x050 */ s32 iwork[25];
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/* 0x0B4 */ s16 unk_0B4;
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/* 0x0B6 */ s16 unk_0B6;
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/* 0x0B8 */ s16 unk_0B8;
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/* 0x0B8 */ s16 state;
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/* 0x0BA */ char pad0BA[0x2];
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/* 0x0BC */ u16 timer_0BC;
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/* 0x0BE */ u16 timer_0BE;
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+5
-1
@@ -83,7 +83,11 @@ typedef struct {
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/* 0x10 */ f32 unk_10;
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/* 0x14 */ char pad14[0x4];
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/* 0x18 */ u16 timer;
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} UnkEntity1C; // size = 0x1C
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} BonusText; // size = 0x1C
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#define BONUS_TEXT_FREE 0
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#define BONUS_TEXT_GREAT 100
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#define BONUS_TEXT_1UP 101
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typedef struct {
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/* 0x00 */ f32 unk_00;
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+1
-1
@@ -371,7 +371,7 @@ extern Item gItems[20];
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extern PlayerShot gPlayerShots[16];
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extern UnkEntity30 gUnkEntities30[100];
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extern UnkEntity28 gUnkEntities28[65];
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extern UnkEntity1C gUnkEntities1C[10];
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extern BonusText gBonusText[10];
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// 0x100
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extern s32 D_80176550[2];
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extern f32 D_80176558[2][100];
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@@ -226,6 +226,9 @@ func_8006089C = 0x8006089C;
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func_80060968 = 0x80060968;
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func_80060D94 = 0x80060D94;
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// fox_effect
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BonusText_Display = 0x80077240;
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// fox_enmy
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func_80060F30 = 0x80060F30;
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Object_Kill = 0x80060FBC;
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@@ -399,7 +402,7 @@ gItems = 0x801737E0; //size:0x870
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gPlayerShots = 0x80174050; //size:0x700
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gUnkEntities30 = 0x80174750; //size:0x12C0
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gUnkEntities28 = 0x80175A10; //size:0xA28
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gUnkEntities1C = 0x80176438; //size:0x18
|
||||
gBonusText = 0x80176438; //size:0x18
|
||||
D_80176550 = 0x80176550;
|
||||
D_80176558 = 0x80176558;
|
||||
D_80176878 = 0x80176878;
|
||||
@@ -639,7 +642,7 @@ func_800A3FEC = 0x800A3FEC;
|
||||
func_800A4460 = 0x800A4460;
|
||||
func_800A46A0 = 0x800A46A0;
|
||||
func_800A4C40 = 0x800A4C40;
|
||||
func_800A4F4C = 0x800A4F4C;
|
||||
Object_58_Initialize = 0x800A4F4C;
|
||||
func_800A4F7C = 0x800A4F7C;
|
||||
func_800A5330 = 0x800A5330;
|
||||
func_800A5338 = 0x800A5338;
|
||||
@@ -652,7 +655,7 @@ func_800A5EBC = 0x800A5EBC;
|
||||
func_800A5FA0 = 0x800A5FA0;
|
||||
func_800A6028 = 0x800A6028;
|
||||
func_800A6070 = 0x800A6070;
|
||||
func_800A60B8 = 0x800A60B8;
|
||||
BonusText_Initialize = 0x800A60B8;
|
||||
func_800A60E8 = 0x800A60E8;
|
||||
func_800A6118 = 0x800A6118;
|
||||
func_800A6148 = 0x800A6148;
|
||||
|
||||
+56
-56
@@ -81,7 +81,7 @@ void func_8002E3E0(Actor* actor) {
|
||||
}
|
||||
}
|
||||
if (hits != 0) {
|
||||
func_80077240(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, hits);
|
||||
BonusText_Display(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, hits);
|
||||
}
|
||||
gHitCount += hits;
|
||||
D_80177850 = 15;
|
||||
@@ -226,7 +226,7 @@ void func_8002E700(Player* player) {
|
||||
player->unk_014 = 0;
|
||||
player->unk_018 = 0;
|
||||
player->unk_01C = 0;
|
||||
gActors[0].unk_0B8 = 2;
|
||||
gActors[0].state = 2;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -377,10 +377,10 @@ void func_8002F180(void) {
|
||||
} else {
|
||||
actor->unk_0E6 = D_800C9ADC[i];
|
||||
}
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
actor->unk_0F4.y = 180.0f;
|
||||
if (actor->unk_0E6 < 0) {
|
||||
actor->unk_0B8 = 3;
|
||||
actor->state = 3;
|
||||
}
|
||||
actor->health = 50;
|
||||
if ((gLevelType == LEVELTYPE_PLANET) || (gCurrentLevel == LEVEL_BOLSE)) {
|
||||
@@ -417,7 +417,7 @@ void func_8002F3E0(void) {
|
||||
actor->health = 100;
|
||||
actor->unk_0C9 = 1;
|
||||
actor->unk_0F4.y = 225.0f;
|
||||
actor->unk_0B8 = 0;
|
||||
actor->state = 0;
|
||||
actor->timer_0BC = 250;
|
||||
actor->unk_0F4.x = -20.0f;
|
||||
actor->iwork[11] = 1;
|
||||
@@ -436,7 +436,7 @@ void func_8002F3E0(void) {
|
||||
}
|
||||
|
||||
void func_8002F5F4(u16* msg, RadioCharacterId character) {
|
||||
if ((D_80178300 == 0) && (gActors[0].unk_0B8 == 2) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_0)) {
|
||||
if ((D_80178300 == 0) && (gActors[0].state == 2) && (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_0)) {
|
||||
func_800BA808(msg, character);
|
||||
}
|
||||
}
|
||||
@@ -466,7 +466,7 @@ void func_8002F69C(Actor* actor) {
|
||||
}
|
||||
if (D_8015F928 == D_800C9B4C) {
|
||||
func_8002F3E0();
|
||||
actor->unk_0B8 = 3;
|
||||
actor->state = 3;
|
||||
gPlayer[0].state_1C8 = PLAYERSTATE_1C8_0;
|
||||
if ((gCurrentLevel == LEVEL_VENOM_2) || (gCurrentLevel == LEVEL_BOLSE)) {
|
||||
gPlayer[0].unk_034 = 20.0f;
|
||||
@@ -488,11 +488,11 @@ void func_8002F69C(Actor* actor) {
|
||||
if (D_8015F908 == 0) {
|
||||
D_8015F940++;
|
||||
for (i = 1, otherActor = &gActors[1]; i < 8; i++, otherActor++) {
|
||||
if ((otherActor->obj.status == OBJ_ACTIVE) && (otherActor->unk_0B8 == 2) && (otherActor->health < 70) &&
|
||||
if ((otherActor->obj.status == OBJ_ACTIVE) && (otherActor->state == 2) && (otherActor->health < 70) &&
|
||||
(otherActor->timer_0C6 != 0) && (otherActor->unk_0D4 == 1)) {
|
||||
if ((gActors[otherActor->unk_0E6].unk_0B8 == 3) && (gActors[otherActor->unk_0E6].unk_0E4 < 8)) {
|
||||
if ((gActors[otherActor->unk_0E6].state == 3) && (gActors[otherActor->unk_0E6].unk_0E4 < 8)) {
|
||||
gActors[otherActor->unk_0E6].iwork[2] = 0;
|
||||
gActors[otherActor->unk_0E6].unk_0B8 = 2;
|
||||
gActors[otherActor->unk_0E6].state = 2;
|
||||
gActors[otherActor->unk_0E6].unk_0E6 = otherActor->unk_0E4;
|
||||
if (D_800CA234 == &gActors[otherActor->unk_0E6]) {
|
||||
D_800CA234 = NULL;
|
||||
@@ -515,11 +515,11 @@ void func_8002F69C(Actor* actor) {
|
||||
}
|
||||
if (otherActor->unk_0E4 == 4) {
|
||||
if (gCurrentLevel != LEVEL_VENOM_2) {
|
||||
otherActor->unk_0B8 = 3;
|
||||
otherActor->state = 3;
|
||||
otherActor->unk_04E = 300;
|
||||
}
|
||||
} else {
|
||||
otherActor->unk_0B8 = 3;
|
||||
otherActor->state = 3;
|
||||
otherActor->unk_0E6 = -1;
|
||||
}
|
||||
}
|
||||
@@ -555,7 +555,7 @@ void func_8002FB4C(Actor* actor) {
|
||||
}
|
||||
if (!var_a0) {
|
||||
actor->unk_0E6 = i;
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
actor->iwork[2] = 0;
|
||||
break;
|
||||
}
|
||||
@@ -565,15 +565,15 @@ void func_8002FB4C(Actor* actor) {
|
||||
|
||||
void func_8002FC00(Actor* actor) {
|
||||
Actor* otherActor;
|
||||
s32 var_s5;
|
||||
s32 i;
|
||||
|
||||
for (var_s5 = 0, otherActor = &gActors[10]; var_s5 < 50; var_s5++, otherActor++) {
|
||||
for (i = 0, otherActor = &gActors[10]; i < 50; i++, otherActor++) {
|
||||
if ((otherActor->obj.status == OBJ_DYING) && (otherActor->unk_0E6 > 0) && (otherActor->unk_0E6 < 4)) {
|
||||
Actor* actor2;
|
||||
s32 var_v1;
|
||||
s32 j;
|
||||
|
||||
for (var_v1 = 0, actor2 = &gActors[10]; var_v1 < 51; var_v1++, actor2++) {
|
||||
if ((actor2->obj.status == OBJ_ACTIVE) && (actor2->unk_0B8 == 2) &&
|
||||
for (j = 0, actor2 = &gActors[10]; j < 51; j++, actor2++) {
|
||||
if ((actor2->obj.status == OBJ_ACTIVE) && (actor2->state == 2) &&
|
||||
(actor2->unk_0E6 == otherActor->unk_0E6)) {
|
||||
return;
|
||||
}
|
||||
@@ -826,7 +826,7 @@ void func_8003088C(Actor* actor) {
|
||||
((actor->unk_0E4 != 200) || (actor->unk_0D0 != 2))) {
|
||||
actor->health -= actor->damage;
|
||||
}
|
||||
} else if ((actor->unk_0E4 < 4) && (actor->unk_0B8 != 6)) {
|
||||
} else if ((actor->unk_0E4 < 4) && (actor->state != 6)) {
|
||||
if (actor->unk_0E4 == 1) {
|
||||
gTeamDamage[actor->unk_0E4] = actor->damage;
|
||||
} else {
|
||||
@@ -841,7 +841,7 @@ void func_8003088C(Actor* actor) {
|
||||
if (gActors[8].obj.status == OBJ_ACTIVE) {
|
||||
func_800BA808(gMsg_ID_16140, RCID_KATT);
|
||||
}
|
||||
func_80077240(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 10);
|
||||
BonusText_Display(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 10);
|
||||
gHitCount += 11;
|
||||
D_80177850 = 15;
|
||||
} else {
|
||||
@@ -1159,7 +1159,7 @@ void func_800319AC(Actor* this) {
|
||||
s32 sp108;
|
||||
s32 sp104;
|
||||
s32 temp_v0_27;
|
||||
UnkEntity28* temp_v1;
|
||||
UnkEntity28* ent28;
|
||||
f32 spF8;
|
||||
f32 spF4;
|
||||
f32 spF0;
|
||||
@@ -1218,9 +1218,9 @@ void func_800319AC(Actor* this) {
|
||||
(this->timer_0CA[0] < 5) && !(gGameFrameCount & 0x1F)) {
|
||||
this->iwork[16] = 10;
|
||||
}
|
||||
if ((this->iwork[16] != 0) && (this->unk_0B8 < 7)) {
|
||||
this->unk_0B8 = this->iwork[16];
|
||||
switch (this->unk_0B8) {
|
||||
if ((this->iwork[16] != 0) && (this->state < 7)) {
|
||||
this->state = this->iwork[16];
|
||||
switch (this->state) {
|
||||
case 7:
|
||||
case 8:
|
||||
if (this->unk_0F4.x > 180.0f) {
|
||||
@@ -1318,8 +1318,8 @@ void func_800319AC(Actor* this) {
|
||||
}
|
||||
sp104 = 0;
|
||||
this->iwork[5] = 0;
|
||||
if ((this->unk_0E4 > 0) && (this->unk_0E4 < 4) && (gTeamShields[this->unk_0E4] <= 0) && (this->unk_0B8 != 6)) {
|
||||
this->unk_0B8 = 6;
|
||||
if ((this->unk_0E4 > 0) && (this->unk_0E4 < 4) && (gTeamShields[this->unk_0E4] <= 0) && (this->state != 6)) {
