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Document `z_bg_mizu_movebg.c` (#1565)

* document z_bg_mizu_movebg.c + assets

* remove temp comment

* renamed "temp" variable

* review 1

* format + type names comments at dLists/colHeaders

* review 2

* review 3

* named dragon statue 1

* float -> floating + review

* format

* review 5
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Yanis42 2023-12-15 21:33:50 +01:00 committed by GitHub
parent 2b5b0fac06
commit 21cb04db2c
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3 changed files with 140 additions and 106 deletions

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@ -1,15 +1,15 @@
<Root>
<File Name="object_mizu_objects" Segment="6">
<DList Name="gObjectMizuObjectsMovebgDL_000190" Offset="0x0190"/>
<Collision Name="gObjectMizuObjectsMovebgCol_0003F0" Offset="0x03F0"/>
<DList Name="gObjectMizuObjectsMovebgDL_000680" Offset="0x0680"/>
<Collision Name="gObjectMizuObjectsMovebgCol_000998" Offset="0x0998"/>
<DList Name="gObjectMizuObjectsMovebgDL_000C20" Offset="0x0C20"/>
<Collision Name="gObjectMizuObjectsMovebgCol_000ED0" Offset="0x0ED0"/>
<DList Name="gObjectMizuObjectsMovebgDL_0011F0" Offset="0x11F0"/>
<Collision Name="gObjectMizuObjectsMovebgCol_0015F8" Offset="0x15F8"/>
<DList Name="gObjectMizuObjectsMovebgDL_002E10" Offset="0x2E10"/>
<Collision Name="gObjectMizuObjectsMovebgCol_003590" Offset="0x3590"/>
<DList Name="gWaterTempleFloatingPlatformOutsideCentralPillarDL" Offset="0x0190"/>
<Collision Name="gWaterTempleFloatingPlatformOutsideCentralPillarCol" Offset="0x03F0"/>
<DList Name="gWaterTempleFloatingPlatformWestDL" Offset="0x0680"/>
<Collision Name="gWaterTempleFloatingPlatformWestCol" Offset="0x0998"/>
<DList Name="gWaterTempleFloatingPlatformInsideCentralPillarDL" Offset="0x0C20"/>
<Collision Name="gWaterTempleFloatingPlatformInsideCentralPillarCol" Offset="0x0ED0"/>
<DList Name="gWaterTempleHookshotPlatformDL" Offset="0x11F0"/>
<Collision Name="gWaterTempleHookshotPlatformCol" Offset="0x15F8"/>
<DList Name="gWaterTempleDragonStatueDL" Offset="0x2E10"/>
<Collision Name="gWaterTempleDragonStatueCol" Offset="0x3590"/>
<DList Name="gObjectMizuObjectsBwallDL_001770" Offset="0x1770"/>
<DList Name="gObjectMizuObjectsBwallDL_001A30" Offset="0x1A30"/>

