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https://github.com/zeldaret/oot.git
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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:
parent
20206fba0d
commit
00a5edea71
697 changed files with 8157 additions and 7942 deletions
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@ -196,7 +196,7 @@ static DamageTable sDamageTable = {
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void EnIk_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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EnIk* this = THIS;
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if (Actor_FindNearby(globalCtx, &this->actor, ACTOR_EN_IK, ACTORTYPE_ENEMY, 8000.0f) == NULL) {
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if (Actor_FindNearby(globalCtx, &this->actor, ACTOR_EN_IK, ACTORCAT_ENEMY, 8000.0f) == NULL) {
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func_800F5B58();
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}
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@ -239,7 +239,7 @@ void func_80A74398(Actor* thisx, GlobalContext* globalCtx) {
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} else {
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Actor_SetScale(thisx, 0.012f);
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thisx->naviEnemyId = 53;
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Actor_ChangeType(globalCtx, &globalCtx->actorCtx, thisx, ACTORTYPE_ENEMY);
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Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, thisx, ACTORCAT_ENEMY);
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}
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blureInit.p1StartColor[0] = blureInit.p1StartColor[1] = blureInit.p2StartColor[0] = blureInit.p2StartColor[1] =
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@ -279,7 +279,7 @@ s32 func_80A745E4(EnIk* this, GlobalContext* globalCtx) {
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}
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Actor* func_80A74674(GlobalContext* globalCtx, Actor* actor) {
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Actor* prop = globalCtx->actorCtx.actorList[ACTORTYPE_PROP].first;
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Actor* prop = globalCtx->actorCtx.actorLists[ACTORCAT_PROP].head;
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while (prop != NULL) {
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if ((prop == actor) || (prop->id != ACTOR_BG_JYA_IRONOBJ)) {
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@ -315,7 +315,7 @@ void func_80A747C0(EnIk* this, GlobalContext* globalCtx) {
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Vec3f sp24;
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if (this->bodyCollider.base.acFlags & AC_HIT) {
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sp24 = this->actor.posRot.pos;
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sp24 = this->actor.world.pos;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_ARMOR_HIT);
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sp24.y += 30.0f;
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func_8003424C(globalCtx, &sp24);
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@ -343,15 +343,16 @@ void func_80A7489C(EnIk* this) {
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void func_80A7492C(EnIk* this, GlobalContext* globalCtx) {
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s32 phi_a0 = (this->unk_2FB == 0) ? 0xAAA : 0x3FFC;
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s16 yawDiff = this->actor.yawTowardsLink - this->actor.shape.rot.y;
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s16 yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
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if ((ABS(yawDiff) <= phi_a0) && (this->actor.xzDistToLink < 100.0f) && (ABS(this->actor.yDistToLink) < 150.0f)) {
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if ((ABS(yawDiff) <= phi_a0) && (this->actor.xzDistToPlayer < 100.0f) &&
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(ABS(this->actor.yDistToPlayer) < 150.0f)) {
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if ((globalCtx->gameplayFrames & 1)) {
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func_80A74E2C(this);
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} else {
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func_80A751C8(this);
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}
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} else if ((ABS(yawDiff) <= 0x4000) && (ABS(this->actor.yDistToLink) < 150.0f)) {
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} else if ((ABS(yawDiff) <= 0x4000) && (ABS(this->actor.yDistToPlayer) < 150.0f)) {
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func_80A74AAC(this);
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} else {
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func_80A74AAC(this);
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@ -372,7 +373,7 @@ void func_80A74AAC(EnIk* this) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_DASH);
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this->actor.speedXZ = 2.5f;
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}
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this->actor.posRot.rot.y = this->actor.shape.rot.y;
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this->actor.world.rot.y = this->actor.shape.rot.y;
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EnIk_SetupAction(this, func_80A74BA4);
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}
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@ -395,18 +396,17 @@ void func_80A74BA4(EnIk* this, GlobalContext* globalCtx) {
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sp30 = 2;