|
||||
this->state = 6;
|
||||
if (this->timer_0C2 < 100) {
|
||||
gTeamShields[this->unk_0E4] = 1;
|
||||
switch (this->unk_0E4) {
|
||||
@@ -1344,7 +1344,7 @@ void func_800319AC(Actor* this) {
|
||||
this->iwork[1] = 0;
|
||||
this->timer_0C2 = 10000;
|
||||
}
|
||||
switch (this->unk_0B8) {
|
||||
switch (this->state) {
|
||||
case 6:
|
||||
this->timer_0C2 = 10000;
|
||||
this->iwork[11] = 2;
|
||||
@@ -1378,20 +1378,20 @@ void func_800319AC(Actor* this) {
|
||||
case 0:
|
||||
if (gPlayer[0].state_1C8 != PLAYERSTATE_1C8_9) {
|
||||
this->fwork[0] = this->fwork[1] = 40.0f;
|
||||
if (gActors[0].unk_0B8 == 5) {
|
||||
if (gActors[0].state == 5) {
|
||||
Math_SmoothStepToF(&this->unk_0F4.x, 30.0f, 0.1f, 0.5f, 0.0f);
|
||||
this->fwork[1] = 200.0f;
|
||||
}
|
||||
if (this->timer_0BC == 0) {
|
||||
if (this->unk_0E4 == 4) {
|
||||
this->unk_0B8 = 3;
|
||||
this->state = 3;
|
||||
if (gCurrentLevel == LEVEL_VENOM_2) {
|
||||
this->unk_04E = 200;
|
||||
} else {
|
||||
this->unk_04E = 200;
|
||||
}
|
||||
} else {
|
||||
this->unk_0B8 = 2;
|
||||
this->state = 2;
|
||||
if (this->unk_0E4 == 8) {
|
||||
this->fwork[7] = 360.0f;
|
||||
this->fwork[8] = 0.0f;
|
||||
@@ -1407,9 +1407,9 @@ void func_800319AC(Actor* this) {
|
||||
Math_SmoothStepToF(&this->unk_0F4.x, 15.0f, 0.1f, 1.0f, 0.0f);
|
||||
}
|
||||
if (this->timer_0BC == 0) {
|
||||
this->unk_0B8 = 3;
|
||||
this->state = 3;
|
||||
if ((gCurrentLevel == LEVEL_BOLSE) && (this->unk_0E6 >= 0)) {
|
||||
this->unk_0B8 = 2;
|
||||
this->state = 2;
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -1430,7 +1430,7 @@ void func_800319AC(Actor* this) {
|
||||
spF0 = 0.2f;
|
||||
}
|
||||
if (this->unk_0E6 < 0) {
|
||||
this->unk_0B8 = 3;
|
||||
this->state = 3;
|
||||
} else {
|
||||
if (gActors[this->unk_0E6].unk_0E4 == 200) {
|
||||
spF0 = 0.8f;
|
||||
@@ -1441,7 +1441,7 @@ void func_800319AC(Actor* this) {
|
||||
if (gCurrentLevel != LEVEL_VENOM_2) {
|
||||
if (((gPlayer[0].unk_4DC != 0) && (this->iwork[4] > 10)) ||
|
||||
((gCurrentLevel == LEVEL_BOLSE) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_0))) {
|
||||
this->unk_0B8 = 3;
|
||||
this->state = 3;
|
||||
this->unk_04E = 300;
|
||||
this->timer_0BC = 160;
|
||||
if (this->unk_0E4 == 4) {
|
||||
@@ -1465,7 +1465,7 @@ void func_800319AC(Actor* this) {
|
||||
this->fwork[6] = gPlayer[0].unk_138 + spC4;
|
||||
this->fwork[1] = gPlayer[0].unk_0D0 + 10.0f;
|
||||
}
|
||||
if ((gActors[0].unk_0B8 == 6) && (this->unk_0E4 < 4)) {
|
||||
if ((gActors[0].state == 6) && (this->unk_0E4 < 4)) {
|
||||
this->fwork[3] = 3.0f;
|
||||
this->fwork[1] = gPlayer[0].unk_0D0 - 5.0f;
|
||||
this->iwork[11] = 2;
|
||||
@@ -1511,7 +1511,7 @@ void func_800319AC(Actor* this) {
|
||||
this->fwork[6] = gBosses[0].obj.pos.z;
|
||||
this->fwork[1] = 40.0f;
|
||||
}
|
||||
if ((this->unk_0E6 >= 0) && (this->unk_0E6 != 100) && (gActors[0].unk_0B8 != 6)) {
|
||||
if ((this->unk_0E6 >= 0) && (this->unk_0E6 != 100) && (gActors[0].state != 6)) {
|
||||
if (spE8 < spF8) {
|
||||
if (spEC < spF8) {
|
||||
if (this->unk_0E6 != 0) {
|
||||
@@ -1532,7 +1532,7 @@ void func_800319AC(Actor* this) {
|
||||
this->iwork[4]++;
|
||||
this->iwork[5] = 1;
|
||||
if (!((this->index + gGameFrameCount) & sp10F) && (Rand_ZeroOne() < spF0) &&
|
||||
func_80031900(this) && ((gActors[0].unk_0B8 == 2) || (gCurrentLevel == LEVEL_TRAINING))) {
|
||||
func_80031900(this) && ((gActors[0].state == 2) || (gCurrentLevel == LEVEL_TRAINING))) {
|
||||
if ((this->unk_0E6 == 0) && (gCurrentLevel != LEVEL_TRAINING)) {
|
||||
if ((this->iwork[4] > 250) && (gCurrentLevel != LEVEL_VENOM_ANDROSS)) {
|
||||
if ((Rand_ZeroOne() < 0.5f) || (gCurrentLevel == LEVEL_VENOM_2)) {
|
||||
@@ -1718,9 +1718,9 @@ void func_800319AC(Actor* this) {
|
||||
this->iwork[4] = 0;
|
||||
}
|
||||
if ((this->unk_0E6 > 0) &&
|
||||
((gActors[this->unk_0E6].obj.status == OBJ_DYING) || (gActors[this->unk_0E6].unk_0B8 == 6) ||
|
||||
((gActors[this->unk_0E6].obj.status == OBJ_DYING) || (gActors[this->unk_0E6].state == 6) ||
|
||||
(gActors[this->unk_0E6].obj.status == OBJ_FREE))) {
|
||||
this->unk_0B8 = 3;
|
||||
this->state = 3;
|
||||
if (gCurrentLevel == LEVEL_BOLSE) {
|
||||
func_8002FB4C(this);
|
||||
}
|
||||
@@ -1748,7 +1748,7 @@ void func_800319AC(Actor* this) {
|
||||
this->fwork[3] = 1.0f;
|
||||
this->fwork[1] = 38.0f;
|
||||
}
|
||||
if ((gCurrentLevel == LEVEL_SECTOR_Z) && (gActors[0].unk_0B8 == 0xA)) {
|
||||
if ((gCurrentLevel == LEVEL_SECTOR_Z) && (gActors[0].state == 0xA)) {
|
||||
this->fwork[10] = 30.0f;
|
||||
}
|
||||
if ((gLevelType == LEVELTYPE_SPACE) && (gCurrentLevel != LEVEL_BOLSE)) {
|
||||
@@ -1789,7 +1789,7 @@ void func_800319AC(Actor* this) {
|
||||
}
|
||||
if ((this->unk_0E6 > 0) && (gActors[this->unk_0E6].obj.id == OBJ_ACTOR_197) &&
|
||||
(gActors[this->unk_0E6].timer_0C2 == 0) && (gActors[this->unk_0E6].obj.status == OBJ_ACTIVE)) {
|
||||
this->unk_0B8 = 2;
|
||||
this->state = 2;
|
||||
this->iwork[2] = 0;
|
||||
}
|
||||
if (this->unk_0E6 == 0) {
|
||||
@@ -1797,7 +1797,7 @@ void func_800319AC(Actor* this) {
|
||||
this->unk_04E--;
|
||||
}
|
||||
if (this->unk_04E == 0) {
|
||||
this->unk_0B8 = 2;
|
||||
this->state = 2;
|
||||
this->iwork[2] = 0;
|
||||
}
|
||||
}
|
||||
@@ -1807,7 +1807,7 @@ void func_800319AC(Actor* this) {
|
||||
Math_SmoothStepToF(&this->unk_0F4.x, 360.0f, 0.1f, 5.0f, 0.0001f);
|
||||
Math_SmoothStepToAngle(&this->obj.rot.z, 0.0f, 0.1f, 3.0f, 0.01f);
|
||||
if (this->unk_0F4.x > 350.0f) {
|
||||
this->unk_0B8 = 3;
|
||||
this->state = 3;
|
||||
}
|
||||
break;
|
||||
case 8:
|
||||
@@ -1837,7 +1837,7 @@ void func_800319AC(Actor* this) {
|
||||
break;
|
||||
case 1:
|
||||
if (this->timer_0BC == 0) {
|
||||
this->unk_0B8 = 3;
|
||||
this->state = 3;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -1851,13 +1851,13 @@ void func_800319AC(Actor* this) {
|
||||
}
|
||||
Math_SmoothStepToAngle(&this->obj.rot.z, spD0, 0.1f, 15.0f, 0.01f);
|
||||
if (this->timer_0BC == 0) {
|
||||
this->unk_0B8 = 3;
|
||||
this->state = 3;
|
||||
}
|
||||
break;
|
||||
case 10:
|
||||
sp104 = 1;
|
||||
if (this->timer_0BC == 0) {
|
||||
this->unk_0B8 = 3;
|
||||
this->state = 3;
|
||||
}
|
||||
if (this->timer_0BC > 20) {
|
||||
Math_SmoothStepToF(&this->fwork[23], 180.0f, 1.0f, 60.0f, 0.0f);
|
||||
@@ -2009,23 +2009,23 @@ void func_800319AC(Actor* this) {
|
||||
}
|
||||
}
|
||||
func_8003088C(this);
|
||||
temp_v1 = &gUnkEntities28[this->index];
|
||||
temp_v1->unk_00 = 1;
|
||||
ent28 = &gUnkEntities28[this->index];
|
||||
ent28->unk_00 = 1;
|
||||
if (this->unk_0E4 == 200) {
|
||||
temp_v1->unk_02 = 100;
|
||||
ent28->unk_02 = 100;
|
||||
} else {
|
||||
temp_v1->unk_02 = this->unk_0E4;
|
||||
ent28->unk_02 = this->unk_0E4;
|
||||
}
|
||||
if (gCurrentLevel == LEVEL_TRAINING) {
|
||||
temp_v1->unk_02 = 4;
|
||||
ent28->unk_02 = 4;
|
||||
}
|
||||
temp_v1->pos.x = this->obj.pos.x;
|
||||
temp_v1->pos.y = this->obj.pos.y;
|
||||
temp_v1->pos.z = this->obj.pos.z;
|
||||
temp_v1->unk_10 = this->unk_0F4.y + 180.0f;
|
||||
ent28->pos.x = this->obj.pos.x;
|
||||
ent28->pos.y = this->obj.pos.y;
|
||||
ent28->pos.z = this->obj.pos.z;
|
||||
ent28->unk_10 = this->unk_0F4.y + 180.0f;
|
||||
if (this->iwork[1] != 0) {
|
||||
this->iwork[1]--;
|
||||
if ((this->iwork[1] == 0) && (gActors[0].unk_0B8 == 2) && (gRadioState == 0)) {
|
||||
if ((this->iwork[1] == 0) && (gActors[0].state == 2) && (gRadioState == 0)) {
|
||||
switch (this->unk_0E4) {
|
||||
case 1:
|
||||
func_8002F5F4(gMsg_ID_9220, RCID_FALCO);
|
||||
|
||||
+12
-12
@@ -683,10 +683,10 @@ void func_80037CF4(PlayerShot* shot, Actor* actor, s32 hitIndex) {
|
||||
((actor->obj.id == OBJ_ACTOR_197) && (actor->fwork[23] > 1.0f)) ||
|
||||
((actor->obj.id == OBJ_ACTOR_200) && (actor->unk_0D2 == 0) && (actor->unk_0B4 == 67)) ||
|
||||
((actor->obj.id == OBJ_ACTOR_261) && (shot->obj.id != PLAYERSHOT_8) &&
|
||||
((actor->unk_0B8 < 3) || (actor->unk_0B8 >= 5))) ||
|
||||
((actor->state < 3) || (actor->state >= 5))) ||
|
||||
((actor->obj.id == OBJ_ACTOR_260) && (shot->obj.id != PLAYERSHOT_8) && (actor->timer_0BC != 0))) {
|
||||
if ((actor->obj.id == OBJ_ACTOR_261) && (actor->unk_0B8 < 2)) {
|
||||
actor->unk_0B8 = 2;
|
||||
if ((actor->obj.id == OBJ_ACTOR_261) && (actor->state < 2)) {
|
||||
actor->state = 2;
|
||||
}
|
||||
if ((shot->obj.id == PLAYERSHOT_8) || (shot->obj.id == PLAYERSHOT_3)) {
|
||||
func_80036318(shot);
|
||||
@@ -916,8 +916,8 @@ void func_80038140(PlayerShot* shot) {
|
||||
} else {
|
||||
temp_v0 = func_80036874(shot, obj80->info.hitbox, &obj80->obj);
|
||||
if (temp_v0 != 0) {
|
||||
obj80->unk_50 = 1;
|
||||
obj80->unk_54 = temp_v0 - 1;
|
||||
obj80->dmgType = 1;
|
||||
obj80->dmgPart = temp_v0 - 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1846,9 +1846,9 @@ void func_8003C4D0(PlayerShot* shot, s32 damage) {
|
||||
sp64 = obj80->obj.pos.y - shot->obj.pos.y;
|
||||
sp60 = obj80->obj.pos.z - shot->obj.pos.z;
|
||||
if (sqrtf(SQ(sp68) + SQ(sp64) + SQ(sp60)) < temp_fs2) {
|
||||
obj80->unk_50 = 2;
|
||||
obj80->dmgType = 2;
|
||||
}
|
||||
obj80->unk_54 = 0;
|
||||
obj80->dmgPart = 0;
|
||||
}
|
||||
}
|
||||
for (i = 0, obj4C = gObjects4C; i < 40; i++, obj4C++) {
|
||||
@@ -1940,8 +1940,8 @@ void func_8003C4D0(PlayerShot* shot, s32 damage) {
|
||||
effect->obj.pos.y += sp64 * 0.03f;
|
||||
}
|
||||
effect->obj.pos.z += sp60 * 0.03f;
|
||||
if ((effect->obj.id == OBJ_EFFECT_392) && (effect->unk_4E == 0)) {
|
||||
effect->unk_4E = 1;
|
||||
if ((effect->obj.id == OBJ_EFFECT_392) && (effect->state == 0)) {
|
||||
effect->state = 1;
|
||||
effect->unk_44 = 176;
|
||||
effect->unk_4C = 0;
|
||||
effect->vel.x = effect->vel.y = effect->vel.z = 0.0f;
|
||||
@@ -2010,7 +2010,7 @@ void func_8003CC08(PlayerShot* shot) {
|
||||
}
|
||||
}
|
||||
if (!((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gBosses[0].obj.status == OBJ_ACTIVE) &&
|
||||
(gBosses[0].actionState == 17))) {
|
||||
(gBosses[0].state == 17))) {
|
||||
func_80038140(shot);
|
||||
}
|
||||
func_8003C3D8(shot);
|
||||
@@ -2196,9 +2196,9 @@ void func_8003D54C(PlayerShot* shot, s32 index) {
|
||||
} else {
|
||||
bonus = shot->bonus;
|
||||
if (shot->bonus > 10) {
|
||||
bonus = 100;
|
||||
bonus = BONUS_TEXT_GREAT;
|
||||
}
|
||||
func_80077240(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, bonus);
|
||||
BonusText_Display(shot->obj.pos.x, shot->obj.pos.y, shot->obj.pos.z, bonus);
|
||||
gHitCount += shot->bonus;
|
||||
}
|
||||
if ((shot->bonus >= 7) && (gBossActive == 0) && (gLevelMode == LEVELMODE_ON_RAILS) &&
|
||||
|
||||
+2
-2
@@ -31,7 +31,7 @@ void func_80042EC0(Boss* boss) {
|
||||
} else if (boss->obj.id == OBJ_BOSS_306) {