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@ -21,9 +21,9 @@ void BgMizuMovebg_Destroy(Actor* thisx, PlayState* play);
void BgMizuMovebg_Update(Actor* thisx, PlayState* play);
void BgMizuMovebg_Draw(Actor* thisx, PlayState* play2);
void func_8089E318(BgMizuMovebg* this, PlayState* play);
void func_8089E650(BgMizuMovebg* this, PlayState* play);
s32 func_8089E108(Path* pathList, Vec3f* pos, s32 pathId, s32 pointId);
void BgMizuMovebg_UpdateMain(BgMizuMovebg* this, PlayState* play);
void BgMizuMovebg_UpdateHookshotPlatform(BgMizuMovebg* this, PlayState* play);
s32 BgMizuMovebg_SetPosFromPath(Path* pathList, Vec3f* pos, s32 pathId, s32 pointId);
ActorInit Bg_Mizu_Movebg_InitVars = {
/**/ ACTOR_BG_MIZU_MOVEBG,
@ -37,18 +37,28 @@ ActorInit Bg_Mizu_Movebg_InitVars = {
/**/ BgMizuMovebg_Draw,
};
static f32 D_8089EB40[] = { -115.200005f, -115.200005f, -115.200005f, 0.0f };
static f32 sDragonStatueBossRoomOffsetPosY[] = { -115.200005f, -115.200005f, -115.200005f, 0.0f };
static Gfx* D_8089EB50[] = {
gObjectMizuObjectsMovebgDL_000190, gObjectMizuObjectsMovebgDL_000680, gObjectMizuObjectsMovebgDL_000C20,
gObjectMizuObjectsMovebgDL_002E10, gObjectMizuObjectsMovebgDL_002E10, gObjectMizuObjectsMovebgDL_002E10,
gObjectMizuObjectsMovebgDL_002E10, gObjectMizuObjectsMovebgDL_0011F0,
static Gfx* sDLists[] = {
gWaterTempleFloatingPlatformOutsideCentralPillarDL, // MIZUMOVEBG_TYPE_FLOATING_PLATFORM_OUTSIDE_CENTER_PILLAR
gWaterTempleFloatingPlatformWestDL, // MIZUMOVEBG_TYPE_FLOATING_PLATFORM_WEST
gWaterTempleFloatingPlatformInsideCentralPillarDL, // MIZUMOVEBG_TYPE_FLOATING_PLATFORM_INSIDE_CENTER_PILLAR
gWaterTempleDragonStatueDL, // MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM
gWaterTempleDragonStatueDL, // MIZUMOVEBG_TYPE_DRAGON_STATUE_2
gWaterTempleDragonStatueDL, // MIZUMOVEBG_TYPE_DRAGON_STATUE_3
gWaterTempleDragonStatueDL, // MIZUMOVEBG_TYPE_DRAGON_STATUE_4
gWaterTempleHookshotPlatformDL, // MIZUMOVEBG_TYPE_HOOKSHOT_PLATFORM
};
static CollisionHeader* D_8089EB70[] = {
&gObjectMizuObjectsMovebgCol_0003F0, &gObjectMizuObjectsMovebgCol_000998, &gObjectMizuObjectsMovebgCol_000ED0,
&gObjectMizuObjectsMovebgCol_003590, &gObjectMizuObjectsMovebgCol_003590, &gObjectMizuObjectsMovebgCol_003590,
&gObjectMizuObjectsMovebgCol_003590, &gObjectMizuObjectsMovebgCol_0015F8,
static CollisionHeader* sColHeaders[] = {
&gWaterTempleFloatingPlatformOutsideCentralPillarCol, // MIZUMOVEBG_TYPE_FLOATING_PLATFORM_OUTSIDE_CENTER_PILLAR
&gWaterTempleFloatingPlatformWestCol, // MIZUMOVEBG_TYPE_FLOATING_PLATFORM_WEST
&gWaterTempleFloatingPlatformInsideCentralPillarCol, // MIZUMOVEBG_TYPE_FLOATING_PLATFORM_INSIDE_CENTER_PILLAR
&gWaterTempleDragonStatueCol, // MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM
&gWaterTempleDragonStatueCol, // MIZUMOVEBG_TYPE_DRAGON_STATUE_2
&gWaterTempleDragonStatueCol, // MIZUMOVEBG_TYPE_DRAGON_STATUE_3
&gWaterTempleDragonStatueCol, // MIZUMOVEBG_TYPE_DRAGON_STATUE_4
&gWaterTempleHookshotPlatformCol, // MIZUMOVEBG_TYPE_HOOKSHOT_PLATFORM
};
static InitChainEntry sInitChain[] = {
@ -58,12 +68,12 @@ static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
};
static Vec3f D_8089EBA0 = { 0.0f, 80.0f, 23.0f };
static Vec3f D_8089EBAC = { 0.0f, 80.0f, 23.0f };
static Vec3f sOffsetPosition1 = { 0.0f, 80.0f, 23.0f };
static Vec3f sOffsetPosition2 = { 0.0f, 80.0f, 23.0f };
static u8 D_8089EE40;
static u8 D_8089EE40; // unknown flags
s32 func_8089DC30(PlayState* play) {
s32 BgMizuMovebg_GetDragonStatueBossRoomOffsetIndex(PlayState* play) {
s32 result;
if (Flags_GetSwitch(play, WATER_TEMPLE_WATER_F1_FLAG)) {
@ -82,84 +92,90 @@ void BgMizuMovebg_Init(Actor* thisx, PlayState* play) {
s32 type;
s32 waypointId;
