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Actor Struct Changes (and a few related things) (#617)

* reformat header

* type -> category

* done for now i think

* some more stuff

* first -> head

* focus

* flag comment

* ground -> floor

* remove asm, name wrapper funcs

* name func, format

* review

* targetPriority, format

* git subrepo pull --force tools/ZAPD

subrepo:
  subdir:   "tools/ZAPD"
  merged:   "0305ec2c2"
upstream:
  origin:   "https://github.com/zeldaret/ZAPD.git"
  branch:   "master"
  commit:   "0305ec2c2"
git-subrepo:
  version:  "0.4.3"
  origin:   "https://github.com/ingydotnet/git-subrepo.git"
  commit:   "2f68596"

* comment

* review

* feet flags

* horse shadow
This commit is contained in:
fig02 2021-01-18 16:04:04 -05:00 committed by GitHub
parent 20206fba0d
commit 00a5edea71
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GPG key ID: 4AEE18F83AFDEB23
697 changed files with 8157 additions and 7942 deletions

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@ -31,7 +31,7 @@ typedef enum {
const ActorInit En_Firefly_InitVars = {
ACTOR_EN_FIREFLY,
ACTORTYPE_ENEMY,
ACTORCAT_ENEMY,
FLAGS,
OBJECT_FIREFLY,
sizeof(EnFirefly),
@ -106,9 +106,9 @@ static DamageTable sDamageTable = {
};
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 5, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -500, ICHAIN_CONTINUE),
ICHAIN_F32(minVelocityY, -4, ICHAIN_CONTINUE), ICHAIN_U8(unk_1F, 2, ICHAIN_CONTINUE),
ICHAIN_F32(unk_4C, 4000, ICHAIN_STOP),
ICHAIN_VEC3F_DIV1000(scale, 5, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -500, ICHAIN_CONTINUE),
ICHAIN_F32(minVelocityY, -4, ICHAIN_CONTINUE), ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 4000, ICHAIN_STOP),
};
extern SkeletonHeader D_060018B8;
@ -139,7 +139,7 @@ void EnFirefly_Init(Actor* thisx, GlobalContext* globalCtx) {
EnFirefly* this = THIS;
Actor_ProcessInitChain(&this->actor, sInitChain);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 25.0f);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 25.0f);
SkelAnime_Init(globalCtx, &this->skelAnime, &D_060018B8, &D_0600017C, this->jointTable, this->morphTable, 28);
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->colliderItems);
@ -164,7 +164,7 @@ void EnFirefly_Init(Actor* thisx, GlobalContext* globalCtx) {
this->actor.shape.rot.x = 0x1554;
this->auraType = KEESE_AURA_FIRE;
this->actor.naviEnemyId = 0x11; // Fire Keese
this->maxAltitude = this->actor.initPosRot.pos.y;
this->maxAltitude = this->actor.home.pos.y;
} else {
if (this->actor.params == KEESE_NORMAL_PERCH) {
this->actionFunc = EnFirefly_Perch;
@ -180,7 +180,7 @@ void EnFirefly_Init(Actor* thisx, GlobalContext* globalCtx) {
this->actor.naviEnemyId = 0x12; // Keese
}
this->maxAltitude = this->actor.initPosRot.pos.y + 100.0f;
this->maxAltitude = this->actor.home.pos.y + 100.0f;
if (this->actor.params == KEESE_ICE_FLY) {
this->auraType = KEESE_AURA_ICE;
@ -201,8 +201,8 @@ void EnFirefly_Destroy(Actor* thisx, GlobalContext* globalCtx) {
void EnFirefly_SetupWait(EnFirefly* this) {
this->timer = Rand_S16Offset(70, 100);
this->actor.speedXZ = (Rand_ZeroOne() * 1.5f) + 1.5f;
Math_ScaledStepToS(&this->actor.shape.rot.y, func_8002DAC0(&this->actor, &this->actor.initPosRot.pos), 0x300);