|
||||
yOffset = 200.0f;
|
||||
}
|
||||
func_80077240(boss->obj.pos.x, boss->obj.pos.y + yOffset, boss->obj.pos.z, bonus);
|
||||
BonusText_Display(boss->obj.pos.x, boss->obj.pos.y + yOffset, boss->obj.pos.z, bonus);
|
||||
}
|
||||
gHitCount += bonus + 1;
|
||||
D_80177850 = 15;
|
||||
@@ -60,7 +60,7 @@ void func_80042FF4(Actor* actor, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg
|
||||
Actor_Initialize(actor);
|
||||
actor->obj.status = OBJ_INIT;
|
||||
actor->obj.id = OBJ_ACTOR_189;
|
||||
actor->unk_0B8 = argB;
|
||||
actor->state = argB;
|
||||
actor->obj.pos.x = arg1;
|
||||
actor->obj.pos.y = arg2;
|
||||
actor->obj.pos.z = arg3;
|
||||
|
||||
+27
-27
@@ -275,15 +275,15 @@ void func_80048E40(Player* player) {
|
||||
break;
|
||||
|
||||
case 420:
|
||||
gActors[0].unk_0B8 = 1;
|
||||
gActors[0].state = 1;
|
||||
break;
|
||||
|
||||
case 430:
|
||||
gActors[1].unk_0B8 = 1;
|
||||
gActors[1].state = 1;
|
||||
break;
|
||||
|
||||
case 440:
|
||||
gActors[2].unk_0B8 = 1;
|
||||
gActors[2].state = 1;
|
||||
break;
|
||||
|
||||
case 450:
|
||||
@@ -363,7 +363,7 @@ void func_80049630(Actor* actor) {
|
||||
Vec3f sp3C;
|
||||
Vec3f sp30;
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
actor->vwork[0].x = gPlayer[0].pos.x + D_800C9FA0[actor->index].x;
|
||||
actor->vwork[0].y = gPlayer[0].pos.y + D_800C9FA0[actor->index].y;
|
||||
@@ -377,7 +377,7 @@ void func_80049630(Actor* actor) {
|
||||
break;
|
||||
|
||||
case 1:
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
Audio_PlaySfx(0x09000002U, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
actor->timer_0BC = 0x96;
|
||||
actor->fwork[29] = 5.0f;
|
||||
@@ -426,7 +426,7 @@ void func_80049968(Actor* actor, s32 arg1) {
|
||||
actor->fwork[0] = D_800CA000[arg1];
|
||||
actor->fwork[1] = D_800CA010[arg1];
|
||||
actor->unk_0B6 = D_800CA030[arg1];
|
||||
actor->unk_0B8 = D_800CA040[arg1];
|
||||
actor->state = D_800CA040[arg1];
|
||||
actor->obj.rot.z = D_800CA020[arg1];
|
||||
actor->obj.rot.y = 180.0f;
|
||||
actor->vel.z = gPlayer[0].vel.z;
|
||||
@@ -560,22 +560,22 @@ void func_80049C0C(Player* player) {
|
||||
player->unk_190 = 2.0f;
|
||||
|
||||
if ((player->timer_1F8 == 0x5F) && (gTeamShields[1] > 0)) {
|
||||
gActors[0].unk_0B8 = var_v0;
|
||||
gActors[0].state = var_v0;
|
||||
Audio_PlaySfx(0x0940802AU, gActors[0].sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
|
||||
if ((player->timer_1F8 == 0x5A) && (gTeamShields[3] > 0)) {
|
||||
gActors[2].unk_0B8 = var_v0;
|
||||
gActors[2].state = var_v0;
|
||||
Audio_PlaySfx(0x0940802AU, gActors[2].sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
|
||||
if ((player->timer_1F8 == 85) && (gTeamShields[2] > 0)) {
|
||||
gActors[1].unk_0B8 = var_v0;
|
||||
gActors[1].state = var_v0;
|
||||
Audio_PlaySfx(0x0940802AU, gActors[1].sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
|
||||
if (player->timer_1F8 == 60) {
|
||||
gActors[3].unk_0B8 = var_v0;
|
||||
gActors[3].state = var_v0;
|
||||
Audio_PlaySfx(0x0940802AU, gActors[3].sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
func_800182F4(0x103200FF);
|
||||
func_800182F4(0x113200FF);
|
||||
@@ -1956,7 +1956,7 @@ void func_8004E4D4(Actor* actor) {
|
||||
actor->fwork[8] += 2.0f;
|
||||
sp34 = __sinf(actor->fwork[8] * M_DTOR) * 10.0f;
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
Math_SmoothStepToF(&actor->obj.rot.z, 0.0f, 0.05f, 1.0f, 0.0f);
|
||||
Math_SmoothStepToF(&actor->obj.pos.x, actor->fwork[0] + sp38->pos.x, 0.03f, 10.0f, 0.0f);
|
||||
@@ -1967,7 +1967,7 @@ void func_8004E4D4(Actor* actor) {
|
||||
break;
|
||||
|
||||
case 1:
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
actor->timer_0BC = 0x32;
|
||||
actor->fwork[9] = 2.0f;
|
||||
Audio_PlaySfx(0x09000002U, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
@@ -1989,7 +1989,7 @@ void func_8004E4D4(Actor* actor) {
|
||||
break;
|
||||
|
||||
case 10:
|
||||
actor->unk_0B8 = 0xB;
|
||||
actor->state = 0xB;
|
||||
actor->timer_0BC = 0x96;
|
||||
actor->timer_0BE = 0x28;
|
||||
Audio_PlaySfx(0x09000002U, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
@@ -2048,7 +2048,7 @@ void func_8004E4D4(Actor* actor) {
|
||||
|
||||
case 31:
|
||||
Audio_PlaySfx(0x09000002U, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
actor->unk_0B8 += 1;
|
||||
actor->state += 1;
|
||||
actor->fwork[29] = 5.0f;
|
||||
/* fallthrough */
|
||||
|
||||
@@ -2077,7 +2077,7 @@ void func_8004EBD0(Actor* actor) {
|
||||
Vec3f src;
|
||||
Vec3f dest;
|
||||
|
||||
if (actor->unk_0B8 < 4) {
|
||||
if (actor->state < 4) {
|
||||
actor->fwork[9] = 0.4f;
|
||||
|
||||
actor->obj.pos.x += (D_80178450[actor->index] - actor->obj.pos.x) * 0.4f;
|
||||
@@ -2105,11 +2105,11 @@ void func_8004EBD0(Actor* actor) {
|
||||
}
|
||||
}
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
actor->fwork[3] *= 0.992f;
|
||||
if (actor->fwork[3] < 1.2f) {
|
||||
actor->unk_0B8 += 1;
|
||||
actor->state += 1;
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -2117,7 +2117,7 @@ void func_8004EBD0(Actor* actor) {
|
||||
actor->fwork[3] *= 0.997f;
|
||||
if (actor->fwork[3] < 1.0f) {
|
||||
actor->fwork[3] = 1.0f;
|
||||
actor->unk_0B8 += 1;
|
||||
actor->state += 1;
|
||||
}
|
||||
actor->timer_0BC = 560;
|
||||
break;
|
||||
@@ -2130,7 +2130,7 @@ void func_8004EBD0(Actor* actor) {
|
||||
gPlayer[0].timer_1FC = 0x2710;
|
||||
}
|
||||
if (actor->timer_0BC == 0) {
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
actor->timer_0BC = 10;
|
||||
func_800A6028(actor->sfxPos, 0x09000002);
|
||||
actor->fwork[29] = 5.0f;
|
||||
@@ -2140,7 +2140,7 @@ void func_8004EBD0(Actor* actor) {
|
||||
case 3:
|
||||
actor->iwork[11] = 2;
|
||||
if (actor->timer_0BC == 0) {
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
actor->timer_0BC = 30;
|
||||
}
|
||||
break;
|
||||
@@ -2197,12 +2197,12 @@ void func_8004F05C(Actor* actor) {
|
||||
|
||||
Math_SmoothStepToF(&actor->obj.rot.z, actor->fwork[1], 0.05f, 0.3f, 0.0f);
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
break;
|
||||
|
||||
case 1:
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
actor->timer_0BC = 0x64;
|
||||
Audio_PlaySfx(0x09000002U, actor->sfxPos, 0U, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
actor->fwork[29] = 5.0f;
|
||||
@@ -2267,7 +2267,7 @@ void func_8004F05C(Actor* actor) {
|
||||
break;
|
||||
|
||||
case LEVEL_SECTOR_X:
|
||||
if ((actor->unk_0B8 != 0) && (actor->unk_0B8 == 1)) {
|
||||
if ((actor->state != 0) && (actor->state == 1)) {
|
||||
actor->vel.y += 0.1f;
|
||||
Math_SmoothStepToF(&actor->obj.rot.x, -20.0f, 0.1f, 0.5f, 0.0f);
|
||||
}
|
||||
@@ -2278,7 +2278,7 @@ void func_8004F05C(Actor* actor) {
|
||||
break;
|
||||
|
||||
default:
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 100:
|
||||
Math_SmoothStepToF(&actor->obj.pos.x, actor->vwork[0x14].x, 0.03f, 3.0f, 0.0f);
|
||||
Math_SmoothStepToF(&actor->obj.pos.y, actor->vwork[0x14].y, 0.03f, 2.0f, 0.0f);
|
||||
@@ -2343,7 +2343,7 @@ void func_8004F05C(Actor* actor) {
|
||||
void func_8004F798(Actor* actor) {
|
||||
actor->iwork[11] = 2;
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
Math_SmoothStepToF(&actor->obj.pos.x, actor->fwork[0], 0.05f, 50.0f, 0.0f);
|
||||
Math_SmoothStepToF(&actor->obj.pos.y, actor->fwork[1], 0.05f, 50.0f, 0.0f);
|
||||
@@ -2417,10 +2417,10 @@ void func_8004F8AC(Actor* actor) {
|
||||
|
||||
case LEVEL_FORTUNA:
|
||||
if (actor->unk_0B6 == 0xB) {
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
if (gCsFrameCount == 0x64) {
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
actor->timer_0BC = 0x32;
|
||||
actor->iwork[0] = 255;
|
||||
Audio_PlaySfx(0x2902F026U, actor->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
|
||||
@@ -1679,7 +1679,7 @@ void func_80057D00(void) {
|
||||
((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_7) || (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_2))) {
|
||||
func_8006089C(0);
|
||||
}
|
||||
func_80077790();
|
||||
BonusText_DrawAll();
|
||||
Matrix_Pop(&gGfxMatrix);
|
||||
func_80057248();
|
||||
func_80057504();
|
||||
|
||||
@@ -234,7 +234,7 @@ Gfx* D_800CFC7C[] = {
|
||||
};
|
||||
|
||||
void func_8005A094(Actor* actor) {
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
Matrix_Translate(gGfxMatrix, 18.0f, 15.0f, -15.0f, 1);
|
||||
Matrix_RotateY(gGfxMatrix, M_PI, 1);
|
||||
@@ -409,11 +409,11 @@ void func_8005A094(Actor* actor) {
|
||||
gSPDisplayList(gMasterDisp++, D_i1_8019A008[actor->unk_048]);
|
||||
break;
|
||||
default:
|
||||
if (actor->unk_0B8 > 9) {
|
||||
if (actor->unk_0B8 == 0x24) {
|
||||
if (actor->state > 9) {
|
||||
if (actor->state == 0x24) {
|
||||
gSPClearGeometryMode(gMasterDisp++, G_CULL_BACK);
|
||||
}
|
||||
gSPDisplayList(gMasterDisp++, D_800CFA54[actor->unk_0B8 - 10]);
|
||||
gSPDisplayList(gMasterDisp++, D_800CFA54[actor->state - 10]);
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -518,7 +518,7 @@ void func_8005B388(Actor* actor) {
|
||||
((gPlayer[0].state_1C8 == PLAYERSTATE_1C8_7) && (gPlayer[0].unk_1D0 >= 100) &&
|
||||
(gCurrentLevel == LEVEL_KATINA) && (actor->index == 1)) ||
|
||||
((gCurrentLevel == LEVEL_SECTOR_Y) && (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_0) &&
|
||||
(actor->unk_0B8 == 5))) {
|
||||
(actor->state == 5))) {
|
||||
D_80161630.rightState = gPlayer[0].wings.rightState;
|
||||
D_80161630.leftState = gPlayer[0].wings.leftState;
|
||||
} else {
|
||||
@@ -622,7 +622,7 @@ void func_8005BAB4(ObjectId objId, s32 index) {
|
||||
|
||||
switch (objId) {
|
||||
case OBJ_EFFECT_374:
|
||||
if (gEffects[index].unk_4E == 0) {
|
||||
if (gEffects[index].state == 0) {
|
||||
Matrix_Scale(gGfxMatrix, 1.2f, 0.0f, 1.2f, 1);
|
||||
Matrix_RotateX(gGfxMatrix, M_PI / 2.0f, 1);
|
||||
Matrix_SetGfxMtx(&gMasterDisp);
|
||||
@@ -759,7 +759,7 @@ void func_8005BAB4(ObjectId objId, s32 index) {
|
||||
void func_8005C5F0(Item* item) {
|
||||
s32 i;
|
||||
|
||||
if ((gGameFrameCount & 0x18) && (item->unk_46 == 0)) {
|
||||
if ((gGameFrameCount & 0x18) && (item->state == 0)) {
|
||||
Matrix_Push(&gGfxMatrix);
|
||||
RCP_SetupDL(&gMasterDisp, 0x40);
|
||||
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 0, 255);
|
||||
@@ -850,7 +850,7 @@ void func_8005CDA8(Item* item) {
|
||||
gPlayer[gPlayerNum].camEye.z - (item->obj.pos.z + D_80177D20)) *
|
||||
180.0f) /
|
||||
M_PI;
|
||||
if (item->unk_46 != 0) {
|
||||
if (item->state != 0) {
|
||||
RCP_SetupDL(&gMasterDisp, 0x29);
|
||||
gDPSetPrimColor(gMasterDisp++, 0x00, 0x00, 255, 255, 255, item->unk_44);
|
||||
} else {
|
||||
|
||||
+368
-375
File diff suppressed because it is too large
Load Diff
+118
-117
@@ -575,7 +575,7 @@ void func_80062664(void) {