WaterBox* waterBoxes = play->colCtx.colHeader->waterBoxes;
f32 temp;
f32 targetPosY;
CollisionHeader* colHeader = NULL;
Vec3f sp48;
Vec3f offsetPos;
Actor_ProcessInitChain(thisx, sInitChain);
((BgMizuMovebg*)thisx)->homeY = thisx->world.pos.y;
((BgMizuMovebg*)thisx)->dlist = D_8089EB50[MOVEBG_TYPE(thisx->params)];
((BgMizuMovebg*)thisx)->dList = sDLists[MOVEBG_TYPE(thisx->params)];
DynaPolyActor_Init(&((BgMizuMovebg*)thisx)->dyna, DYNA_TRANSFORM_POS);
CollisionHeader_GetVirtual(D_8089EB70[MOVEBG_TYPE(thisx->params)], &colHeader);
CollisionHeader_GetVirtual(sColHeaders[MOVEBG_TYPE(thisx->params)], &colHeader);
((BgMizuMovebg*)thisx)->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
type = MOVEBG_TYPE(thisx->params);
switch (type) {
case 0:
temp = waterBoxes[2].ySurface + 15.0f;
if (temp < ((BgMizuMovebg*)thisx)->homeY - 700.0f) {
case MIZUMOVEBG_TYPE_FLOATING_PLATFORM_OUTSIDE_CENTER_PILLAR:
targetPosY = waterBoxes[2].ySurface + 15.0f;
if (targetPosY < ((BgMizuMovebg*)thisx)->homeY - 700.0f) {
thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY - 700.0f;
} else {
thisx->world.pos.y = temp;
thisx->world.pos.y = targetPosY;
}
((BgMizuMovebg*)thisx)->actionFunc = func_8089E318;
((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateMain;
break;
case 1:
temp = waterBoxes[2].ySurface + 15.0f;
if (temp < ((BgMizuMovebg*)thisx)->homeY - 710.0f) {
case MIZUMOVEBG_TYPE_FLOATING_PLATFORM_WEST:
targetPosY = waterBoxes[2].ySurface + 15.0f;
if (targetPosY < ((BgMizuMovebg*)thisx)->homeY - 710.0f) {
thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY - 710.0f;
} else {
thisx->world.pos.y = temp;
thisx->world.pos.y = targetPosY;
}
((BgMizuMovebg*)thisx)->actionFunc = func_8089E318;
((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateMain;
break;
case 2:
temp = waterBoxes[2].ySurface + 15.0f;
if (temp < ((BgMizuMovebg*)thisx)->homeY - 700.0f) {
case MIZUMOVEBG_TYPE_FLOATING_PLATFORM_INSIDE_CENTER_PILLAR:
targetPosY = waterBoxes[2].ySurface + 15.0f;
if (targetPosY < ((BgMizuMovebg*)thisx)->homeY - 700.0f) {
thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY - 700.0f;
} else {
thisx->world.pos.y = temp;
thisx->world.pos.y = targetPosY;
}
((BgMizuMovebg*)thisx)->actionFunc = func_8089E318;
((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateMain;
break;
case 3:
thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY + D_8089EB40[func_8089DC30(play)];
((BgMizuMovebg*)thisx)->actionFunc = func_8089E318;
case MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM:
thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY +
sDragonStatueBossRoomOffsetPosY[BgMizuMovebg_GetDragonStatueBossRoomOffsetIndex(play)];
((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateMain;
break;
case 4:
case 5:
case 6:
case MIZUMOVEBG_TYPE_DRAGON_STATUE_2:
case MIZUMOVEBG_TYPE_DRAGON_STATUE_3:
case MIZUMOVEBG_TYPE_DRAGON_STATUE_4:
if (Flags_GetSwitch(play, MOVEBG_FLAGS(thisx->params))) {
thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY + 115.19999999999999;
} else {
thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY;
}
((BgMizuMovebg*)thisx)->actionFunc = func_8089E318;
((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateMain;
break;
case 7:
case MIZUMOVEBG_TYPE_HOOKSHOT_PLATFORM:
((BgMizuMovebg*)thisx)->scrollAlpha1 = 160;
((BgMizuMovebg*)thisx)->scrollAlpha2 = 160;
((BgMizuMovebg*)thisx)->scrollAlpha3 = 160;
((BgMizuMovebg*)thisx)->scrollAlpha4 = 160;
waypointId = MOVEBG_POINT_ID(thisx->params);
((BgMizuMovebg*)thisx)->waypointId = waypointId;
func_8089E108(play->pathList, &thisx->world.pos, MOVEBG_PATH_ID(thisx->params), waypointId);
((BgMizuMovebg*)thisx)->actionFunc = func_8089E650;