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sp2E = 9;
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}
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temp_a1 = this->actor.wallPolyRot - this->actor.shape.rot.y;
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temp_a1 = this->actor.wallYaw - this->actor.shape.rot.y;
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if ((this->actor.bgCheckFlags & 8) && (ABS(temp_a1) >= 0x4000)) {
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temp_a1 =
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(this->actor.yawTowardsLink > 0) ? this->actor.wallPolyRot - 0x4000 : this->actor.wallPolyRot + 0x4000;
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Math_SmoothStepToS(&this->actor.posRot.rot.y, temp_a1, 1, phi_a3, 0);
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temp_a1 = (this->actor.yawTowardsPlayer > 0) ? this->actor.wallYaw - 0x4000 : this->actor.wallYaw + 0x4000;
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Math_SmoothStepToS(&this->actor.world.rot.y, temp_a1, 1, phi_a3, 0);
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} else {
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Math_SmoothStepToS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink, 1, phi_a3, 0);
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Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, phi_a3, 0);
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}
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this->actor.shape.rot.y = this->actor.posRot.rot.y;
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yawDiff = this->actor.yawTowardsLink - this->actor.shape.rot.y;
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if ((ABS(yawDiff) <= temp_t0) && (this->actor.xzDistToLink < 100.0f)) {
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if (ABS(this->actor.yDistToLink) < 150.0f) {
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this->actor.shape.rot.y = this->actor.world.rot.y;
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yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
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if ((ABS(yawDiff) <= temp_t0) && (this->actor.xzDistToPlayer < 100.0f)) {
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if (ABS(this->actor.yDistToPlayer) < 150.0f) {
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if ((globalCtx->gameplayFrames & 1)) {
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func_80A74E2C(this);
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} else {
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@ -418,7 +418,7 @@ void func_80A74BA4(EnIk* this, GlobalContext* globalCtx) {
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func_80A751C8(this);
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this->unk_2FC = 1;
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} else {
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temp_t0 = this->actor.yawTowardsLink - this->actor.shape.rot.y;
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temp_t0 = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
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if (ABS(temp_t0) > 0x4000) {
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this->unk_300--;
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if (this->unk_300 == 0) {
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@ -451,12 +451,12 @@ void func_80A74EBC(EnIk* this, GlobalContext* globalCtx) {
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if (this->skelAnime.curFrame == 15.0f) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_SWING_AXE);
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} else if (this->skelAnime.curFrame == 21.0f) {
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sp2C.x = this->actor.posRot.pos.x + Math_SinS(this->actor.shape.rot.y + 0x6A4) * 70.0f;
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sp2C.z = this->actor.posRot.pos.z + Math_CosS(this->actor.shape.rot.y + 0x6A4) * 70.0f;
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sp2C.y = this->actor.posRot.pos.y;
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sp2C.x = this->actor.world.pos.x + Math_SinS(this->actor.shape.rot.y + 0x6A4) * 70.0f;
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sp2C.z = this->actor.world.pos.z + Math_CosS(this->actor.shape.rot.y + 0x6A4) * 70.0f;
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sp2C.y = this->actor.world.pos.y;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_HIT_GND);
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Camera_AddQuake(&globalCtx->mainCamera, 2, 0x19, 5);
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func_800AA000(this->actor.xzDistToLink, 0xFF, 0x14, 0x96);
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func_800AA000(this->actor.xzDistToPlayer, 0xFF, 0x14, 0x96);
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CollisionCheck_SpawnShieldParticles(globalCtx, &sp2C);
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}
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@ -464,8 +464,8 @@ void func_80A74EBC(EnIk* this, GlobalContext* globalCtx) {
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this->unk_2FE = 1;
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} else {
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if ((this->unk_2FB != 0) && (this->skelAnime.curFrame < 10.0f)) {
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Math_SmoothStepToS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink, 1, 0x5DC, 0);
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this->actor.shape.rot.y = this->actor.posRot.rot.y;
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Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 0x5DC, 0);
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this->actor.shape.rot.y = this->actor.world.rot.y;