this->targetPitch = ((this->maxAltitude < this->actor.posRot.pos.y) ? 0xC00 : -0xC00) + 0x1554;
Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos), 0x300);
this->targetPitch = ((this->maxAltitude < this->actor.world.pos.y) ? 0xC00 : -0xC00) + 0x1554;
this->skelAnime.playSpeed = 1.0f;
this->actionFunc = EnFirefly_FlyIdle;
}
@ -224,7 +224,7 @@ void EnFirefly_SetupDie(EnFirefly* this) {
}
void EnFirefly_SetupRebound(EnFirefly* this) {
this->actor.posRot.rot.x = 0x7000;
this->actor.world.rot.x = 0x7000;
this->timer = 18;
this->skelAnime.playSpeed = 1.0f;
this->actor.speedXZ = 2.5f;
@ -234,7 +234,7 @@ void EnFirefly_SetupRebound(EnFirefly* this) {
void EnFirefly_SetupDiveAttack(EnFirefly* this) {
this->timer = Rand_S16Offset(70, 100);
this->skelAnime.playSpeed = 1.0f;
this->targetPitch = ((this->actor.yDistToLink > 0.0f) ? -0xC00 : 0xC00) + 0x1554;
this->targetPitch = ((this->actor.yDistToPlayer > 0.0f) ? -0xC00 : 0xC00) + 0x1554;
this->actionFunc = EnFirefly_DiveAttack;
}
@ -266,9 +266,9 @@ void EnFirefly_SetupFrozenFall(EnFirefly* this, GlobalContext* globalCtx) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FFLY_DEAD);
for (i = 0; i <= 7; i++) {
iceParticlePos.x = (i & 1 ? 7.0f : -7.0f) + this->actor.posRot.pos.x;
iceParticlePos.y = (i & 2 ? 7.0f : -7.0f) + this->actor.posRot.pos.y;
iceParticlePos.z = (i & 4 ? 7.0f : -7.0f) + this->actor.posRot.pos.z;
iceParticlePos.x = (i & 1 ? 7.0f : -7.0f) + this->actor.world.pos.x;
iceParticlePos.y = (i & 2 ? 7.0f : -7.0f) + this->actor.world.pos.y;
iceParticlePos.z = (i & 4 ? 7.0f : -7.0f) + this->actor.world.pos.z;
EffectSsEnIce_SpawnFlyingVec3f(globalCtx, &this->actor, &iceParticlePos, 150, 150, 150, 250, 235, 245, 255,
(Rand_ZeroOne() * 0.15f) + 0.85f);
}
@ -285,7 +285,7 @@ void EnFirefly_SetupPerch(EnFirefly* this) {
void EnFirefly_SetupDisturbDiveAttack(EnFirefly* this) {
this->skelAnime.playSpeed = 3.0f;
this->actor.shape.rot.x = 0x1554;
this->actor.shape.rot.y = this->actor.yawTowardsLink;
this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
this->actor.speedXZ = 3.0f;
this->timer = 50;
this->actionFunc = EnFirefly_DisturbDiveAttack;
@ -299,8 +299,8 @@ s32 EnFirefly_ReturnToPerch(EnFirefly* this, GlobalContext* globalCtx) {
return 0;
}
if (func_8002DBB0(&player->actor, &this->actor.initPosRot.pos) > 300.0f) {
distFromHome = func_8002DB6C(&this->actor, &this->actor.initPosRot.pos);
if (Actor_WorldDistXZToPoint(&player->actor, &this->actor.home.pos) > 300.0f) {
distFromHome = Actor_WorldDistXYZToPoint(&this->actor, &this->actor.home.pos);
if (distFromHome < 5.0f) {
EnFirefly_SetupPerch(this);
@ -313,9 +313,10 @@ s32 EnFirefly_ReturnToPerch(EnFirefly* this, GlobalContext* globalCtx) {
this->actor.speedXZ *= distFromHome;
}
Math_ScaledStepToS(&this->actor.shape.rot.y, func_8002DAC0(&this->actor, &this->actor.initPosRot.pos), 0x300);
Math_ScaledStepToS(&this->actor.shape.rot.x, func_8002DB28(&this->actor, &this->actor.initPosRot.pos) + 0x1554,
0x100);
Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos),
0x300);
Math_ScaledStepToS(&this->actor.shape.rot.x,
Actor_WorldPitchTowardPoint(&this->actor, &this->actor.home.pos) + 0x1554, 0x100);
return 1;
}
@ -329,13 +330,13 @@ s32 EnFirefly_SeekTorch(EnFirefly* this, GlobalContext* globalCtx) {