|
||||
}
|
||||
}
|
||||
|
||||
void func_80062B60(f32 xPos, f32 zPos, s32 arg2, f32 arg3) {
|
||||
void func_80062B60(f32 xPos, f32 zPos, s32 state, f32 scale) {
|
||||
s32 i;
|
||||
|
||||
if (gLevelType == LEVELTYPE_PLANET) {
|
||||
@@ -588,9 +588,9 @@ void func_80062B60(f32 xPos, f32 zPos, s32 arg2, f32 arg3) {
|
||||
gEffects[i].obj.pos.y = gGroundLevel + 3.0f;
|
||||
gEffects[i].obj.pos.z = zPos;
|
||||
gEffects[i].scale2 = 10.0f;
|
||||
gEffects[i].scale1 = arg3;
|
||||
gEffects[i].scale1 = scale;
|
||||
gEffects[i].unk_44 = 80;
|
||||
gEffects[i].unk_4E = arg2;
|
||||
gEffects[i].state = state;
|
||||
Object_SetInfo(&gEffects[i].info, gEffects[i].obj.id);
|
||||
break;
|
||||
}
|
||||
@@ -1329,12 +1329,12 @@ void func_800652CC(Object_80* obj80) {
|
||||
f32 sp28;
|
||||
f32 sp24;
|
||||
|
||||
if ((D_801784AC == 4) && (obj80->unk_48 == 0)) {
|
||||
if ((D_801784AC == 4) && (obj80->state == 0)) {
|
||||
func_i5_801B6E20(obj80->obj.pos.x, obj80->obj.pos.z + D_80177D20, &sp2C, &sp24, &sp28);
|
||||
obj80->obj.pos.y = sp24 + 3.0f;
|
||||
obj80->obj.rot.x = (sp2C * 180.0f) / M_PI;
|
||||
obj80->obj.rot.z = (sp28 * 180.0f) / M_PI;
|
||||
obj80->unk_48 += 1;
|
||||
obj80->state++;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1701,7 +1701,7 @@ void func_8006654C(Actor* actor) {
|
||||
}
|
||||
actor->vel.x = __sinf(actor->obj.rot.y * M_DTOR) * actor->fwork[0];
|
||||
actor->vel.z = __cosf(actor->obj.rot.y * M_DTOR) * actor->fwork[0];
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
if (actor->fwork[0] < 20.0f) {
|
||||
actor->fwork[0] += 0.5f;
|
||||
@@ -1717,7 +1717,7 @@ void func_8006654C(Actor* actor) {
|
||||
actor->obj.rot.z -= 1.0f;
|
||||
}
|
||||
if ((actor->unk_0B6 == 0x14) || (actor->unk_0B6 == 0x28)) {
|
||||
actor->unk_0B8++;
|
||||
actor->state++;
|
||||
actor->timer_0BC = 0x14;
|
||||
}
|
||||
break;
|
||||
@@ -1732,7 +1732,7 @@ void func_8006654C(Actor* actor) {
|
||||
actor->fwork[0] -= 0.3f;
|
||||
}
|
||||
if (actor->timer_0BC == 0) {
|
||||
actor->unk_0B8 = 0;
|
||||
actor->state = 0;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -1762,7 +1762,7 @@ void func_8006684C(Actor* actor) {
|
||||
actor->unk_044 = 1;
|
||||
func_80066254(actor);
|
||||
Audio_PlaySfx(0x2903B009, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
func_80077240(actor->obj.pos.x, actor->obj.pos.y + 250.0f, actor->obj.pos.z, 3);
|
||||
BonusText_Display(actor->obj.pos.x, actor->obj.pos.y + 250.0f, actor->obj.pos.z, 3);
|
||||
gHitCount += 3;
|
||||
D_80177850 = 15;
|
||||
}
|
||||
@@ -1835,10 +1835,10 @@ void func_80066C00(Object_80* obj80) {
|
||||
}
|
||||
|
||||
void func_80066D5C(Object_80* obj80) {
|
||||
switch (obj80->unk_48) {
|
||||
switch (obj80->state) {
|
||||
case 1:
|
||||
func_80066C00(obj80);
|
||||
obj80->unk_48++;
|
||||
obj80->state++;
|
||||
Audio_PlaySfx(0x2900300F, obj80->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
break;
|
||||
case 2:
|
||||
@@ -1848,7 +1848,7 @@ void func_80066D5C(Object_80* obj80) {
|
||||
obj80->obj.rot.x = 90.0f;
|
||||
obj80->unk_44 = 40;
|
||||
func_80066A8C(obj80);
|
||||
obj80->unk_48 = 0;
|
||||
obj80->state = 0;
|
||||
D_80178480 = 25;
|
||||
Audio_PlaySfx(0x19130003, obj80->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
@@ -1947,7 +1947,7 @@ void func_80067348(Actor* actor, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRo
|
||||
Actor_Initialize(actor);
|
||||
actor->obj.status = OBJ_ACTIVE;
|
||||
actor->obj.id = OBJ_ACTOR_189;
|
||||
actor->unk_0B8 = 70;
|
||||
actor->state = 70;
|
||||
actor->obj.pos.x = xPos;
|
||||
actor->obj.pos.y = yPos;
|
||||
actor->obj.pos.z = zPos;
|
||||
@@ -2058,11 +2058,11 @@ void func_80067A40(void) {
|
||||
void func_80067B1C(Item* item) {
|
||||
func_80066EF0(item);
|
||||
func_800671D0(item);
|
||||
if (item->unk_4C != 0) {
|
||||
if (item->collected) {
|
||||
Object_Kill(&item->obj, item->sfxPos);
|
||||
func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x4900C024, item->unk_4E);
|
||||
func_80060F30(gPlayer[item->playerNum].sfxPos, 0x4900C024, item->playerNum);
|
||||
if (gCurrentLevel != LEVEL_TRAINING) {
|
||||
gLifeCount[item->unk_4E]++;
|
||||
gLifeCount[item->playerNum]++;
|
||||
}
|
||||
}
|
||||
if (item->timer_48 == 1) {
|
||||
@@ -2073,51 +2073,51 @@ void func_80067B1C(Item* item) {
|
||||
void func_80067BEC(Item* item) {
|
||||
func_80066EF0(item);
|
||||
func_800671D0(item);
|
||||
if (item->unk_46 == 0) {
|
||||
if (item->state == 0) {
|
||||
switch (item->obj.id) {
|
||||
case OBJ_ITEM_BOMB:
|
||||
item->scale = 18.0f;
|
||||
if (item->unk_4C != 0) {
|
||||
if (item->collected) {
|
||||
item->timer_4A = 50;
|
||||
item->unk_46 = 1;
|
||||
item->state = 1;
|
||||
item->timer_48 = 20;
|
||||
item->unk_50 = 60.0f;
|
||||
gBombCount[item->unk_4E]++;
|
||||
func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x49002005, item->unk_4E);
|
||||
func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x49002006, item->unk_4E);
|
||||
gBombCount[item->playerNum]++;
|
||||
func_80060F30(gPlayer[item->playerNum].sfxPos, 0x49002005, item->playerNum);
|
||||
func_80060F30(gPlayer[item->playerNum].sfxPos, 0x49002006, item->playerNum);
|
||||
}
|
||||
break;
|
||||
case OBJ_ITEM_LASERS:
|
||||
item->scale = 18.0f;
|
||||
if (item->unk_4C != 0) {
|
||||
if (item->collected) {
|
||||
item->timer_4A = 50;
|
||||
item->unk_46 = 1;
|
||||
item->state = 1;
|
||||
item->timer_48 = 20;
|
||||
item->unk_50 = 60.0f;
|
||||
gLaserStrength[item->unk_4E]++;
|
||||
if (gLaserStrength[item->unk_4E] > LASERS_HYPER) {
|
||||
gLaserStrength[item->unk_4E] = LASERS_HYPER;
|
||||
gLaserStrength[item->playerNum]++;
|
||||
if (gLaserStrength[item->playerNum] > LASERS_HYPER) {
|
||||
gLaserStrength[item->playerNum] = LASERS_HYPER;
|
||||
}
|
||||
func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x49002004, item->unk_4E);
|
||||
func_80060F30(gPlayer[item->playerNum].sfxPos, 0x49002004, item->playerNum);
|
||||
if (gExpertMode) {
|
||||
gRightWingHealth[item->unk_4E] = gLeftWingHealth[item->unk_4E] = 10;
|
||||
gRightWingHealth[item->playerNum] = gLeftWingHealth[item->playerNum] = 10;
|
||||
} else {
|
||||
gRightWingHealth[item->unk_4E] = gLeftWingHealth[item->unk_4E] = 60;
|
||||
gRightWingHealth[item->playerNum] = gLeftWingHealth[item->playerNum] = 60;
|
||||
}
|
||||
D_80177D40[item->unk_4E] = 1030;
|
||||
D_80177D58[item->unk_4E] = 1030;
|
||||
D_80177D40[item->playerNum] = 1030;
|
||||
D_80177D58[item->playerNum] = 1030;
|
||||
}
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
Math_SmoothStepToF(&item->scale, 2.5f, 1.0f, 0.5f, 0.0f);
|
||||
item->obj.pos.x += (gPlayer[item->unk_4E].pos.x - item->obj.pos.x) * 0.5f;
|
||||
if (gPlayer[item->unk_4E].form == FORM_LANDMASTER) {
|
||||
item->obj.pos.y += ((gPlayer[item->unk_4E].pos.y + 50.0f) - item->obj.pos.y) * 0.5f;
|
||||
item->obj.pos.x += (gPlayer[item->playerNum].pos.x - item->obj.pos.x) * 0.5f;
|
||||
if (gPlayer[item->playerNum].form == FORM_LANDMASTER) {
|
||||
item->obj.pos.y += ((gPlayer[item->playerNum].pos.y + 50.0f) - item->obj.pos.y) * 0.5f;
|
||||
} else {
|
||||
item->obj.pos.y += (gPlayer[item->unk_4E].pos.y - item->obj.pos.y) * 0.5f;
|
||||
item->obj.pos.y += (gPlayer[item->playerNum].pos.y - item->obj.pos.y) * 0.5f;
|
||||
}
|
||||
item->obj.pos.z += (gPlayer[item->unk_4E].unk_138 - item->obj.pos.z) * 0.5f;
|
||||
item->obj.pos.z += (gPlayer[item->playerNum].unk_138 - item->obj.pos.z) * 0.5f;
|
||||
if (item->timer_48 == 0) {
|
||||
Object_Kill(&item->obj, item->sfxPos);
|
||||
}
|
||||
@@ -2140,36 +2140,36 @@ void func_80068020(Item* item) {
|
||||
Vec3f sp4C;
|
||||
Vec3f sp40;
|
||||
|
||||
switch (item->unk_46) {
|
||||
switch (item->state) {
|
||||
case 0:
|
||||
Math_SmoothStepToF(&item->scale, 0.4f, 1.0f, 0.05f, 0.0f);
|
||||
func_80066EF0(item);
|
||||
func_800671D0(item);
|
||||
if (item->unk_4C != 0) {
|
||||
item->unk_46 = 1;
|
||||
if (item->collected) {
|
||||
item->state = 1;
|
||||
item->timer_48 = 50;
|
||||
if (item->obj.id == OBJ_ITEM_SILVER_RING) {
|
||||
gPlayer[item->unk_4E].heal += 0x20;
|
||||
func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x4900200E, item->unk_4E);
|
||||
gPlayer[item->playerNum].heal += 0x20;
|
||||
func_80060F30(gPlayer[item->playerNum].sfxPos, 0x4900200E, item->playerNum);
|
||||
} else if (item->obj.id == OBJ_ITEM_GOLD_RING) {
|
||||
gGoldRingCount[0]++;
|
||||
if (gGoldRingCount[0] == 3) {
|
||||
func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x49008015, item->unk_4E);
|
||||
func_80060F30(gPlayer[item->playerNum].sfxPos, 0x49008015, item->playerNum);
|
||||
} else if (gGoldRingCount[0] == 6) {
|
||||
func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x4900C024, item->unk_4E);
|
||||
func_80060F30(gPlayer[item->playerNum].sfxPos, 0x4900C024, item->playerNum);
|
||||
if (gCurrentLevel != LEVEL_TRAINING) {
|
||||
gLifeCount[item->unk_4E]++;
|
||||
gLifeCount[item->playerNum]++;
|
||||
}
|
||||
gPlayer[item->unk_4E].heal += 0x20;
|
||||
func_80077240(gPlayer[item->unk_4E].pos.x, gPlayer[item->unk_4E].pos.y,
|
||||
gPlayer[item->unk_4E].unk_138, 101);
|
||||
gPlayer[item->playerNum].heal += 0x20;
|
||||
BonusText_Display(gPlayer[item->playerNum].pos.x, gPlayer[item->playerNum].pos.y,
|
||||
gPlayer[item->playerNum].unk_138, BONUS_TEXT_1UP);
|
||||
} else {
|
||||
gPlayer[item->unk_4E].heal += 0x20;
|
||||
func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x49003013, item->unk_4E);
|
||||
gPlayer[item->playerNum].heal += 0x20;
|
||||
func_80060F30(gPlayer[item->playerNum].sfxPos, 0x49003013, item->playerNum);
|
||||
}
|
||||
} else {
|
||||
gPlayer[item->unk_4E].heal += 0x80;
|
||||
func_80060F30(gPlayer[item->unk_4E].sfxPos, 0x4900200D, item->unk_4E);
|
||||
gPlayer[item->playerNum].heal += 0x80;
|
||||
func_80060F30(gPlayer[item->playerNum].sfxPos, 0x4900200D, item->playerNum);
|
||||
}
|
||||
}
|
||||
if ((item->obj.id == OBJ_ITEM_GOLD_RING) && (item->timer_48 == 1)) {
|
||||
@@ -2182,19 +2182,20 @@ void func_80068020(Item* item) {
|
||||
} else {
|
||||
Math_SmoothStepToF(&item->scale, 0.0f, 1.0f, 0.06f, 0.0f);
|
||||
}
|
||||
item->obj.pos.x += (gPlayer[item->unk_4E].pos.x - item->obj.pos.x) * 0.5f;
|
||||
if (gPlayer[item->unk_4E].form == FORM_LANDMASTER) {
|
||||
item->obj.pos.y += (gPlayer[item->unk_4E].pos.y + 50.0f - item->obj.pos.y) * 0.5f;
|
||||
item->obj.pos.x += (gPlayer[item->playerNum].pos.x - item->obj.pos.x) * 0.5f;
|
||||
if (gPlayer[item->playerNum].form == FORM_LANDMASTER) {
|
||||
item->obj.pos.y += (gPlayer[item->playerNum].pos.y + 50.0f - item->obj.pos.y) * 0.5f;
|
||||
} else {
|
||||
item->obj.pos.y += (gPlayer[item->unk_4E].pos.y - item->obj.pos.y) * 0.5f;