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}
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this->unk_2FE = 0;
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}
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@ -526,8 +526,8 @@ void func_80A75260(EnIk* this, GlobalContext* globalCtx) {
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if (((this->skelAnime.curFrame > 1.0f) && (this->skelAnime.curFrame < 9.0f)) ||
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((this->skelAnime.curFrame > 13.0f) && (this->skelAnime.curFrame < 18.0f))) {
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if ((this->unk_2FC == 0) && (this->unk_2FB != 0) && (this->skelAnime.curFrame < 10.0f)) {
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Math_SmoothStepToS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink, 1, 0x5DC, 0);
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this->actor.shape.rot.y = this->actor.posRot.rot.y;
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Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 0x5DC, 0);
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this->actor.shape.rot.y = this->actor.world.rot.y;
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}
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if (this->unk_2FE < 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_SWING_AXE);
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@ -568,8 +568,8 @@ void func_80A754A0(EnIk* this) {
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}
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void func_80A75530(EnIk* this, GlobalContext* globalCtx) {
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Math_StepUntilS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink, 0x7D0);
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this->actor.shape.rot.y = this->actor.posRot.rot.y;
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Math_StepUntilS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 0x7D0);
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this->actor.shape.rot.y = this->actor.world.rot.y;
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if ((this->skelAnime.curFrame > 13.0f) && (this->skelAnime.curFrame < 18.0f)) {
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if (this->unk_2FE < 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_IRONNACK_SWING_AXE);
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@ -597,8 +597,8 @@ void func_80A755F0(EnIk* this) {
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void func_80A7567C(EnIk* this, GlobalContext* globalCtx) {
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->shieldCollider.base);
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if (SkelAnime_Update(&this->skelAnime)) {
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if ((ABS((s16)(this->actor.yawTowardsLink - this->actor.shape.rot.y)) <= 0x4000) &&
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(this->actor.xzDistToLink < 100.0f) && (ABS(this->actor.yDistToLink) < 150.0f)) {
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if ((ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) <= 0x4000) &&
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(this->actor.xzDistToPlayer < 100.0f) && (ABS(this->actor.yDistToPlayer) < 150.0f)) {
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if ((globalCtx->gameplayFrames & 1)) {
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func_80A74E2C(this);
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} else {
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@ -614,7 +614,7 @@ void func_80A75790(EnIk* this) {
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s16 yaw;
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s16 yawDiff;
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yaw = Math_Vec3f_Yaw(&this->actor.posRot.pos, &this->bodyCollider.base.ac->posRot.pos);
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yaw = Math_Vec3f_Yaw(&this->actor.world.pos, &this->bodyCollider.base.ac->world.pos);
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this->unk_2F8 = 0;
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yawDiff = yaw - this->actor.shape.rot.y;
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if (ABS(yawDiff) <= 0x4000) {
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@ -636,7 +636,7 @@ void func_80A758B0(EnIk* this, GlobalContext* globalCtx) {
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this->unk_308.unk_10 = 0;
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}
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if (SkelAnime_Update(&this->skelAnime)) {
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if (ABS((s16)(this->actor.yawTowardsLink - this->actor.shape.rot.y)) <= 0x4000) {
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if (ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) <= 0x4000) {
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func_80A7489C(this);
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func_80A745E4(this, globalCtx);
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} else {
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@ -668,13 +668,13 @@ void func_80A75A38(EnIk* this, GlobalContext* globalCtx) {
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this->unk_2F9--;
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for (i = 0xC - (this->unk_2F9 >> 1); i >= 0; i--) {
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pos.x = this->actor.posRot.pos.x + Rand_CenteredFloat(120.0f);
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pos.z = this->actor.posRot.pos.z + Rand_CenteredFloat(120.0f);
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pos.y = this->actor.posRot.pos.y + 20.0f + Rand_CenteredFloat(50.0f);