f32 currentMinDist;
Vec3f flamePos;
findTorch = (ObjSyokudai*)globalCtx->actorCtx.actorList[ACTORTYPE_PROP].first;
findTorch = (ObjSyokudai*)globalCtx->actorCtx.actorLists[ACTORCAT_PROP].head;
closestTorch = NULL;
currentMinDist = 35000.0f;
while (findTorch != NULL) {
if ((findTorch->actor.id == ACTOR_OBJ_SYOKUDAI) && (findTorch->litTimer != 0)) {
torchDist = func_8002DB48(&this->actor, &findTorch->actor);
torchDist = Actor_WorldDistXYZToActor(&this->actor, &findTorch->actor);
if (torchDist < currentMinDist) {
currentMinDist = torchDist;
closestTorch = findTorch;
@ -345,15 +346,17 @@ s32 EnFirefly_SeekTorch(EnFirefly* this, GlobalContext* globalCtx) {
}
if (closestTorch != NULL) {
flamePos.x = closestTorch->actor.posRot.pos.x;
flamePos.y = closestTorch->actor.posRot.pos.y + 52.0f + 15.0f;
flamePos.z = closestTorch->actor.posRot.pos.z;
if (func_8002DB6C(&this->actor, &flamePos) < 15.0f) {
flamePos.x = closestTorch->actor.world.pos.x;
flamePos.y = closestTorch->actor.world.pos.y + 52.0f + 15.0f;
flamePos.z = closestTorch->actor.world.pos.z;
if (Actor_WorldDistXYZToPoint(&this->actor, &flamePos) < 15.0f) {
EnFirefly_Ignite(this);
return 1;
} else {
Math_ScaledStepToS(&this->actor.shape.rot.y, func_8002DA78(&this->actor, &closestTorch->actor), 0x300);
Math_ScaledStepToS(&this->actor.shape.rot.x, func_8002DB28(&this->actor, &flamePos) + 0x1554, 0x100);
Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardActor(&this->actor, &closestTorch->actor),
0x300);
Math_ScaledStepToS(&this->actor.shape.rot.x, Actor_WorldPitchTowardPoint(&this->actor, &flamePos) + 0x1554,
0x100);
return 1;
}
}
@ -375,16 +378,16 @@ void EnFirefly_FlyIdle(EnFirefly* this, GlobalContext* globalCtx) {
if (skelanimeUpdated) {
rand = Rand_ZeroOne();
if (rand < 0.5f) {
Math_ScaledStepToS(&this->actor.shape.rot.y, func_8002DAC0(&this->actor, &this->actor.initPosRot.pos),
0x300);
Math_ScaledStepToS(&this->actor.shape.rot.y,
Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos), 0x300);
} else if (rand < 0.8f) {
this->actor.shape.rot.y += Rand_CenteredFloat(1536.0f);
}
// Climb if too close to ground
if (this->actor.posRot.pos.y < (this->actor.groundY + 20.0f)) {
if (this->actor.world.pos.y < (this->actor.floorHeight + 20.0f)) {
this->targetPitch = 0x954;
// Descend if above maxAltitude
} else if (this->maxAltitude < this->actor.posRot.pos.y) {
} else if (this->maxAltitude < this->actor.world.pos.y) {
this->targetPitch = 0x2154;
// Otherwise ascend or descend at random, biased towards ascending
} else if (0.35f < Rand_ZeroOne()) {
@ -395,16 +398,17 @@ void EnFirefly_FlyIdle(EnFirefly* this, GlobalContext* globalCtx) {
} else {
if (this->actor.bgCheckFlags & 1) {
this->targetPitch = 0x954;
} else if ((this->actor.bgCheckFlags & 0x10) || (this->maxAltitude < this->actor.posRot.pos.y)) {
} else if ((this->actor.bgCheckFlags & 0x10) || (this->maxAltitude < this->actor.world.pos.y)) {
this->targetPitch = 0x2154;
}
}
Math_ScaledStepToS(&this->actor.shape.rot.x, this->targetPitch, 0x100);
}
if (this->actor.bgCheckFlags & 8) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.wallPolyRot, 2, 0xC00, 0x300);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.wallYaw, 2, 0xC00, 0x300);
}