|
||||
item->obj.pos.y += (gPlayer[item->playerNum].pos.y - item->obj.pos.y) * 0.5f;
|
||||
}
|
||||
if ((gPlayer[0].unk_238 != 0) && (gLevelMode == LEVELMODE_ON_RAILS)) {
|
||||
item->obj.pos.z += (gPlayer[item->unk_4E].unk_138 - 300.0f - item->obj.pos.z) * 0.3f;
|
||||
item->obj.pos.z += (gPlayer[item->playerNum].unk_138 - 300.0f - item->obj.pos.z) * 0.3f;
|
||||
} else {
|
||||
item->obj.pos.z += (gPlayer[item->unk_4E].unk_138 - item->obj.pos.z) * 0.5f;
|
||||
item->obj.pos.z += (gPlayer[item->playerNum].unk_138 - item->obj.pos.z) * 0.5f;
|
||||
}
|
||||
item->obj.rot.z += 22.0f;
|
||||
Math_SmoothStepToAngle(&item->obj.rot.y, Math_RadToDeg(-gPlayer[item->unk_4E].unk_058), 0.2f, 10.0f, 0.0f);
|
||||
Math_SmoothStepToAngle(&item->obj.rot.y, Math_RadToDeg(-gPlayer[item->playerNum].unk_058), 0.2f, 10.0f,
|
||||
0.0f);
|
||||
if (item->timer_48 == 0) {
|
||||
Object_Kill(&item->obj, item->sfxPos);
|
||||
}
|
||||
@@ -2222,7 +2223,7 @@ void func_800685F8(Item* item) {
|
||||
void func_80068618(Item* item) {
|
||||
func_80066EF0(item);
|
||||
func_800671D0(item);
|
||||
if (item->unk_4C != 0) {
|
||||
if (item->collected) {
|
||||
func_80067A40();
|
||||
Object_Kill(&item->obj, item->sfxPos);
|
||||
}
|
||||
@@ -2233,12 +2234,12 @@ void func_80068618(Item* item) {
|
||||
|
||||
void func_80068688(Item* item) {
|
||||
func_80066EF0(item);
|
||||
if (item->unk_46 > 0) {
|
||||
if (item->unk_46 == 1) {
|
||||
if (item->state > 0) {
|
||||
if (item->state == 1) {
|
||||
item->obj.rot.z -= 10.0f;
|
||||
item->obj.pos.x += (gPlayer[item->unk_4E].pos.x - item->obj.pos.x) * 0.3f;
|
||||
item->obj.pos.y += (gPlayer[item->unk_4E].pos.y - item->obj.pos.y) * 0.3f;
|
||||
item->obj.pos.z += (gPlayer[item->unk_4E].unk_138 - item->obj.pos.z) * 0.3f;
|
||||
item->obj.pos.x += (gPlayer[item->playerNum].pos.x - item->obj.pos.x) * 0.3f;
|
||||
item->obj.pos.y += (gPlayer[item->playerNum].pos.y - item->obj.pos.y) * 0.3f;
|
||||
item->obj.pos.z += (gPlayer[item->playerNum].unk_138 - item->obj.pos.z) * 0.3f;
|
||||
item->scale -= 5.0f;
|
||||
if (item->scale < 0.0f) {
|
||||
item->scale = 0.0f;
|
||||
@@ -2251,12 +2252,12 @@ void func_80068688(Item* item) {
|
||||
} else {
|
||||
item->scale = 100.0f;
|
||||
if (D_80177E80 < 0) {
|
||||
item->unk_46 = 2;
|
||||
item->unk_44 = 0xFF;
|
||||
} else if (item->unk_4C != 0) {
|
||||
item->unk_46 = 1;
|
||||
item->unk_44 = 0xFF;
|
||||
gPlayer[item->unk_4E].timer_27C = 100;
|
||||
item->state = 2;
|
||||
item->unk_44 = 255;
|
||||
} else if (item->collected) {
|
||||
item->state = 1;
|
||||
item->unk_44 = 255;
|
||||
gPlayer[item->playerNum].timer_27C = 100;
|
||||
Audio_PlaySfx(D_800CFF54[D_80177E80], gPlayer[0].sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
if (D_80177E80 == 0) {
|
||||
gPlayer[0].unk_110 = 0.0f;
|
||||
@@ -2278,18 +2279,18 @@ void func_80068914(Item* item) {
|
||||
|
||||
func_80066EF0(item);
|
||||
item->unk_58 -= item->unk_44;
|
||||
if (item->unk_46 > 0) {
|
||||
if (item->state > 0) {
|
||||
item->unk_44++;
|
||||
item->obj.pos.x += (gPlayer[item->unk_4E].pos.x - item->obj.pos.x) * 0.3f;
|
||||
if (gPlayer[item->unk_4E].form == FORM_LANDMASTER) {
|
||||
item->obj.pos.y += (gPlayer[item->unk_4E].pos.y + 50.0f - item->obj.pos.y) * 0.3f;
|
||||
item->obj.pos.x += (gPlayer[item->playerNum].pos.x - item->obj.pos.x) * 0.3f;
|
||||
if (gPlayer[item->playerNum].form == FORM_LANDMASTER) {
|
||||
item->obj.pos.y += (gPlayer[item->playerNum].pos.y + 50.0f - item->obj.pos.y) * 0.3f;
|
||||
} else {
|
||||
item->obj.pos.y += (gPlayer[item->unk_4E].pos.y - item->obj.pos.y) * 0.3f;
|
||||
item->obj.pos.y += (gPlayer[item->playerNum].pos.y - item->obj.pos.y) * 0.3f;
|
||||
}
|
||||
if (gPlayer[0].unk_238 != 0) {
|
||||
item->obj.pos.z += (gPlayer[item->unk_4E].unk_138 - 200.0f - item->obj.pos.z) * 0.3f;
|
||||
item->obj.pos.z += (gPlayer[item->playerNum].unk_138 - 200.0f - item->obj.pos.z) * 0.3f;
|
||||
} else {
|
||||
item->obj.pos.z += (gPlayer[item->unk_4E].unk_138 - 100.0f - item->obj.pos.z) * 0.3f;
|
||||
item->obj.pos.z += (gPlayer[item->playerNum].unk_138 - 100.0f - item->obj.pos.z) * 0.3f;
|
||||
}
|
||||
if (item->timer_48 == 0) {
|
||||
Math_SmoothStepToF(&item->scale, 5.0f, 0.2f, 15.0f, 0.01f);
|
||||
@@ -2304,9 +2305,9 @@ void func_80068914(Item* item) {
|
||||
item->unk_50 = 1.0f;
|
||||
item->unk_54 = 1.0f;
|
||||
item->scale = 100.0f;
|
||||
if (item->unk_4C != 0) {
|
||||
gPlayer[item->unk_4E].heal = 0x80;
|
||||
item->unk_46++;
|
||||
if (item->collected) {
|
||||
gPlayer[item->playerNum].heal = 128;
|
||||
item->state++;
|
||||
item->timer_48 = 15;
|
||||
D_80161A8C = D_80161A88;
|
||||
D_80177CB0 = -item->obj.pos.z;
|
||||
@@ -2323,7 +2324,7 @@ void func_80068914(Item* item) {
|
||||
}
|
||||
|
||||
void func_80068C48(Item* item) {
|
||||
if (item->unk_4C != 0) {
|
||||
if (item->collected) {
|
||||
Object_Kill(&item->obj, item->sfxPos);
|
||||
D_80177E80++;
|
||||
}
|
||||
@@ -2341,7 +2342,7 @@ void func_80068C88(Item* item) {
|
||||
gPlayer[0].state_1C8 = PLAYERSTATE_1C8_9;
|
||||
gPlayer[0].unk_1D0 = 0;
|
||||
Object_Kill(&item->obj, item->sfxPos);
|
||||
} else if (item->unk_46 == 0) {
|
||||
} else if (item->state == 0) {
|
||||
if (((item->obj.pos.z + D_80177D20) > -2700.0f) && (fabsf(item->obj.pos.x - gPlayer[0].pos.x) < 1000.0f)) {
|
||||
switch (item->obj.id) {
|
||||
case OBJ_ITEM_331:
|
||||
@@ -2359,7 +2360,7 @@ void func_80068C88(Item* item) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (item->unk_4C != 0) {
|
||||
if (item->collected) {
|
||||
Object_Kill(&item->obj, item->sfxPos);
|
||||
gPlayer[0].unk_0B4 = 0.0f;
|
||||
gPlayer[0].timer_210 = item->scale * 0.05f;
|
||||
@@ -2587,7 +2588,7 @@ void func_80069A10(Item* item) {
|
||||
|
||||
if ((item->info.unk_10 - temp) < (item->obj.pos.z + D_80177D20)) {
|
||||
Object_Kill(&item->obj, item->sfxPos);
|
||||
if ((item->obj.id == OBJ_ITEM_METEO_WARP) && (item->unk_46 == 0)) {
|
||||
if ((item->obj.id == OBJ_ITEM_METEO_WARP) && (item->state == 0)) {
|
||||
D_80177E80 = -1;
|
||||
}
|
||||
}
|
||||
@@ -2775,64 +2776,64 @@ void Effect_Update(Effect* effect) {
|
||||
}
|
||||
}
|
||||
|
||||
void func_8006A06C(UnkEntity30* unkEnt30) {
|
||||
void func_8006A06C(UnkEntity30* ent30) {
|
||||
Vec3f sp44;
|
||||
Vec3f sp38;
|
||||
f32 sp34;
|
||||
f32 sp30;
|
||||
f32 sp2C;
|
||||
|
||||
if (unkEnt30->timer != 0) {
|
||||
unkEnt30->timer--;
|
||||
if (ent30->timer != 0) {
|
||||
ent30->timer--;
|
||||
}
|
||||
sp34 = unkEnt30->unk_04.x - unkEnt30->unk_10.x;
|
||||
sp30 = unkEnt30->unk_04.y - unkEnt30->unk_10.y;
|
||||
sp2C = unkEnt30->unk_04.z - unkEnt30->unk_10.z;
|
||||
unkEnt30->unk_20 = Math_Atan2F(sp34, sp2C);
|
||||
unkEnt30->unk_1C = -Math_Atan2F(sp30, sqrtf(SQ(sp34) + SQ(sp2C)));
|
||||
if (unkEnt30->mode != 4) {
|
||||
unkEnt30->unk_24 = sqrtf(SQ(sp34) + SQ(sp30) + SQ(sp2C));
|
||||
sp34 = ent30->unk_04.x - ent30->unk_10.x;
|
||||
sp30 = ent30->unk_04.y - ent30->unk_10.y;
|
||||
sp2C = ent30->unk_04.z - ent30->unk_10.z;
|
||||
ent30->unk_20 = Math_Atan2F(sp34, sp2C);
|
||||
ent30->unk_1C = -Math_Atan2F(sp30, sqrtf(SQ(sp34) + SQ(sp2C)));
|
||||
if (ent30->mode != 4) {
|
||||
ent30->unk_24 = sqrtf(SQ(sp34) + SQ(sp30) + SQ(sp2C));
|
||||
}
|
||||
if (gGameState == GSTATE_PLAY) {
|
||||
if (((unkEnt30->mode == 1) || (unkEnt30->mode == 0x65) || (unkEnt30->mode == 0x32)) &&
|
||||
if (((ent30->mode == 1) || (ent30->mode == 101) || (ent30->mode == 50)) &&
|
||||
(gPlayer[0].state_1C8 == PLAYERSTATE_1C8_3) && (gPlayer[0].unk_1F4 == 0)) {
|
||||
Matrix_RotateX(gCalcMatrix, -unkEnt30->unk_1C, 0);
|
||||
Matrix_RotateY(gCalcMatrix, -unkEnt30->unk_20, 1);
|
||||
sp44.x = gPlayer[gPlayerNum].pos.x - unkEnt30->unk_04.x;
|
||||
sp44.y = gPlayer[gPlayerNum].pos.y - unkEnt30->unk_04.y;
|
||||
sp44.z = gPlayer[gPlayerNum].unk_138 - unkEnt30->unk_04.z;
|
||||
Matrix_RotateX(gCalcMatrix, -ent30->unk_1C, 0);
|
||||
Matrix_RotateY(gCalcMatrix, -ent30->unk_20, 1);
|
||||
sp44.x = gPlayer[gPlayerNum].pos.x - ent30->unk_04.x;
|
||||
sp44.y = gPlayer[gPlayerNum].pos.y - ent30->unk_04.y;
|
||||
sp44.z = gPlayer[gPlayerNum].unk_138 - ent30->unk_04.z;
|
||||
Matrix_MultVec3fNoTranslate(gCalcMatrix, &sp44, &sp38);
|
||||
sp38.x += unkEnt30->unk_04.x;
|
||||
sp38.y += unkEnt30->unk_04.y;
|
||||
sp38.z += unkEnt30->unk_04.z;
|
||||
if ((fabsf(sp38.x - unkEnt30->unk_04.x) < 30.0f) && (fabsf(sp38.y - unkEnt30->unk_04.y) < 30.0f) &&
|
||||
(sp38.z < unkEnt30->unk_04.z) && ((unkEnt30->unk_04.z - unkEnt30->unk_24) < sp38.z)) {
|
||||
sp38.x += ent30->unk_04.x;
|
||||
sp38.y += ent30->unk_04.y;
|
||||
sp38.z += ent30->unk_04.z;
|
||||
if ((fabsf(sp38.x - ent30->unk_04.x) < 30.0f) && (fabsf(sp38.y - ent30->unk_04.y) < 30.0f) &&
|
||||
(sp38.z < ent30->unk_04.z) && ((ent30->unk_04.z - ent30->unk_24) < sp38.z)) {
|
||||
if (gCurrentLevel == LEVEL_AQUAS) {
|
||||
Player_ApplyDamage(&gPlayer[0], 0, 30);
|
||||
} else {
|
||||
Player_ApplyDamage(&gPlayer[0], 0, 20);
|
||||
}
|
||||
if (unkEnt30->mode < 100) {
|
||||
unkEnt30->mode = 0;
|
||||
if (ent30->mode < 100) {
|
||||
ent30->mode = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (((unkEnt30->unk_04.z + D_80177D20) > 1000.0f) && (gLevelMode != LEVELMODE_ALL_RANGE)) {
|
||||
unkEnt30->mode = 0;
|
||||
if (((ent30->unk_04.z + D_80177D20) > 1000.0f) && (gLevelMode != LEVELMODE_ALL_RANGE)) {
|
||||
ent30->mode = 0;
|
||||
}
|
||||
if (((unkEnt30->mode == 3) || (unkEnt30->mode == 50)) && (unkEnt30->timer == 0)) {
|
||||
unkEnt30->mode = 0;
|
||||
if (((ent30->mode == 3) || (ent30->mode == 50)) && (ent30->timer == 0)) {
|
||||
ent30->mode = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void func_8006A38C(void) {
|
||||
UnkEntity30* var_s0;
|
||||
s32 var_s1;
|
||||
UnkEntity30* ent30;
|
||||
s32 i;
|
||||
|
||||
for (var_s1 = 0, var_s0 = gUnkEntities30; var_s1 < ARRAY_COUNT(gUnkEntities30); var_s1++, var_s0++) {
|
||||
if (var_s0->mode != 0) {
|
||||
func_8006A06C(var_s0);
|
||||
for (i = 0, ent30 = gUnkEntities30; i < ARRAY_COUNT(gUnkEntities30); i++, ent30++) {
|
||||
if (ent30->mode != 0) {
|
||||
func_8006A06C(ent30);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+57
-57
@@ -143,7 +143,7 @@ void func_8006AD18(Actor* actor) {
|
||||
func_8007F11C(OBJ_EFFECT_353, actor->obj.pos.x, actor->obj.pos.y + 180.0f, actor->obj.pos.z, D_80177828);
|
||||
}
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
actor->unk_0B6++;
|
||||
|
||||
@@ -152,7 +152,7 @@ void func_8006AD18(Actor* actor) {
|
||||
}
|
||||
|
||||
if (actor->unk_0B6 == 0x15) {
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
|
||||
actor->vel.y = 40.0f;
|
||||
actor->vel.z = -40.0f;
|
||||
@@ -185,7 +185,7 @@ void func_8006AD18(Actor* actor) {
|
||||
}
|
||||
|
||||
if (sp34) {
|
||||
actor->unk_0B8 = 0;
|
||||
actor->state = 0;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -327,14 +327,14 @@ void func_8006B95C(Object_80* obj80) {
|
||||
obj80->obj.pos.y += obj80->vel.y;
|
||||
obj80->obj.pos.z += obj80->vel.z;
|
||||
|
||||
switch (obj80->unk_48) {
|
||||
switch (obj80->state) {
|
||||
case 0:
|
||||
obj80->vel.y -= 1.0f;
|
||||
|
||||
if (obj80->obj.pos.y < gGroundLevel + 40.0f) {
|
||||
obj80->obj.pos.y = gGroundLevel + 40.0f;
|
||||
Audio_PlaySfx(0x19130003, obj80->sfxPos, 0, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
obj80->unk_48 = 2;
|
||||
obj80->state = 2;
|
||||
obj80->vel.y = 0.0f;
|
||||
}
|
||||
break;
|
||||
@@ -378,10 +378,10 @@ void func_8006BB1C(f32 xPos, f32 yPos, f32 zPos) {
|
||||
void func_8006BB78(Actor* actor) {
|
||||
Vec3f sp44;
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
actor->fwork[10] = (Rand_ZeroOne() - 0.5f) * 1000.0f;
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
break;
|
||||
|
||||
case 1:
|
||||
@@ -406,7 +406,7 @@ void func_8006BB78(Actor* actor) {
|
||||
actor->vel.y = sp44.y;
|
||||
actor->vel.z = sp44.z;
|
||||
if (fabsf((actor->obj.pos.z + actor->fwork[10]) - gPlayer[0].unk_138) < 3000.0f) {
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
actor->timer_0BC = 20;
|
||||
actor->vel.z = 0.0f;
|
||||
actor->vel.x = 0.0f;
|
||||
@@ -415,7 +415,7 @@ void func_8006BB78(Actor* actor) {
|
||||
|
||||
case 2:
|
||||
if (actor->timer_0BC == 0) {
|
||||
actor->unk_0B8 = 3;
|
||||
actor->state = 3;
|
||||
actor->unk_0B6 = 1;
|
||||
actor->obj.pos.y += 30.0f;
|
||||
actor->timer_0BC = 30;
|
||||
@@ -433,7 +433,7 @@ void func_8006BB78(Actor* actor) {
|
||||
}
|
||||
if (actor->obj.pos.y < (gGroundLevel + 10.0f)) {
|
||||
actor->obj.pos.y = gGroundLevel;
|
||||
actor->unk_0B8 = 4;
|
||||
actor->state = 4;
|
||||
actor->unk_0B6 = 0;
|
||||
actor->vel.y = 0.0f;
|
||||
actor->gravity = 0.0f;
|
||||
@@ -443,7 +443,7 @@ void func_8006BB78(Actor* actor) {
|
||||
|
||||
case 4:
|
||||
if (actor->timer_0BC == 0) {
|
||||
actor->unk_0B8 = 0;
|
||||
actor->state = 0;
|
||||
actor->obj.rot.y = Rand_ZeroOne() * 360.0f;
|
||||
}
|
||||
break;
|
||||
@@ -483,7 +483,7 @@ void func_8006C008(Actor* actor) {
|
||||
f32 sp44;
|
||||
s32 sp40;
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 40:
|
||||
if (actor->unk_04A & 4) {
|
||||
actor->obj.pos.x = gPlayer[0].pos.x + actor->fwork[3];
|
||||
@@ -710,12 +710,12 @@ void func_8006C008(Actor* actor) {
|
||||
actor->obj.rot.y += actor->fwork[11];
|
||||
actor->obj.rot.z += actor->fwork[12];
|
||||
|
||||
if (actor->unk_0B8 == 0x46) {
|
||||
if (actor->state == 0x46) {
|
||||
if ((actor->timer_0BC == 0) || (func_8006351C(actor->index, &actor->obj.pos, &D_800D0030, 1) != 0) ||
|
||||
(actor->obj.pos.y < (gGroundLevel + 10.0f))) {
|
||||
Object_Kill(&actor->obj, actor->sfxPos);
|
||||
}
|
||||
} else if (actor->unk_0B8 == 0x27) {
|
||||
} else if (actor->state == 0x27) {
|
||||
if (((actor->timer_0BC == 0) || (func_8006351C(actor->index, &actor->obj.pos, &D_800D0030, 1) != 0) ||
|
||||
(actor->obj.pos.y < (gGroundLevel + 10.0f))) &&
|
||||
(actor->timer_0BE == 0)) {
|
||||
@@ -723,7 +723,7 @@ void func_8006C008(Actor* actor) {
|
||||
Object_Kill(&actor->obj, actor->sfxPos);
|
||||
func_8007A6F0(&actor->obj.pos, 0x2903A008);
|
||||
}
|
||||
} else if (((actor->unk_0B8 >= 0x29) && (actor->unk_0B8 < 0x2D)) || (actor->unk_0B8 == 0x3B)) {
|
||||
} else if (((actor->state >= 0x29) && (actor->state < 0x2D)) || (actor->state == 0x3B)) {
|
||||
if (((actor->timer_0BC == 0) || (func_8006351C(actor->index, &actor->obj.pos, &D_800D0030, 1) != 0)) &&
|
||||
(actor->timer_0BE == 0)) {
|
||||
func_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 2.0f * actor->scale);
|
||||
@@ -734,7 +734,7 @@ void func_8006C008(Actor* actor) {
|
||||
func_8007B228(actor->obj.pos.x, sp44, actor->obj.pos.z, 2.0f);
|
||||
Object_Kill(&actor->obj, actor->sfxPos);
|
||||
}
|
||||
} else if (actor->unk_0B8 >= 0xA) {
|
||||
} else if (actor->state >= 0xA) {
|
||||
if (!(actor->timer_0BC & 3)) {
|
||||
func_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, actor->scale);
|
||||
}
|
||||
@@ -747,7 +747,7 @@ void func_8006C008(Actor* actor) {
|
||||
func_8007A6F0(&actor->obj.pos, 0x2903A008);
|
||||
}
|
||||
} else {
|
||||
if ((actor->unk_0B8 == 3) && !(actor->timer_0BC & 7)) {
|
||||
if ((actor->state == 3) && !(actor->timer_0BC & 7)) {
|
||||
func_8007D0E0(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 1.5f);
|
||||
}
|
||||
if ((func_8006351C(actor->index, &actor->obj.pos, &D_800D0030, 1) != 0) ||
|
||||
@@ -766,7 +766,7 @@ void func_8006C008(Actor* actor) {
|
||||
Object_Kill(&actor->obj, actor->sfxPos);
|
||||
}
|
||||
|
||||
if ((actor->unk_0B8 != 2) && (actor->unk_0B8 != 4)) {
|
||||
if ((actor->state != 2) && (actor->state != 4)) {
|
||||
func_8006BF7C(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z);
|
||||
} else if (gCurrentLevel == LEVEL_FORTUNA) {
|
||||
func_8007BC7C(((Rand_ZeroOne() - 0.5f) * 10.0f) + actor->obj.pos.x, actor->obj.pos.y,
|
||||
@@ -778,7 +778,7 @@ void func_8006C008(Actor* actor) {
|
||||
}
|
||||
}
|
||||
|
||||
if (actor->unk_0B8 == 4) {
|
||||
if (actor->state == 4) {
|
||||
if ((gCurrentLevel == LEVEL_KATINA) && (actor->timer_0BC == 0)) {
|
||||
Object_Kill(&actor->obj, actor->sfxPos);
|
||||
}
|
||||
@@ -1025,7 +1025,7 @@ void func_8006D36C(Actor* actor) {
|
||||
|
||||
switch (temp_s1[actor->unk_0E6] & 0xFE00) {
|
||||
case 0xFE00:
|
||||
actor->unk_0B8 = 200;
|
||||
actor->state = 200;
|
||||
if (actor->info.unk_10 > 10000.0f) {
|
||||
actor->info.unk_10 = 100.0f;
|
||||
}
|
||||
@@ -1193,7 +1193,7 @@ void func_8006D36C(Actor* actor) {
|
||||
|
||||
case 0xE000:
|
||||
if (temp_s1[actor->unk_0E6 + 1] == 0xE) {
|
||||
actor->unk_0B8 = 0xA;
|
||||
actor->state = 0xA;
|
||||
actor->fwork[11] = 0.0f;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
@@ -1201,7 +1201,7 @@ void func_8006D36C(Actor* actor) {
|
||||
|
||||
if (temp_s1[actor->unk_0E6 + 1] == 0xF) {
|
||||
actor->info.hitbox = SEGMENTED_TO_VIRTUAL(D_800CBEC4);
|
||||
actor->unk_0B8 = 0xB;
|
||||
actor->state = 0xB;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
}
|
||||
@@ -1323,35 +1323,35 @@ void func_8006D36C(Actor* actor) {
|
||||
break;
|
||||
|
||||
case 0x5000:
|
||||
actor->unk_0B8 = 6;
|
||||
actor->state = 6;
|
||||
actor->timer_0BC = temp_s1[actor->unk_0E6 + 1];
|
||||
actor->fwork[24] = temp_s1[actor->unk_0E6] & 0x1FF;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
|
||||
case 0x5200:
|
||||
actor->unk_0B8 = 7;
|
||||
actor->state = 7;
|
||||
actor->timer_0BC = temp_s1[actor->unk_0E6 + 1];
|
||||
actor->fwork[24] = temp_s1[actor->unk_0E6] & 0x1FF;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
|
||||
case 0x5400:
|
||||
actor->unk_0B8 = 8;
|
||||
actor->state = 8;
|
||||
actor->timer_0BC = temp_s1[actor->unk_0E6 + 1];
|
||||
actor->fwork[24] = temp_s1[actor->unk_0E6] & 0x1FF;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
|
||||
case 0x5600:
|
||||
actor->unk_0B8 = 9;
|
||||
actor->state = 9;
|
||||
actor->timer_0BC = temp_s1[actor->unk_0E6 + 1];
|
||||
actor->fwork[24] = temp_s1[actor->unk_0E6] & 0x1FF;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
|
||||
case 0x5A00:
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
actor->iwork[1] = D_800CFF80[temp_s1[actor->unk_0E6] & 0x1FF];
|
||||
actor->fwork[17] = temp_s1[actor->unk_0E6 + 1];
|
||||
actor->timer_0BC = 0;
|
||||
@@ -1359,21 +1359,21 @@ void func_8006D36C(Actor* actor) {
|
||||
break;
|
||||
|
||||
case 0x5800:
|
||||
actor->unk_0B8 = 0xD;
|
||||
actor->state = 0xD;
|
||||
actor->timer_0BC = temp_s1[actor->unk_0E6 + 1];
|
||||
actor->fwork[24] = temp_s1[actor->unk_0E6] & 0x1FF;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
|
||||
case 0x5C00:
|
||||
actor->unk_0B8 = 0xE;
|
||||
actor->state = 0xE;
|
||||
actor->timer_0BC = temp_s1[actor->unk_0E6 + 1];
|
||||
actor->fwork[24] = temp_s1[actor->unk_0E6] & 0x1FF;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
|
||||
case 0x5E00:
|
||||
actor->unk_0B8 = 0xF;
|
||||
actor->state = 0xF;
|
||||
actor->timer_0BC = temp_s1[actor->unk_0E6 + 1];
|
||||
actor->fwork[24] = temp_s1[actor->unk_0E6] & 0x1FF;
|
||||
actor->unk_0E6 += 2;
|
||||
@@ -1402,7 +1402,7 @@ void func_8006D36C(Actor* actor) {
|
||||
break;
|
||||
|
||||
case 0x6000:
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
actor->timer_0BC = temp_s1[actor->unk_0E6 + 1];
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
@@ -1412,7 +1412,7 @@ void func_8006D36C(Actor* actor) {
|
||||
actor->fwork[1] = actor->fwork[0];
|
||||
actor->iwork[5] = temp_s1[actor->unk_0E6] & 0x180;
|
||||
actor->timer_0BC = temp_s1[actor->unk_0E6 + 1];
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
|
||||
@@ -1426,7 +1426,7 @@ void func_8006D36C(Actor* actor) {
|
||||
actor->fwork[1] = temp_s1[actor->unk_0E6] & 0x7F;
|
||||
actor->iwork[5] = temp_s1[actor->unk_0E6] & 0x180;
|
||||
actor->timer_0BC = temp_s1[actor->unk_0E6 + 1];
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
|
||||
@@ -1444,28 +1444,28 @@ void func_8006D36C(Actor* actor) {
|
||||
break;
|
||||
|
||||
case 0x1200:
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
actor->fwork[2] = temp_s1[actor->unk_0E6] & 0x1FF;
|
||||
actor->fwork[3] = temp_s1[actor->unk_0E6 + 1] * 0.1f;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
|
||||
case 0x1400:
|
||||
actor->unk_0B8 = 3;
|
||||
actor->state = 3;
|
||||
actor->fwork[2] = temp_s1[actor->unk_0E6] & 0x1FF;
|
||||
actor->fwork[3] = temp_s1[actor->unk_0E6 + 1] * 0.1f;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
|
||||
case 0x1600:
|
||||
actor->unk_0B8 = 4;
|
||||
actor->state = 4;
|
||||
actor->fwork[2] = temp_s1[actor->unk_0E6] & 0x1FF;
|
||||
actor->fwork[3] = temp_s1[actor->unk_0E6 + 1] * 0.1f;
|
||||
actor->unk_0E6 += 2;
|
||||
break;
|
||||
|
||||
case 0x1800:
|
||||
actor->unk_0B8 = 5;
|
||||
actor->state = 5;
|
||||
actor->fwork[2] = temp_s1[actor->unk_0E6] & 0x1FF;
|
||||
actor->fwork[3] = temp_s1[actor->unk_0E6 + 1] * 0.1f;
|
||||
actor->unk_0E6 += 2;
|
||||
@@ -1962,9 +1962,9 @@ void func_8006FEEC(Actor* actor) {
|
||||
}
|
||||
|
||||
bool func_800700A4(Actor* actor) {
|
||||
if ((actor->unk_0B8 != 12) && (actor->iwork[12] > 0) && (actor->iwork[12] < 4) &&
|
||||
if ((actor->state != 12) && (actor->iwork[12] > 0) && (actor->iwork[12] < 4) &&
|
||||
(gTeamShields[actor->iwork[12]] <= 0)) {
|
||||
actor->unk_0B8 = 12;
|
||||
actor->state = 12;
|
||||
actor->iwork[2] = 0;
|
||||
actor->fwork[10] = 360.0f;
|
||||
actor->fwork[11] = 20.0f;
|
||||
@@ -2019,7 +2019,7 @@ void func_800701E0(Actor* actor) {
|
||||
|
||||
if (actor->health <= 0) {
|
||||
if (actor->unk_0B4 == 106) {
|
||||
func_80077240(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 3);
|
||||
BonusText_Display(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, 3);
|
||||
gHitCount += 4;
|
||||
D_80177850 = 15;
|
||||
}
|
||||
@@ -2207,14 +2207,14 @@ void func_800701E0(Actor* actor) {
|
||||
void func_80070BA8(Actor* actor) {
|
||||
if (actor->unk_0D0 != 0) {
|
||||
actor->unk_0D0 = 0;
|
||||
if ((actor->unk_0B4 != 0x11) || ((actor->unk_0B4 == 0x11) && (actor->unk_0D2 == 0))) {
|
||||
if ((actor->unk_0B4 != 17) || ((actor->unk_0B4 == 17) && (actor->unk_0D2 == 0))) {
|
||||
actor->timer_0C6 = 10;
|
||||
func_8007C120(actor->unk_0D8.x, actor->unk_0D8.y, actor->unk_0D8.z, actor->vel.x, actor->vel.y,
|
||||
actor->vel.z, 0.2f, 10);
|
||||
actor->health -= actor->damage;
|
||||
Audio_PlaySfx(0x29033064, actor->sfxPos, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
if (actor->health <= 0) {
|
||||
func_80077240(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, actor->info.bonus);
|
||||
BonusText_Display(actor->obj.pos.x, actor->obj.pos.y, actor->obj.pos.z, actor->info.bonus);
|
||||
gHitCount += actor->info.bonus + 1;
|
||||
D_80177850 = 15;
|
||||
}
|
||||
@@ -2855,7 +2855,7 @@ void func_800722EC(Effect* effect, f32 xPos, f32 yPos, f32 zPos, f32 yRot) {
|
||||
effect->scale2 = 2.0f;
|
||||
effect->scale1 = (Rand_ZeroOne() - 0.5f) * 200.0f;
|
||||
effect->obj.rot.z = Rand_ZeroOne() * 360.0f;
|
||||
effect->unk_4C = effect->unk_4E = 1;
|
||||
effect->unk_4C = effect->state = 1;
|
||||
Object_SetInfo(&effect->info, effect->obj.id);
|
||||
}
|
||||
|
||||
@@ -2932,7 +2932,7 @@ void func_80072594(Actor* actor) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (actor->unk_0B8 == 0x3E8) {
|
||||
if (actor->state == 0x3E8) {
|
||||
actor->obj.rot.y += actor->fwork[15];
|
||||
actor->obj.rot.x += actor->fwork[16];
|
||||
if (!(gGameFrameCount & 0xF)) {
|
||||
@@ -2981,10 +2981,10 @@ void func_80072594(Actor* actor) {
|
||||
}
|
||||
|
||||
if ((actor->unk_0B4 == 27) && (actor->timer_0C2 != 0)) {
|
||||
actor->unk_0B8 = 0;
|
||||
actor->state = 0;
|
||||
}
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
func_8006D36C(actor);
|
||||
break;
|
||||
@@ -3008,7 +3008,7 @@ void func_80072594(Actor* actor) {
|
||||
Matrix_RotateX(gCalcMatrix, -actor->vwork[29].x * M_DTOR, 1);
|
||||
Matrix_RotateY(gCalcMatrix, -actor->vwork[29].y * M_DTOR, 1);
|
||||
|
||||
if ((actor->unk_0B8 == 0xE) || (actor->unk_0B8 == 0xF)) {
|
||||
if ((actor->state == 0xE) || (actor->state == 0xF)) {
|
||||
spB8.x = gPlayer[0].camEye.x - spF0;
|
||||
spB8.y = gPlayer[0].camEye.y - (spEC + 25.0f);
|
||||
spB8.z = (gPlayer[0].camEye.z * 15.0f) - spE8;
|
||||
@@ -3072,7 +3072,7 @@ void func_80072594(Actor* actor) {
|
||||
actor->fwork[16] = -15.0f;
|
||||
}
|
||||
} else {
|
||||
if ((actor->unk_0B8 == 0xE) || (actor->unk_0B8 == 0xF)) {
|
||||
if ((actor->state == 0xE) || (actor->state == 0xF)) {
|
||||
spCC = gPlayer[0].camEye.x;
|
||||
spC8 = gPlayer[0].camEye.y;
|
||||
spC4 = gPlayer[0].camEye.z;
|
||||
@@ -3087,7 +3087,7 @@ void func_80072594(Actor* actor) {
|
||||
|
||||
spE0 = Math_RadToDeg(Math_Atan2F(spCC - spF0, spC4 - spE8));
|
||||
|
||||
if ((actor->unk_0B8 == 7) || (actor->unk_0B8 == 0xF)) {
|
||||
if ((actor->state == 7) || (actor->state == 0xF)) {
|
||||
spE0 += 180.0f;
|
||||
if (spE0 > 360.0f) {
|
||||
spE0 -= 360.0f;
|
||||
@@ -3128,7 +3128,7 @@ void func_80072594(Actor* actor) {
|
||||
|
||||
spE0 = Math_RadToDeg(Math_Atan2F(gActors[actor->iwork[1]].obj.pos.x + spDC - spF0,
|
||||
gActors[actor->iwork[1]].obj.pos.z + spD4 - spE8));
|
||||
if (actor->unk_0B8 == 7) {
|
||||
if (actor->state == 7) {
|
||||
spE0 += 180.0f;
|
||||
if (spE0 > 360.0f) {
|
||||
spE0 -= 360.0f;
|
||||
@@ -3409,9 +3409,9 @@ void func_80072594(Actor* actor) {
|
||||
|
||||
Math_SmoothStepToAngle(&actor->obj.rot.x, spF0, 0.1f, 1.0f, 0.0f);
|
||||
|
||||
if ((actor->unk_0B8 == 4) || (actor->unk_0B8 == 5)) {
|
||||
if ((actor->state == 4) || (actor->state == 5)) {
|
||||
var_fv0 = actor->fwork[3] * 20.0f;
|
||||
if (actor->unk_0B8 == 4) {
|
||||
if (actor->state == 4) {
|
||||
var_fv0 *= -1.0f;
|
||||
}
|
||||
Math_SmoothStepToAngle(&actor->obj.rot.z, var_fv0, 0.1f, 3.0f, 0.0f);
|
||||
@@ -3536,7 +3536,7 @@ void func_80072594(Actor* actor) {
|
||||
Matrix_RotateZ(gCalcMatrix, actor->unk_0F4.z * M_DTOR, 0);
|
||||
Matrix_MultVec3fNoTranslate(gCalcMatrix, &D_800D1290, &sp90);
|
||||
|
||||
effect->unk_78 = effect->unk_7A = 0xB;
|
||||
effect->unk_78 = effect->unk_7A = 11;
|
||||
|
||||
effect->obj.status = OBJ_ACTIVE;
|
||||
|
||||
@@ -3564,7 +3564,7 @@ void func_80072594(Actor* actor) {
|
||||
if (!(gGameFrameCount & 3)) {
|
||||
effect = func_8007783C(OBJ_EFFECT_394);
|
||||
if (effect != NULL) {
|
||||
effect->unk_78 = effect->unk_7A = 0xB;
|
||||
effect->unk_78 = effect->unk_7A = 11;
|
||||
effect->obj.status = OBJ_ACTIVE;
|
||||
effect->obj.pos.x = ((Rand_ZeroOne() - 0.5f) * 3.0f) + actor->obj.pos.x;
|
||||
effect->obj.pos.y = ((Rand_ZeroOne() - 0.5f) * 5.0f) + actor->obj.pos.y + 50.0f;
|
||||
@@ -3999,10 +3999,10 @@ void func_80074FF0(Actor* actor) {
|
||||
break;
|
||||
|
||||
case 79:
|
||||
temp_s0 = actor->unk_0B8;
|
||||
actor->unk_0B8 = 2;
|
||||
temp_s0 = actor->state;
|
||||
actor->state = 2;
|
||||
func_i3_80190430(actor);
|
||||
actor->unk_0B8 = temp_s0;
|
||||
actor->state = temp_s0;
|
||||
break;
|
||||
|
||||
case 80:
|
||||
|
||||
+20
-20
@@ -3855,10 +3855,10 @@ s32 func_80090200(Boss* boss) {
|
||||
}
|
||||
|
||||
void func_800907C4(Boss* boss) {
|
||||
switch (boss->actionState) {
|
||||
switch (boss->state) {
|
||||
case 0:
|
||||
if ((boss->fwork[1] == 255.0f) && (boss->fwork[2] == 212.0f)) {
|
||||
boss->actionState = 1;
|
||||
boss->state = 1;
|
||||
|
||||
} else {
|
||||
Math_SmoothStepToF(&boss->fwork[1], 255.0f, 0.3f, 6.0f, 6.0f);
|
||||
@@ -3868,7 +3868,7 @@ void func_800907C4(Boss* boss) {
|
||||
|
||||
case 1:
|
||||
if ((boss->fwork[1] == 28.0f) && (boss->fwork[2] == 23.0f)) {
|
||||
boss->actionState = 0;
|
||||
boss->state = 0;
|
||||
} else {
|
||||
Math_SmoothStepToF(&boss->fwork[1], 28.0f, 0.3f, 6.0f, 6.0f);
|
||||
Math_SmoothStepToF(&boss->fwork[2], 23.0f, 0.3f, 4.98f, 4.98f);
|
||||
@@ -3897,7 +3897,7 @@ bool func_8009092C(Actor* actor) {
|
||||
} else if (Rand_ZeroOne() > 0.4f) {
|
||||
actor->unk_0E6 = i;
|
||||
}
|
||||
actor->unk_0B8 = 0;
|
||||
actor->state = 0;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4001,7 +4001,7 @@ bool func_80090CCC(Actor* actor) {
|
||||
}
|
||||
|
||||
if ((fabsf(actor->obj.pos.x - actor->fwork[4]) < 700.0f) && (fabsf(actor->obj.pos.x - actor->fwork[4]) < 700.0f)) {
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
actor->iwork[6] = 0;
|
||||
ret = true;
|
||||
}
|
||||
@@ -4012,7 +4012,7 @@ bool func_80090CCC(Actor* actor) {
|
||||
}
|
||||
|
||||
if (gBosses[actor->unk_0E6].obj.status == OBJ_FREE) {
|
||||
actor->unk_0B8 = 1;
|
||||
actor->state = 1;
|
||||
actor->unk_0E6 = 0;
|
||||
actor->iwork[6] = 0;
|
||||
ret = true;
|
||||
@@ -4054,7 +4054,7 @@ s32 func_80090E8C(Actor* actor) {
|
||||
|
||||
if ((var_fv1_2 < fabsf(actor->obj.pos.x - gBosses[0].obj.pos.x)) &&
|
||||
(var_fv1_2 < fabsf(actor->obj.pos.z - gBosses[0].obj.pos.z))) {
|
||||
actor->unk_0B8 = 0;
|
||||
actor->state = 0;
|
||||
}
|
||||
|
||||
if (actor->timer_0BE == 0) {
|
||||
@@ -4086,7 +4086,7 @@ bool func_800910C0(Actor* actor) {
|
||||
|
||||
if ((var_fv1 < fabsf(actor->obj.pos.x - actor->fwork[4])) &&
|
||||
(var_fv1 < fabsf(actor->obj.pos.z - actor->fwork[6]))) {
|
||||
actor->unk_0B8 = 0;
|
||||
actor->state = 0;
|
||||
}
|
||||
|
||||
if (actor->timer_0BE == 0) {
|
||||
@@ -4162,7 +4162,7 @@ bool func_80091368(Actor* actor) {
|
||||
}
|
||||
|
||||
void func_800914FC(Actor* actor) {
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
if (!func_80090CCC(actor)) {
|
||||
break;
|
||||
@@ -4184,15 +4184,15 @@ void func_800914FC(Actor* actor) {
|
||||
break;
|
||||
}
|
||||
|
||||
if ((gTeamShields[actor->unk_0E4] <= 0) && (actor->unk_0B8 != 3)) {
|
||||
if ((gTeamShields[actor->unk_0E4] <= 0) && (actor->state != 3)) {
|
||||
actor->iwork[5] = 0;
|
||||
actor->unk_0B8 = 3;
|
||||
actor->state = 3;
|
||||
}
|
||||
|
||||
if (gPlayer[0].state_1C8 == PLAYERSTATE_1C8_7) {
|
||||
if ((actor->unk_0B8 != 2) && (actor->unk_0B8 != 3)) {
|
||||
if ((actor->state != 2) && (actor->state != 3)) {
|
||||
actor->iwork[4] = 1;
|
||||
actor->unk_0B8 = 2;
|
||||
actor->state = 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4393,7 +4393,7 @@ bool func_80091F00(Actor* actor) {
|
||||
|
||||
actor->unk_0D0 = 0;
|
||||
|
||||
if ((actor->unk_0B8 == 3) || (temp_v0 == 2)) {
|
||||
if ((actor->state == 3) || (temp_v0 == 2)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -4724,7 +4724,7 @@ void func_80092D48(Actor* actor) {
|
||||
actor->unk_0E4 = (D_800D1970 & 3) + 1;
|
||||
D_800D1970++;
|
||||
} else {
|
||||
actor->unk_0B8 = 7;
|
||||
actor->state = 7;
|
||||
actor->unk_0E4 = 2;
|
||||
actor->iwork[5] = 0;
|
||||
gTeamShields[2] = 255;
|
||||
@@ -4764,7 +4764,7 @@ void func_80092EC0(Actor* actor) {
|
||||
func_80091F00(actor);
|
||||
}
|
||||
|
||||
if (actor->unk_0B8 == 3) {
|
||||
if (actor->state == 3) {
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -4831,7 +4831,7 @@ void func_80093164(Actor* actor) {
|
||||
Vec3f dest;
|
||||
Player* player = &gPlayer[0];
|
||||
|
||||
if (actor->unk_0B8 == 0) {
|
||||
if (actor->state == 0) {
|
||||
switch (actor->unk_0B6) {
|
||||
case 1:
|
||||
if ((player->state_1C8 != PLAYERSTATE_1C8_2) || (actor->unk_0B6 != 1)) {
|
||||
@@ -5376,14 +5376,14 @@ void func_80094954(Effect* effect) {
|
||||
Player* player = &gPlayer[0];
|
||||
|
||||
if ((player->state_1C8 == PLAYERSTATE_1C8_2) && (gCurrentLevel == LEVEL_AQUAS) && (player->unk_1D0 < 2)) {
|
||||
switch (effect->unk_4E) {
|
||||
switch (effect->state) {
|
||||
case 0:
|
||||
effect->unk_44 += effect->unk_46;
|
||||
effect->unk_4A = effect->unk_44;
|
||||
effect->scale2 += 0.01f;
|
||||
|
||||
if (effect->unk_4A >= 200) {
|
||||
effect->unk_4E = 1;
|
||||
effect->state = 1;
|
||||
effect->unk_4A = 200;
|
||||
}
|
||||
break;
|
||||
@@ -5394,7 +5394,7 @@ void func_80094954(Effect* effect) {
|
||||
break;
|
||||
}
|
||||
|
||||
if ((effect->unk_4E == 1) && (effect->unk_4A <= 0)) {
|
||||
if ((effect->state == 1) && (effect->unk_4A <= 0)) {
|
||||
Object_Kill(&effect->obj, effect->sfxPos);
|
||||
}
|
||||
|
||||
|
||||
+37
-38
@@ -166,8 +166,7 @@ void func_800A3FEC(void) {
|
||||
}
|
||||
|
||||
void func_800A4460(Player* player) {
|
||||
if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gBosses[0].obj.status == OBJ_ACTIVE) &&
|
||||
(gBosses[0].actionState == 17)) {
|
||||
if ((gCurrentLevel == LEVEL_VENOM_ANDROSS) && (gBosses[0].obj.status == OBJ_ACTIVE) && (gBosses[0].state == 17)) {
|
||||
player->unk_060 = __sinf(player->unk_0F4 * 0.7f * M_DTOR) * 0.5f;
|
||||
player->unk_088 += 13.0f;
|
||||
player->unk_0F4 += 20.0f;
|
||||
@@ -287,7 +286,7 @@ void func_800A4C40(Player* player) {
|
||||
}
|
||||
}
|
||||
|
||||
void func_800A4F4C(Object_58* obj58) {
|
||||
void Object_58_Initialize(Object_58* obj58) {
|
||||
s32 i;
|
||||
u8* ptr = (u8*) obj58;
|
||||
|
||||
@@ -325,7 +324,7 @@ void func_800A4F7C(void) {
|
||||
break;
|
||||
}
|
||||
if (D_80178310[j].id == OBJ_80_147) {
|
||||
func_800A4F4C(&gObjects58[i]);
|
||||
Object_58_Initialize(&gObjects58[i]);
|
||||
gObjects58[i].obj.status = OBJ_ACTIVE;
|
||||
gObjects58[i].obj.id = D_80178310[j].id;
|
||||
gObjects58[i].obj.pos.x = D_80178310[j].xPos;
|
||||
@@ -340,7 +339,7 @@ void func_800A4F7C(void) {
|
||||
break;
|
||||
}
|
||||
if (D_80178310[j].id != OBJ_80_147) {
|
||||
func_800A4F4C(&gObjects58[i]);
|
||||
Object_58_Initialize(&gObjects58[i]);
|
||||
gObjects58[i].obj.status = OBJ_ACTIVE;
|
||||
gObjects58[i].obj.id = D_80178310[j].id;
|
||||
gObjects58[i].obj.pos.x = D_80178310[j].xPos;
|
||||
@@ -369,7 +368,7 @@ void func_800A5338(void) {
|
||||
break;
|
||||
}
|
||||
if (D_80178310[j].id < OBJ_4C_161) {
|
||||
func_800A4F4C(obj58);
|
||||
Object_58_Initialize(obj58);
|
||||
obj58->obj.status = OBJ_ACTIVE;
|
||||
obj58->obj.id = D_80178310[j].id;
|
||||
obj58->obj.pos.x = D_80178310[j].xPos;
|
||||
@@ -421,7 +420,7 @@ void func_800A55B0(void) {
|
||||
break;
|
||||
}
|
||||
if (D_80178310[j].id < OBJ_4C_161) {
|
||||
func_800A4F4C(obj58);
|
||||
Object_58_Initialize(obj58);
|
||||
obj58->obj.status = OBJ_ACTIVE;
|
||||
obj58->obj.id = D_80178310[j].id;
|
||||
obj58->obj.pos.x = D_80178310[j].xPos;
|
||||
@@ -491,7 +490,7 @@ void func_800A5844(void) {
|
||||
gSavedTeamShields[i] = 0;
|
||||
}
|
||||
} else if (gSavedTeamShields[i] == 0) {
|
||||
gSavedTeamShields[i] = 0xFF;
|
||||
gSavedTeamShields[i] = 255;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -604,18 +603,18 @@ void func_800A6070(f32* sfxSrc, u32 sfxId) {
|
||||
Audio_PlaySfx(sfxId, sfxSrc, 4, &D_800C5D34, &D_800C5D34, &D_800C5D3C);
|
||||
}
|
||||
|
||||
void func_800A60B8(UnkEntity1C* unkEnt1C) {
|
||||
void BonusText_Initialize(BonusText* bonus) {
|
||||
s32 i;
|
||||
u8* ptr = (u8*) unkEnt1C;
|
||||
u8* ptr = (u8*) bonus;
|
||||
|
||||
for (i = 0; i < sizeof(UnkEntity1C); i++, ptr++) {
|
||||
for (i = 0; i < sizeof(BonusText); i++, ptr++) {
|
||||
*ptr = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void func_800A60E8(UnkEntity30* unkEnt30) {
|
||||
void func_800A60E8(UnkEntity30* ent30) {
|
||||
s32 i;
|
||||
u8* ptr = (u8*) unkEnt30;
|
||||
u8* ptr = (u8*) ent30;
|
||||
|
||||
for (i = 0; i < sizeof(UnkEntity30); i++, ptr++) {
|
||||
*ptr = 0;
|
||||
@@ -635,8 +634,8 @@ void func_800A6148(void) {
|
||||
s16 i;
|
||||
s16 j;
|
||||
|
||||
for (i = 0; i < ARRAY_COUNT(gUnkEntities1C); i++) {
|
||||
func_800A60B8(&gUnkEntities1C[i]);
|
||||
for (i = 0; i < ARRAY_COUNT(gBonusText); i++) {
|
||||
BonusText_Initialize(&gBonusText[i]);
|
||||
}
|
||||
for (i = 0; i < ARRAY_COUNT(gUnkEntities28); i++) {
|
||||
func_800A6118(&gUnkEntities28[i]);
|
||||
@@ -730,20 +729,20 @@ void func_800A668C(f32 xPos, f32 yPos, f32 zPos) {
|
||||
}
|
||||
}
|
||||
|
||||
void func_800A670C(Actor* actor, s32 arg1, f32 arg2, f32 arg3, f32 arg4) {
|
||||
void func_800A670C(Actor* actor, s32 state, f32 xPos, f32 yPos, f32 zPos) {
|
||||
Actor_Initialize(actor);
|
||||
actor->obj.status = OBJ_INIT;
|
||||
actor->obj.id = OBJ_ACTOR_189;
|
||||
actor->unk_0B8 = arg1;
|
||||
actor->obj.pos.x = arg2;
|
||||
actor->obj.pos.y = arg3;
|
||||
actor->obj.pos.z = arg4;
|
||||
actor->state = state;
|
||||
actor->obj.pos.x = xPos;
|
||||
actor->obj.pos.y = yPos;
|
||||
actor->obj.pos.z = zPos;
|
||||
actor->gravity = 0.5f;
|
||||
if ((arg1 == 0) || (arg1 == 1)) {
|
||||
if ((state == 0) || (state == 1)) {
|
||||
actor->vel.y = (Rand_ZeroOne() * 5.0f) + 10.0f;
|
||||
actor->vel.x = 10.0f;
|
||||
|
||||
if (arg1 == 0) {
|
||||
if (state == 0) {
|
||||
actor->vel.x = -10.0f;
|
||||
}
|
||||
actor->timer_0BC = 15;
|
||||
@@ -763,9 +762,9 @@ void func_800A670C(Actor* actor, s32 arg1, f32 arg2, f32 arg3, f32 arg4) {
|
||||
actor->timer_0BC = (s32) (Rand_ZeroOne() * 25.0f) + 25;
|
||||
actor->gravity = 0.0f;
|
||||
}
|
||||
if (arg1 == 2) {
|
||||
if (state == 2) {
|
||||
actor->scale = (Rand_ZeroOne() * 1.5f) + 0.75f;
|
||||
} else if (arg1 == 4) {
|
||||
} else if (state == 4) {
|
||||
actor->scale = (Rand_ZeroOne() * 0.8f) + 0.3f;
|
||||
actor->timer_0BC = (s32) (Rand_ZeroOne() * 50.0f) + 70;
|
||||
}
|
||||
@@ -774,13 +773,13 @@ void func_800A670C(Actor* actor, s32 arg1, f32 arg2, f32 arg3, f32 arg4) {
|
||||
Object_SetInfo(&actor->info, actor->obj.id);
|
||||
}
|
||||
|
||||
void func_800A69F8(s32 arg0, f32 arg1, f32 arg2, f32 arg3) {
|
||||
void func_800A69F8(s32 state, f32 xPos, f32 yPos, f32 zPos) {
|
||||
s32 i;
|
||||
|
||||
if (!gVersusMode) {
|
||||
for (i = ARRAY_COUNT(gActors) - 1; i >= 10; i--) {
|
||||
if (gActors[i].obj.status == OBJ_FREE) {
|
||||
func_800A670C(&gActors[i], arg0, arg1, arg2, arg3);
|
||||
func_800A670C(&gActors[i], state, xPos, yPos, zPos);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -982,7 +981,7 @@ void func_800A729C(Player* player, u32 arg1, f32 arg2, f32 arg3) {
|
||||
}
|
||||
}
|
||||
|
||||
bool func_800A73E4(f32* arg0, s32* arg1, f32 posX, f32 posY, f32 posZ) {
|
||||
bool func_800A73E4(f32* arg0, s32* arg1, f32 xPos, f32 yPos, f32 zPos) {
|
||||
Vtx* spA4;
|
||||
u16* spA0;
|
||||
s32 sp9C;
|
||||
@@ -1024,13 +1023,13 @@ bool func_800A73E4(f32* arg0, s32* arg1, f32 posX, f32 posY, f32 posZ) {
|
||||
return false;
|
||||
}
|
||||
|
||||
sp9C = (s32) ((posX + 2400.0f) / 300.0f);
|
||||
sp98 = (s32) ((posZ + D_80177D20 + 1500.0f + 2400.0f) / 300.0f);
|
||||
sp9C = (s32) ((xPos + 2400.0f) / 300.0f);
|
||||
sp98 = (s32) ((zPos + D_80177D20 + 1500.0f + 2400.0f) / 300.0f);
|
||||
if ((sp9C < 0) || (sp9C >= 16) || (sp98 < 0) || (sp98 >= 16)) {
|
||||
return false;
|
||||
}
|
||||
sp90 = Math_ModF(posX + 2400.0f, 300.0f);
|
||||
sp94 = Math_ModF(posZ + D_80177D20 + 1500.0f + 2400.0f, 300.0f);
|
||||
sp90 = Math_ModF(xPos + 2400.0f, 300.0f);
|
||||
sp94 = Math_ModF(zPos + D_80177D20 + 1500.0f + 2400.0f, 300.0f);
|
||||
sp8C = (sp98 * 17) + sp9C;
|
||||
x0 = spA4[spA0[sp8C]].n.ob[0] * 3.0f;
|
||||
y0 = spA4[spA0[sp8C]].n.ob[1] * 2.0f;
|
||||
@@ -1063,8 +1062,8 @@ bool func_800A73E4(f32* arg0, s32* arg1, f32 posX, f32 posY, f32 posZ) {
|
||||
crz = (dx10 * dy21) - (dy10 * dx21);
|
||||
|
||||
temp1 = -crx * x0 - cry * y0 - crz * z0;
|
||||
sp48 = (-temp1 - crx * posX - crz * (posZ + D_80177D20 + 1500.0f)) / cry;
|
||||
if (posY < sp48) {
|
||||
sp48 = (-temp1 - crx * xPos - crz * (zPos + D_80177D20 + 1500.0f)) / cry;
|
||||
if (yPos < sp48) {
|
||||
*arg0 = sp48;
|
||||
*arg1 = sp8C;
|
||||
return true;
|
||||
@@ -1463,8 +1462,8 @@ void func_800A86E4(Player* player) {
|
||||
(item->timer_4A == 0) &&
|
||||
func_800A7974(player, item->info.hitbox, &sp6C, item->obj.pos.x, item->obj.pos.y, item->obj.pos.z, 0.0f,
|
||||
0.0f, 0.0f, 0.0f, 0.0f, 0.0f)) {
|
||||
item->unk_4C = 1;
|
||||
item->unk_4E = gPlayerNum;
|
||||
item->collected = true;
|
||||
item->playerNum = gPlayerNum;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1869,8 +1868,8 @@ void func_800A8BA4(Player* player) {
|
||||
break;
|
||||
}
|
||||
Player_ApplyDamage(player, temp_v0, boss->info.damage);
|
||||
if ((boss->obj.id == OBJ_BOSS_303) &&
|
||||
((boss->actionState == 2) || (boss->actionState == 3)) && (sp98 >= 9)) {
|
||||
if ((boss->obj.id == OBJ_BOSS_303) && ((boss->state == 2) || (boss->state == 3)) &&
|
||||
(sp98 >= 9)) {
|
||||
player->unk_0D8.y = -100.0f;
|
||||
}
|
||||
if ((boss->obj.id == OBJ_BOSS_320) && (sp98 < 5)) {
|
||||
@@ -6251,7 +6250,7 @@ void func_800B832C(void) {
|
||||
}
|
||||
Object_UpdateAll();
|
||||
func_8003D9B8();
|
||||
func_8007729C();
|
||||
BonusText_Update();
|
||||
for (i = 0; i < gCamCount; i++) {
|
||||
gPlayer[i].num = gPlayerNum = i;
|
||||
func_800B71E4(&gPlayer[i]);
|
||||
|
||||
@@ -1873,7 +1873,7 @@ void func_800C2244(Actor* actor) {
|
||||
|
||||
boolTemp = false;
|
||||
|
||||
switch (actor->unk_0B8) {
|
||||
switch (actor->state) {
|
||||
case 0:
|
||||
boolTemp = true;
|
||||
|
||||
|
||||
+202
-231
File diff suppressed because it is too large
Load Diff
@@ -11,7 +11,7 @@ void func_i1_801988E0(void) {
|
||||
void func_i1_80198968(Item* item) {
|
||||
f32 var_fv0;
|
||||
|
||||
switch (item->unk_46) {
|
||||
switch (item->state) {
|
||||
case 0:
|
||||
item->obj.rot.z += 1.0f;
|
||||
Math_SmoothStepToF(&item->scale, 1.0f, 1.0f, 0.05f, 0.0f);
|
||||
@@ -28,8 +28,8 @@ void func_i1_80198968(Item* item) {
|
||||
D_80177E80 = 0;
|
||||
}
|
||||
}
|
||||
if (item->unk_4C != 0) {
|
||||
item->unk_46 = 1;
|
||||
if (item->collected) {
|
||||
item->state = 1;
|
||||
item->timer_48 = 50;
|
||||
item->info.unk_10 = 10000.0f;
|
||||
PRINTF("♪:リング通過音\n"); // Ring passing sound
|
||||
@@ -41,15 +41,16 @@ void func_i1_80198968(Item* item) {
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
item->obj.pos.x += ((gPlayer[item->unk_4E].pos.x - item->obj.pos.x) * 0.05f);
|
||||
item->obj.pos.y += ((gPlayer[item->unk_4E].pos.y - item->obj.pos.y) * 0.05f);
|
||||
item->obj.pos.x += ((gPlayer[item->playerNum].pos.x - item->obj.pos.x) * 0.05f);
|
||||
item->obj.pos.y += ((gPlayer[item->playerNum].pos.y - item->obj.pos.y) * 0.05f);
|
||||
if (gPlayer->unk_238 != 0) {
|
||||
item->obj.pos.z += ((gPlayer[item->unk_4E].unk_138 - 300.0f) - item->obj.pos.z) * 0.05f;
|
||||
item->obj.pos.z += ((gPlayer[item->playerNum].unk_138 - 300.0f) - item->obj.pos.z) * 0.05f;
|
||||
} else {
|
||||
item->obj.pos.z += ((gPlayer[item->unk_4E].unk_138 - item->obj.pos.z) * 0.05f);
|
||||
item->obj.pos.z += ((gPlayer[item->playerNum].unk_138 - item->obj.pos.z) * 0.05f);
|
||||
}
|
||||
item->obj.rot.z += 22.0f;
|
||||
Math_SmoothStepToAngle(&item->obj.rot.y, Math_RadToDeg(-gPlayer[item->unk_4E].unk_058), 0.2f, 10.0f, 0.0f);
|
||||
Math_SmoothStepToAngle(&item->obj.rot.y, Math_RadToDeg(-gPlayer[item->playerNum].unk_058), 0.2f, 10.0f,
|
||||
0.0f);
|
||||
if (item->timer_48 == 0) {
|
||||
Object_Kill(&item->obj, item->sfxPos);
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user