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pos.x = this->actor.world.pos.x + Rand_CenteredFloat(120.0f);
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pos.z = this->actor.world.pos.z + Rand_CenteredFloat(120.0f);
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pos.y = this->actor.world.pos.y + 20.0f + Rand_CenteredFloat(50.0f);
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EffectSsDeadDb_Spawn(globalCtx, &pos, &sp7C, &sp7C, 100, 0, 255, 255, 255, 255, 0, 0, 255, 1, 9, true);
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}
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if (this->unk_2F9 == 0) {
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Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.posRot.pos, 0xB0);
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Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0xB0);
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if (this->switchFlags != 0xFF) {
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Flags_SetSwitch(globalCtx, this->switchFlags);
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}
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@ -709,7 +709,7 @@ void func_80A75C38(EnIk* this, GlobalContext* globalCtx) {
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if (!(this->bodyCollider.base.acFlags & AC_HIT)) {
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return;
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}
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sp38 = this->actor.posRot.pos;
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sp38 = this->actor.world.pos;
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sp38.y += 50.0f;
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func_80035650(&this->actor, &this->bodyCollider.info, 1);
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temp_v0_3 = this->actor.colChkInfo.damageEffect;
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@ -733,14 +733,14 @@ void func_80A75C38(EnIk* this, GlobalContext* globalCtx) {
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func_80032E24(&this->unk_308, 3, globalCtx);
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}
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} else if (this->actor.colChkInfo.health <= 10) {
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Actor_ChangeType(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORTYPE_BOSS);
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Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 20, NA_SE_EN_LAST_DAMAGE);
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Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_BOSS);
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Audio_PlaySoundAtPosition(globalCtx, &this->actor.world.pos, 20, NA_SE_EN_LAST_DAMAGE);
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if (this->switchFlags != 0xFF) {
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Flags_SetSwitch(globalCtx, this->switchFlags);
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}
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return;
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} else if (prevHealth == 50) {
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Actor_ChangeType(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORTYPE_ENEMY);
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Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_ENEMY);
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}
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if (this->actor.colChkInfo.health == 0) {
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@ -748,9 +748,9 @@ void func_80A75C38(EnIk* this, GlobalContext* globalCtx) {
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func_80032C7C(globalCtx, &this->actor);
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return;
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}
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Math_SmoothStepToS(&this->actor.posRot.rot.y, this->actor.yawTowardsLink, 1, 0x7D0, 0);
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Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 0x7D0, 0);
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if ((this->actor.params == 0) && (Rand_ZeroOne() < 0.5f)) {
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if (ABS((s16)(this->actor.yawTowardsLink - this->actor.shape.rot.y)) > 0x4000) {
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if (ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) > 0x4000) {
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func_80A754A0(this);
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}
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}
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@ -795,17 +795,17 @@ void func_80A75FA0(Actor* thisx, GlobalContext* globalCtx) {
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this->unk_2FE = 0;
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}
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}
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func_8002F71C(globalCtx, &this->actor, 8.0f, this->actor.yawTowardsLink, 8.0f);
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func_8002F71C(globalCtx, &this->actor, 8.0f, this->actor.yawTowardsPlayer, 8.0f);
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player->invincibilityTimer = prevInvincibilityTimer;
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}
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}
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Actor_MoveForward(&this->actor);
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func_8002E4B4(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f, 0x1D);
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this->actor.posRot2.pos = this->actor.posRot.pos;
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this->actor.posRot2.pos.y += 45.0f;