BgMizuMovebg_SetPosFromPath(play->pathList, &thisx->world.pos, MOVEBG_PATH_ID(thisx->params), waypointId);
((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateHookshotPlatform;
break;
}
type = MOVEBG_TYPE(thisx->params);
switch (type) {
case 3:
case 4:
case 5:
case 6:
case MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM:
case MIZUMOVEBG_TYPE_DRAGON_STATUE_2:
case MIZUMOVEBG_TYPE_DRAGON_STATUE_3:
case MIZUMOVEBG_TYPE_DRAGON_STATUE_4:
Matrix_RotateY(BINANG_TO_RAD(thisx->world.rot.y), MTXMODE_NEW);
Matrix_MultVec3f(&D_8089EBA0, &sp48);
Matrix_MultVec3f(&sOffsetPosition1, &offsetPos);
if (Actor_SpawnAsChild(&play->actorCtx, thisx, play, ACTOR_OBJ_HSBLOCK, thisx->world.pos.x + sp48.x,
thisx->world.pos.y + sp48.y, thisx->world.pos.z + sp48.z, thisx->world.rot.x,
thisx->world.rot.y, thisx->world.rot.z, 2) == NULL) {
if (Actor_SpawnAsChild(&play->actorCtx, thisx, play, ACTOR_OBJ_HSBLOCK, thisx->world.pos.x + offsetPos.x,
thisx->world.pos.y + offsetPos.y, thisx->world.pos.z + offsetPos.z,
thisx->world.rot.x, thisx->world.rot.y, thisx->world.rot.z, 2) == NULL) {
Actor_Kill(thisx);
}
break;
@ -171,15 +187,16 @@ void BgMizuMovebg_Destroy(Actor* thisx, PlayState* play) {
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
switch (MOVEBG_TYPE(thisx->params)) {
case 3:
case 4:
case 5:
case 6:
case MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM:
case MIZUMOVEBG_TYPE_DRAGON_STATUE_2:
case MIZUMOVEBG_TYPE_DRAGON_STATUE_3:
case MIZUMOVEBG_TYPE_DRAGON_STATUE_4:
if (this->sfxFlags & 2) {
D_8089EE40 &= ~2;
}
break;
case 7:
case MIZUMOVEBG_TYPE_HOOKSHOT_PLATFORM:
if (this->sfxFlags & 1) {
D_8089EE40 &= ~1;
}
@ -187,7 +204,7 @@ void BgMizuMovebg_Destroy(Actor* thisx, PlayState* play) {
}
}
s32 func_8089E108(Path* pathList, Vec3f* pos, s32 pathId, s32 pointId) {
s32 BgMizuMovebg_SetPosFromPath(Path* pathList, Vec3f* pos, s32 pathId, s32 pointId) {
Path* path = pathList;
Vec3s* point;
@ -201,7 +218,7 @@ s32 func_8089E108(Path* pathList, Vec3f* pos, s32 pathId, s32 pointId) {
return 0;
}
void func_8089E198(BgMizuMovebg* this, PlayState* play) {
void BgMizuMovebg_SetScrollAlphas(BgMizuMovebg* this, PlayState* play) {
f32 waterLevel = play->colCtx.colHeader->waterBoxes[2].ySurface;
if (waterLevel < WATER_TEMPLE_WATER_F1_Y) {
@ -234,36 +251,39 @@ void func_8089E198(BgMizuMovebg* this, PlayState* play) {
this->scrollAlpha4 = this->scrollAlpha3;
}
void func_8089E318(BgMizuMovebg* this, PlayState* play) {
void BgMizuMovebg_UpdateMain(BgMizuMovebg* this, PlayState* play) {
WaterBox* waterBoxes = play->colCtx.colHeader->waterBoxes;
f32 phi_f0;
f32 targetPosY;
s32 type;
Vec3f sp28;
Vec3f offsetPos;
func_8089E198(this, play);
BgMizuMovebg_SetScrollAlphas(this, play);
type = MOVEBG_TYPE(this->dyna.actor.params);
switch (type) {
case 0:
case 2:
phi_f0 = waterBoxes[2].ySurface + 15.0f;
if (phi_f0 < this->homeY - 700.0f) {
case MIZUMOVEBG_TYPE_FLOATING_PLATFORM_OUTSIDE_CENTER_PILLAR:
case MIZUMOVEBG_TYPE_FLOATING_PLATFORM_INSIDE_CENTER_PILLAR:
targetPosY = waterBoxes[2].ySurface + 15.0f;
if (targetPosY < this->homeY - 700.0f) {
this->dyna.actor.world.pos.y = this->homeY - 700.0f;
} else {
this->dyna.actor.world.pos.y = phi_f0;
this->dyna.actor.world.pos.y = targetPosY;
}
break;
case 1:
phi_f0 = waterBoxes[2].ySurface + 15.0f;
if (phi_f0 < this->homeY - 710.0f) {
case MIZUMOVEBG_TYPE_FLOATING_PLATFORM_WEST:
targetPosY = waterBoxes[2].ySurface + 15.0f;
if (targetPosY < this->homeY - 710.0f) {
this->dyna.actor.world.pos.y = this->homeY - 710.0f;
} else {
this->dyna.actor.world.pos.y = phi_f0;
this->dyna.actor.world.pos.y = targetPosY;
}
break;
case 3:
phi_f0 = this->homeY + D_8089EB40[func_8089DC30(play)];
if (!Math_StepToF(&this->dyna.actor.world.pos.y, phi_f0, 1.0f)) {
case MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM:
targetPosY =
this->homeY + sDragonStatueBossRoomOffsetPosY[BgMizuMovebg_GetDragonStatueBossRoomOffsetIndex(play)];
if (!Math_StepToF(&this->dyna.actor.world.pos.y, targetPosY, 1.0f)) {
if (!(D_8089EE40 & 2) && MOVEBG_SPEED(this->dyna.actor.params) != 0) {
D_8089EE40 |= 2;
this->sfxFlags |= 2;
@ -277,15 +297,16 @@ void func_8089E318(BgMizuMovebg* this, PlayState* play) {
}
}
break;
case 4:
case 5:
case 6:
case MIZUMOVEBG_TYPE_DRAGON_STATUE_2:
case MIZUMOVEBG_TYPE_DRAGON_STATUE_3:
case MIZUMOVEBG_TYPE_DRAGON_STATUE_4:
if (Flags_GetSwitch(play, MOVEBG_FLAGS(this->dyna.actor.params))) {
phi_f0 = this->homeY + 115.200005f;
targetPosY = this->homeY + 115.200005f;
} else {
phi_f0 = this->homeY;
targetPosY = this->homeY;
}
if (!Math_StepToF(&this->dyna.actor.world.pos.y, phi_f0, 1.0f)) {
if (!Math_StepToF(&this->dyna.actor.world.pos.y, targetPosY, 1.0f)) {
if (!(D_8089EE40 & 2) && MOVEBG_SPEED(this->dyna.actor.params) != 0) {
D_8089EE40 |= 2;
this->sfxFlags |= 2;
@ -299,23 +320,23 @@ void func_8089E318(BgMizuMovebg* this, PlayState* play) {
type = MOVEBG_TYPE(this->dyna.actor.params);
switch (type) {
case 3:
case 4:
case 5:
case 6:
case MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM:
case MIZUMOVEBG_TYPE_DRAGON_STATUE_2:
case MIZUMOVEBG_TYPE_DRAGON_STATUE_3:
case MIZUMOVEBG_TYPE_DRAGON_STATUE_4:
if (play->roomCtx.curRoom.num == this->dyna.actor.room) {
Matrix_RotateY(BINANG_TO_RAD(this->dyna.actor.world.rot.y), MTXMODE_NEW);
Matrix_MultVec3f(&D_8089EBAC, &sp28);
this->dyna.actor.child->world.pos.x = this->dyna.actor.world.pos.x + sp28.x;
this->dyna.actor.child->world.pos.y = this->dyna.actor.world.pos.y + sp28.y;
this->dyna.actor.child->world.pos.z = this->dyna.actor.world.pos.z + sp28.z;
Matrix_MultVec3f(&sOffsetPosition2, &offsetPos);
this->dyna.actor.child->world.pos.x = this->dyna.actor.world.pos.x + offsetPos.x;
this->dyna.actor.child->world.pos.y = this->dyna.actor.world.pos.y + offsetPos.y;
this->dyna.actor.child->world.pos.z = this->dyna.actor.world.pos.z + offsetPos.z;
this->dyna.actor.child->flags &= ~ACTOR_FLAG_0;
}
break;
}
}
void func_8089E650(BgMizuMovebg* this, PlayState* play) {
void BgMizuMovebg_UpdateHookshotPlatform(BgMizuMovebg* this, PlayState* play) {
Vec3f waypoint;
f32 dist;
f32 dx;
@ -323,7 +344,7 @@ void func_8089E650(BgMizuMovebg* this, PlayState* play) {
f32 dz;
this->dyna.actor.speed = MOVEBG_SPEED(this->dyna.actor.params) * 0.1f;
func_8089E108(play->pathList, &waypoint, MOVEBG_PATH_ID(this->dyna.actor.params), this->waypointId);
BgMizuMovebg_SetPosFromPath(play->pathList, &waypoint, MOVEBG_PATH_ID(this->dyna.actor.params), this->waypointId);
dist = Actor_WorldDistXYZToPoint(&this->dyna.actor, &waypoint);
if (dist < this->dyna.actor.speed) {
this->dyna.actor.speed = dist;
@ -337,7 +358,8 @@ void func_8089E650(BgMizuMovebg* this, PlayState* play) {
this->waypointId++;
if (this->waypointId >= play->pathList[MOVEBG_PATH_ID(this->dyna.actor.params)].count) {
this->waypointId = 0;
func_8089E108(play->pathList, &this->dyna.actor.world.pos, MOVEBG_PATH_ID(this->dyna.actor.params), 0);
BgMizuMovebg_SetPosFromPath(play->pathList, &this->dyna.actor.world.pos,
MOVEBG_PATH_ID(this->dyna.actor.params), 0);
}
}
if (!(D_8089EE40 & 1) && MOVEBG_SPEED(this->dyna.actor.params) != 0) {
@ -386,8 +408,8 @@ void BgMizuMovebg_Draw(Actor* thisx, PlayState* play2) {
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mizu_movebg.c", 788),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->dlist != NULL) {
gSPDisplayList(POLY_OPA_DISP++, this->dlist);
if (this->dList != NULL) {
gSPDisplayList(POLY_OPA_DISP++, this->dList);
}
CLOSE_DISPS(play->state.gfxCtx, "../z_bg_mizu_movebg.c", 795);

View File

@ -4,6 +4,18 @@
#include "ultra64.h"
#include "global.h"
typedef enum BgMizuMovebgType {
/* 0 */ MIZUMOVEBG_TYPE_FLOATING_PLATFORM_OUTSIDE_CENTER_PILLAR,
/* 1 */ MIZUMOVEBG_TYPE_FLOATING_PLATFORM_WEST,
/* 2 */ MIZUMOVEBG_TYPE_FLOATING_PLATFORM_INSIDE_CENTER_PILLAR,
/* 3 */ MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM, // Dragon Statue leading to the Water Temple boss room
/* 4 */ MIZUMOVEBG_TYPE_DRAGON_STATUE_2, // Same behavior as ``MIZUMOVEBG_TYPE_DRAGON_STATUE_3``
/* 5 */ MIZUMOVEBG_TYPE_DRAGON_STATUE_3, // Dragon Statues used in Water Temple puzzles
/* 6 */ MIZUMOVEBG_TYPE_DRAGON_STATUE_4, // Same behavior as ``MIZUMOVEBG_TYPE_DRAGON_STATUE_3``
/* 7 */ MIZUMOVEBG_TYPE_HOOKSHOT_PLATFORM,
/* 8 */ MIZUMOVEBG_TYPE_MAX
} BgMizuMovebgType;
struct BgMizuMovebg;
typedef void (*BgMizuMovebgActionFunc)(struct BgMizuMovebg*, PlayState*);
@ -17,7 +29,7 @@ typedef struct BgMizuMovebg {
/* 0x0174 */ s32 scrollAlpha3;
/* 0x0178 */ s32 scrollAlpha4;
/* 0x017C */ u8 sfxFlags;
/* 0x0180 */ Gfx* dlist;
/* 0x0180 */ Gfx* dList;
/* 0x0184 */ s32 waypointId;
} BgMizuMovebg; // size = 0x0188