if ((this->timer == 0) && (this->actor.xzDistToLink < 200.0f) && (Player_GetMask(globalCtx) != PLAYER_MASK_SKULL)) {
if ((this->timer == 0) && (this->actor.xzDistToPlayer < 200.0f) &&
(Player_GetMask(globalCtx) != PLAYER_MASK_SKULL)) {
EnFirefly_SetupDiveAttack(this);
}
}
@ -414,11 +418,11 @@ void EnFirefly_Fall(EnFirefly* this, GlobalContext* globalCtx) {
if (Animation_OnFrame(&this->skelAnime, 6.0f)) {
this->skelAnime.playSpeed = 0.0f;
}
this->actor.dmgEffectTimer = 40;
this->actor.colorFilterTimer = 40;
SkelAnime_Update(&this->skelAnime);
Math_StepToF(&this->actor.speedXZ, 0.0f, 0.5f);
if (this->actor.flags & 0x8000) {
this->actor.dmgEffectTimer = 40;
this->actor.colorFilterTimer = 40;
} else {
Math_ScaledStepToS(&this->actor.shape.rot.x, 0x6800, 0x200);
this->actor.shape.rot.y = this->actor.shape.rot.y - 0x300;
@ -439,7 +443,7 @@ void EnFirefly_Die(EnFirefly* this, GlobalContext* globalCtx) {
Math_StepToF(&this->actor.scale.x, 0.0f, 0.00034f);
this->actor.scale.y = this->actor.scale.z = this->actor.scale.x;
if (this->timer == 0) {
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.posRot.pos, 0xE0);
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0xE0);
Actor_Kill(&this->actor);
}
}
@ -455,27 +459,28 @@ void EnFirefly_DiveAttack(EnFirefly* this, GlobalContext* globalCtx) {
}
Math_StepToF(&this->actor.speedXZ, 4.0f, 0.5f);
if (this->actor.bgCheckFlags & 8) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.wallPolyRot, 2, 0xC00, 0x300);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.wallYaw, 2, 0xC00, 0x300);
Math_ScaledStepToS(&this->actor.shape.rot.x, this->targetPitch, 0x100);
} else if (func_8002E084(&this->actor, 0x2800)) {
if (Animation_OnFrame(&this->skelAnime, 4.0f)) {
this->skelAnime.playSpeed = 0.0f;
this->skelAnime.curFrame = 4.0f;
}
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 2, 0xC00, 0x300);
preyPos.x = player->actor.posRot.pos.x;
preyPos.y = player->actor.posRot.pos.y + 20.0f;
preyPos.z = player->actor.posRot.pos.z;
Math_SmoothStepToS(&this->actor.shape.rot.x, func_8002DB28(&this->actor, &preyPos) + 0x1554, 2, 0x400, 0x100);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 2, 0xC00, 0x300);
preyPos.x = player->actor.world.pos.x;
preyPos.y = player->actor.world.pos.y + 20.0f;
preyPos.z = player->actor.world.pos.z;
Math_SmoothStepToS(&this->actor.shape.rot.x, Actor_WorldPitchTowardPoint(&this->actor, &preyPos) + 0x1554, 2,
0x400, 0x100);
} else {
this->skelAnime.playSpeed = 1.5f;
if (this->actor.xzDistToLink > 80.0f) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 2, 0xC00, 0x300);
if (this->actor.xzDistToPlayer > 80.0f) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 2, 0xC00, 0x300);
}
if (this->actor.bgCheckFlags & 1) {
this->targetPitch = 0x954;
}
if ((this->actor.bgCheckFlags & 0x10) || (this->maxAltitude < this->actor.posRot.pos.y)) {
if ((this->actor.bgCheckFlags & 0x10) || (this->maxAltitude < this->actor.world.pos.y)) {
this->targetPitch = 0x2154;
} else {
this->targetPitch = 0x954;
@ -507,8 +512,8 @@ void EnFirefly_FlyAway(EnFirefly* this, GlobalContext* globalCtx) {
if (this->timer != 0) {
this->timer--;
}
if (((fabsf(this->actor.posRot.pos.y - this->maxAltitude) < 10.0f) &&
(Math_Vec3f_DistXZ(&this->actor.posRot.pos, &this->actor.initPosRot.pos) < 20.0f)) ||
if (((fabsf(this->actor.world.pos.y - this->maxAltitude) < 10.0f) &&
(Math_Vec3f_DistXZ(&this->actor.world.pos, &this->actor.home.pos) < 20.0f)) ||
(this->timer == 0)) {
EnFirefly_SetupWait(this);
return;
@ -516,15 +521,16 @@ void EnFirefly_FlyAway(EnFirefly* this, GlobalContext* globalCtx) {
Math_StepToF(&this->actor.speedXZ, 3.0f, 0.3f);
if (this->actor.bgCheckFlags & 1) {
this->targetPitch = 0x954;
} else if ((this->actor.bgCheckFlags & 0x10) || (this->maxAltitude < this->actor.posRot.pos.y)) {
} else if ((this->actor.bgCheckFlags & 0x10) || (this->maxAltitude < this->actor.world.pos.y)) {
this->targetPitch = 0x2154;
} else {
this->targetPitch = 0x954;
}
if (this->actor.bgCheckFlags & 8) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.wallPolyRot, 2, 0xC00, 0x300);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.wallYaw, 2, 0xC00, 0x300);
} else {
Math_ScaledStepToS(&this->actor.shape.rot.y, func_8002DAC0(&this->actor, &this->actor.initPosRot.pos), 0x300);
Math_ScaledStepToS(&this->actor.shape.rot.y, Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos),
0x300);
}
Math_ScaledStepToS(&this->actor.shape.rot.x, this->targetPitch, 0x100);
}
@ -547,11 +553,11 @@ void EnFirefly_Stunned(EnFirefly* this, GlobalContext* globalCtx) {
}
void EnFirefly_FrozenFall(EnFirefly* this, GlobalContext* globalCtx) {
if ((this->actor.bgCheckFlags & 1) || (this->actor.groundY == BGCHECK_Y_MIN)) {
this->actor.dmgEffectTimer = 0;
if ((this->actor.bgCheckFlags & 1) || (this->actor.floorHeight == BGCHECK_Y_MIN)) {
this->actor.colorFilterTimer = 0;
EnFirefly_SetupDie(this);
} else {
this->actor.dmgEffectTimer = 255;
this->actor.colorFilterTimer = 255;
}
}
@ -568,7 +574,7 @@ void EnFirefly_Perch(EnFirefly* this, GlobalContext* globalCtx) {
this->timer = 1;
}
if (this->actor.xzDistToLink < 120.0f) {
if (this->actor.xzDistToPlayer < 120.0f) {
EnFirefly_SetupDisturbDiveAttack(this);
}
}
@ -585,11 +591,12 @@ void EnFirefly_DisturbDiveAttack(EnFirefly* this, GlobalContext* globalCtx) {
if (this->timer < 40) {
Math_ScaledStepToS(&this->actor.shape.rot.x, -0xAAC, 0x100);
} else {
preyPos.x = player->actor.posRot.pos.x;
preyPos.y = player->actor.posRot.pos.y + 20.0f;
preyPos.z = player->actor.posRot.pos.z;
Math_ScaledStepToS(&this->actor.shape.rot.x, func_8002DB28(&this->actor, &preyPos) + 0x1554, 0x100);
Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsLink, 0x300);
preyPos.x = player->actor.world.pos.x;
preyPos.y = player->actor.world.pos.y + 20.0f;
preyPos.z = player->actor.world.pos.z;
Math_ScaledStepToS(&this->actor.shape.rot.x, Actor_WorldPitchTowardPoint(&this->actor, &preyPos) + 0x1554,
0x100);
Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0x300);
}
if (this->timer == 0) {
@ -601,7 +608,7 @@ void EnFirefly_Combust(EnFirefly* this, GlobalContext* globalCtx) {
s32 i;
for (i = 0; i <= 2; i++) {
EffectSsEnFire_SpawnVec3f(globalCtx, &this->actor, &this->actor.posRot.pos, 40, 0, 0, i);
EffectSsEnFire_SpawnVec3f(globalCtx, &this->actor, &this->actor.world.pos, 40, 0, 0, i);
}
this->auraType = KEESE_AURA_NONE;
@ -678,16 +685,16 @@ void EnFirefly_Update(Actor* thisx, GlobalContext* globalCtx2) {
Actor_MoveForward(&this->actor);
} else {
if (this->actionFunc != EnFirefly_Rebound) {
this->actor.posRot.rot.x = 0x1554 - this->actor.shape.rot.x;
this->actor.world.rot.x = 0x1554 - this->actor.shape.rot.x;
}
func_8002D97C(&this->actor);
}
}
func_8002E4B4(globalCtx, &this->actor, 10.0f, 10.0f, 15.0f, 7);
this->collider.elements[0].dim.worldSphere.center.x = this->actor.posRot.pos.x;
this->collider.elements[0].dim.worldSphere.center.y = this->actor.posRot.pos.y + 10.0f;
this->collider.elements[0].dim.worldSphere.center.z = this->actor.posRot.pos.z;
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, 10.0f, 15.0f, 7);
this->collider.elements[0].dim.worldSphere.center.x = this->actor.world.pos.x;
this->collider.elements[0].dim.worldSphere.center.y = this->actor.world.pos.y + 10.0f;
this->collider.elements[0].dim.worldSphere.center.z = this->actor.world.pos.z;
if ((this->actionFunc == EnFirefly_DiveAttack) || (this->actionFunc == EnFirefly_DisturbDiveAttack)) {
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
@ -695,18 +702,18 @@ void EnFirefly_Update(Actor* thisx, GlobalContext* globalCtx2) {
if (this->actor.colChkInfo.health != 0) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
this->actor.posRot.rot.y = this->actor.shape.rot.y;
this->actor.world.rot.y = this->actor.shape.rot.y;
if (Animation_OnFrame(&this->skelAnime, 5.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FFLY_FLY);
}
}
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
this->actor.posRot2.pos.x =
(10.0f * Math_SinS(this->actor.shape.rot.x) * Math_SinS(this->actor.shape.rot.y)) + this->actor.posRot.pos.x;
this->actor.posRot2.pos.y = (10.0f * Math_CosS(this->actor.shape.rot.x)) + this->actor.posRot.pos.y;
this->actor.posRot2.pos.z =
(10.0f * Math_SinS(this->actor.shape.rot.x) * Math_CosS(this->actor.shape.rot.y)) + this->actor.posRot.pos.z;
this->actor.focus.pos.x =
(10.0f * Math_SinS(this->actor.shape.rot.x) * Math_SinS(this->actor.shape.rot.y)) + this->actor.world.pos.x;
this->actor.focus.pos.y = (10.0f * Math_CosS(this->actor.shape.rot.x)) + this->actor.world.pos.y;
this->actor.focus.pos.z =
(10.0f * Math_SinS(this->actor.shape.rot.x) * Math_CosS(this->actor.shape.rot.y)) + this->actor.world.pos.z;
}
s32 EnFirefly_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
@ -752,14 +759,14 @@ void EnFirefly_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList
effLife = 3;
} else {
if (limbIndex == 15) {
effPos.x = (Math_SinS(9100 * this->timer) * this->timer) + this->actor.posRot.pos.x;
effPos.z = (Math_CosS(9100 * this->timer) * this->timer) + this->actor.posRot.pos.z;
effPos.x = (Math_SinS(9100 * this->timer) * this->timer) + this->actor.world.pos.x;
effPos.z = (Math_CosS(9100 * this->timer) * this->timer) + this->actor.world.pos.z;
} else {
effPos.x = this->actor.posRot.pos.x - (Math_SinS(9100 * this->timer) * this->timer);
effPos.z = this->actor.posRot.pos.z - (Math_CosS(9100 * this->timer) * this->timer);
effPos.x = this->actor.world.pos.x - (Math_SinS(9100 * this->timer) * this->timer);
effPos.z = this->actor.world.pos.z - (Math_CosS(9100 * this->timer) * this->timer);
}
effPos.y = this->actor.posRot.pos.y + ((15 - this->timer) * 1.5f);
effPos.y = this->actor.world.pos.y + ((15 - this->timer) * 1.5f);
effScaleStep = -5;
effLife = 10;
}