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f, 0x1D);
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this->actor.focus.pos = this->actor.world.pos;
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this->actor.focus.pos.y += 45.0f;
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Collider_UpdateCylinder(&this->actor, &this->bodyCollider);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->bodyCollider.base);
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if ((this->actor.colChkInfo.health > 0) && (this->actor.dmgEffectTimer == 0) && (this->unk_2F8 >= 2)) {
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if ((this->actor.colChkInfo.health > 0) && (this->actor.colorFilterTimer == 0) && (this->unk_2F8 >= 2)) {
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->bodyCollider.base);
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}
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if (this->unk_2FE > 0) {
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@ -1057,7 +1057,7 @@ void func_80A76E2C(EnIk* this, GlobalContext* globalCtx, Vec3f* pos) {
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}
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void func_80A77034(EnIk* this, GlobalContext* globalCtx) {
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func_8002E4B4(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f, 5);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 75.0f, 30.0f, 30.0f, 5);
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}
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s32 func_80A7707C(EnIk* this) {
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@ -1076,10 +1076,10 @@ void func_80A770C0(EnIk* this, GlobalContext* globalCtx, s32 actionIdx) {
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CsCmdActorAction* npcAction = EnIk_GetNpcAction(globalCtx, actionIdx);
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if (npcAction != NULL) {
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this->actor.posRot.pos.x = npcAction->startPos.x;
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this->actor.posRot.pos.y = npcAction->startPos.y;
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this->actor.posRot.pos.z = npcAction->startPos.z;
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this->actor.posRot.rot.y = this->actor.shape.rot.y = npcAction->rot.y;
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this->actor.world.pos.x = npcAction->startPos.x;
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this->actor.world.pos.y = npcAction->startPos.y;
|
||||
this->actor.world.pos.z = npcAction->startPos.z;
|
||||
this->actor.world.rot.y = this->actor.shape.rot.y = npcAction->rot.y;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1092,7 +1092,7 @@ f32 EnIk_curFrame(Actor* thisx) {
|
|||
void func_80A77148(EnIk* this) {
|
||||
this->action = 0;
|
||||
this->drawMode = 0;
|
||||
this->actor.shape.unk_14 = 0;
|
||||
this->actor.shape.shadowAlpha = 0;
|
||||
}
|
||||
|
||||
void func_80A77158(EnIk* this, GlobalContext* globalCtx) {
|
||||
|
@ -1101,7 +1101,7 @@ void func_80A77158(EnIk* this, GlobalContext* globalCtx) {
|
|||
func_80A770C0(this, globalCtx, 4);
|
||||
this->action = 1;
|
||||
this->drawMode = 1;
|
||||
this->actor.shape.unk_14 = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
}
|
||||
|
||||
void func_80A771E4(EnIk* this) {
|
||||
|
@ -1110,7 +1110,7 @@ void func_80A771E4(EnIk* this) {
|
|||
this->action = 2;
|
||||
this->drawMode = 1;
|
||||
this->unk_4D4 = 0;
|
||||
this->actor.shape.unk_14 = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
}
|
||||
|
||||
void func_80A77264(EnIk* this, GlobalContext* globalCtx, s32 arg2) {
|
||||
|
@ -1129,7 +1129,7 @@ void func_80A772EC(EnIk* this, GlobalContext* globalCtx) {
|
|||
s32 pad[2];
|
||||
f32 wDest;
|
||||
|
||||
SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->mf_11D60, &this->actor.posRot.pos, &D_80A78FA0, &wDest);
|
||||
SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->mf_11D60, &this->actor.world.pos, &D_80A78FA0, &wDest);
|
||||
Audio_PlaySoundGeneral(NA_SE_EN_IRONNACK_DEAD, &D_80A78FA0, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
||||
}
|
||||
|
||||
|
@ -1143,20 +1143,20 @@ void func_80A7735C(EnIk* this, GlobalContext* globalCtx) {
|
|||
this->drawMode = 2;
|
||||
func_80A770C0(this, globalCtx, 4);
|
||||
func_80A772EC(this, globalCtx);
|
||||
this->actor.shape.unk_14 = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
}
|
||||
|
||||
void func_80A77434(EnIk* this, GlobalContext* globalCtx) {
|
||||
this->action = 4;
|
||||
this->drawMode = 2;
|
||||
func_80A772A4(this);
|
||||
this->actor.shape.unk_14 = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
}
|
||||
|
||||
void func_80A77474(EnIk* this, GlobalContext* globalCtx) {
|
||||
this->action = 5;
|
||||
this->drawMode = 0;
|
||||
this->actor.shape.unk_14 = 0;
|
||||
this->actor.shape.shadowAlpha = 0;
|
||||
}
|
||||
|
||||
void func_80A7748C(EnIk* this, GlobalContext* globalCtx) {
|
||||
|
@ -1467,7 +1467,7 @@ void EnIk_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
(flag != 0 && Flags_GetSwitch(globalCtx, flag >> 8))) {
|
||||
Actor_Kill(&this->actor);
|
||||
} else {
|
||||
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 30.0f);
|
||||
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
|
||||
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_0601E178, &D_0600C114, this->jointTable, this->morphTable,
|
||||
30);
|
||||
func_80A74398(&this->actor, globalCtx);
|
||||
|
@ -1477,7 +1477,7 @@ void EnIk_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
|
||||
const ActorInit En_Ik_InitVars = {
|
||||
ACTOR_EN_IK,
|
||||
ACTORTYPE_BOSS,
|
||||
ACTORCAT_BOSS,
|
||||
FLAGS,
|
||||
OBJECT_IK,
|
||||
sizeof(EnIk),
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue