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Fix misc 16 (#1371)
* Replace tabs in exceptasm.s source * Replace tabs with \t in strings * Fix grammar in various comments * Fix "initalize" typos in code * (fix typo) `__osMallocIsInitalized` -> `__osMallocIsInitialized` * Some Link -> Player * Use `EXCH_ITEM_` more * "bgm music" -> "background music" * Fix typos in `place_title_cards.xml` * `SkelAnime_Update` returns a boolean * Run formatter
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881fe0ad0a
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46 changed files with 147 additions and 147 deletions
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@ -150,9 +150,9 @@
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<Texture Name="gZorasRiverTitleCardFRATex" OutName="zoras_river_fra" Format="ia8" Width="144" Height="24" Offset="0x1B00"/>
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</File>
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<File Name="g_pn_31">
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<Texture Name="gKokiriForestTitleCardENGTex" OutName="kokiri_firest_eng" Format="ia8" Width="144" Height="24" Offset="0x0"/>
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<Texture Name="gKokiriForestTitleCardGERTex" OutName="kokiri_firest_ger" Format="ia8" Width="144" Height="24" Offset="0xD80"/>
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<Texture Name="gKokiriForestTitleCardFRATex" OutName="kokiri_firest_fra" Format="ia8" Width="144" Height="24" Offset="0x1B00"/>
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<Texture Name="gKokiriForestTitleCardENGTex" OutName="kokiri_forest_eng" Format="ia8" Width="144" Height="24" Offset="0x0"/>
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<Texture Name="gKokiriForestTitleCardGERTex" OutName="kokiri_forest_ger" Format="ia8" Width="144" Height="24" Offset="0xD80"/>
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<Texture Name="gKokiriForestTitleCardFRATex" OutName="kokiri_forest_fra" Format="ia8" Width="144" Height="24" Offset="0x1B00"/>
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</File>
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<File Name="g_pn_32">
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<Texture Name="gLakeHyliaTitleCardENGTex" OutName="lake_hylia_eng" Format="ia8" Width="144" Height="24" Offset="0x0"/>
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@ -215,9 +215,9 @@
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<Texture Name="gGanonsCastleTitleCardFRATex" OutName="ganons_castle_fra" Format="ia8" Width="144" Height="24" Offset="0x1B00"/>
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</File>
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<File Name="g_pn_44">
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<Texture Name="gRoyalFamilysTumbTitleCardENGTex" OutName="royal_familys_tumb_eng" Format="ia8" Width="144" Height="24" Offset="0x0"/>
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<Texture Name="gRoyalFamilysTumbTitleCardGERTex" OutName="royal_familys_tumb_ger" Format="ia8" Width="144" Height="24" Offset="0xD80"/>
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<Texture Name="gRoyalFamilysTumbTitleCardFRATex" OutName="royal_familys_tumb_fra" Format="ia8" Width="144" Height="24" Offset="0x1B00"/>
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<Texture Name="gRoyalFamilysTombTitleCardENGTex" OutName="royal_familys_tomb_eng" Format="ia8" Width="144" Height="24" Offset="0x0"/>
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<Texture Name="gRoyalFamilysTombTitleCardGERTex" OutName="royal_familys_tomb_ger" Format="ia8" Width="144" Height="24" Offset="0xD80"/>
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<Texture Name="gRoyalFamilysTombTitleCardFRATex" OutName="royal_familys_tomb_fra" Format="ia8" Width="144" Height="24" Offset="0x1B00"/>
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</File>
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<File Name="g_pn_45">
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<Texture Name="gFairysFountainTitleCardENGTex" OutName="fairys_fountain_eng" Format="ia8" Width="144" Height="24" Offset="0x0"/>
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@ -939,7 +939,7 @@ void ZeldaArena_GetSizes(u32* outMaxFree, u32* outFree, u32* outAlloc);
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void ZeldaArena_Check(void);
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void ZeldaArena_Init(void* start, u32 size);
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void ZeldaArena_Cleanup(void);
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u8 ZeldaArena_IsInitalized(void);
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u8 ZeldaArena_IsInitialized(void);
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void MapMark_Init(PlayState* play);
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void MapMark_ClearPointers(PlayState* play);
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void MapMark_Draw(PlayState* play);
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@ -1729,7 +1729,7 @@ void DebugArena_GetSizes(u32* outMaxFree, u32* outFree, u32* outAlloc);
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void DebugArena_Check(void);
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void DebugArena_Init(void* start, u32 size);
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void DebugArena_Cleanup(void);
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u8 DebugArena_IsInitalized(void);
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u8 DebugArena_IsInitialized(void);
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void UCodeDisas_Init(UCodeDisas*);
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void UCodeDisas_Destroy(UCodeDisas*);
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// void UCodeDisas_Disassemble(UCodeDisas*, Gfx*);
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@ -2031,7 +2031,7 @@ void SystemArena_GetSizes(u32* outMaxFree, u32* outFree, u32* outAlloc);
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void SystemArena_Check(void);
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void SystemArena_Init(void* start, u32 size);
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void SystemArena_Cleanup(void);
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u8 SystemArena_IsInitalized(void);
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u8 SystemArena_IsInitialized(void);
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u32 Rand_Next(void);
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void Rand_Seed(u32 seed);
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f32 Rand_ZeroOne(void);
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@ -2060,7 +2060,7 @@ void __osMallocInit(Arena* arena, void* start, u32 size);
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void __osMallocAddBlock(Arena* arena, void* start, s32 size);
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void ArenaImpl_RemoveAllBlocks(Arena* arena);
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void __osMallocCleanup(Arena* arena);
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u8 __osMallocIsInitalized(Arena* arena);
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u8 __osMallocIsInitialized(Arena* arena);
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void __osMalloc_FreeBlockTest(Arena* arena, ArenaNode* node);
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void* __osMalloc_NoLockDebug(Arena* arena, u32 size, const char* file, s32 line);
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void* __osMallocDebug(Arena* arena, u32 size, const char* file, s32 line);
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@ -128,7 +128,7 @@ extern f32 gStereoPanVolume[128];
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extern f32 gDefaultPanVolume[128];
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extern s16 gLowPassFilterData[16 * 8];
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extern s16 gHighPassFilterData[15 * 8];
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extern s32 gAudioContextInitalized;
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extern s32 gAudioContextInitialized;
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extern u8 gIsLargeSfxBank[7];
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extern u8 gChannelsPerBank[4][7];
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extern u8 gUsedChannelsPerBank[4][7];
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@ -811,7 +811,7 @@ typedef enum {
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/* 01 */ GAMEOVER_DEATH_START,
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/* 02 */ GAMEOVER_DEATH_WAIT_GROUND, // wait for link to fall and hit the ground
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/* 03 */ GAMEOVER_DEATH_DELAY_MENU, // wait for 1 second before showing the game over menu
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/* 04 */ GAMEOVER_DEATH_MENU, // do nothing while kaliedoscope handles the game over menu
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/* 04 */ GAMEOVER_DEATH_MENU, // do nothing while kaleidoscope handles the game over menu
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/* 20 */ GAMEOVER_REVIVE_START = 20,
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/* 21 */ GAMEOVER_REVIVE_RUMBLE,
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/* 22 */ GAMEOVER_REVIVE_WAIT_GROUND, // wait for link to fall and hit the ground
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@ -220,7 +220,7 @@ typedef struct Actor {
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/* 0x100 */ Vec3f prevPos; // World position from the previous update cycle
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/* 0x10C */ u8 isTargeted; // Set to true if the actor is currently being targeted by the player
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/* 0x10D */ u8 targetPriority; // Lower values have higher priority. Resets to 0 when player stops targeting
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/* 0x10E */ u16 textId; // Text ID to pass to link/display when interacting with the actor
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/* 0x10E */ u16 textId; // Text ID to pass to player/display when interacting with the actor
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/* 0x110 */ u16 freezeTimer; // Actor does not update when set. Timer decrements automatically
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/* 0x112 */ u16 colorFilterParams; // Set color filter to red, blue, or white. Toggle opa or xlu
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/* 0x114 */ u8 colorFilterTimer; // A non-zero value enables the color filter. Decrements automatically
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@ -68,7 +68,7 @@ typedef enum {
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/* 0x18 */ CAM_SET_PIVOT_IN_FRONT, // The camera used on Link's balcony in Kokiri forest. Data present in scene data for Deku Tree, GTG, Inside Ganon's Castle (TODO: may or may not be used) "CIRCLE3"
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/* 0x19 */ CAM_SET_PREREND_FIXED, // Camera is fixed in position and rotation "PREREND0"
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/* 0x1A */ CAM_SET_PREREND_PIVOT, // Camera is fixed in position with fixed pitch, but is free to rotate in the yaw direction 360 degrees "PREREND1"
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/* 0x1B */ CAM_SET_PREREND_SIDE_SCROLL, // Camera side-scrolls position to follow link. Only used in castle courtyard with the guards "PREREND3"
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/* 0x1B */ CAM_SET_PREREND_SIDE_SCROLL, // Camera side-scrolls position to follow the player. Only used in castle courtyard with the guards "PREREND3"
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/* 0x1C */ CAM_SET_DOOR0, // Custom room door transitions, used in fire and royal family tomb
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/* 0x1D */ CAM_SET_DOORC, // Generic room door transitions, camera moves and follows player as the door is open and closed
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/* 0x1E */ CAM_SET_CRAWLSPACE, // Used in all crawlspaces "RAIL3"
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@ -163,7 +163,7 @@ void __osMallocCleanup(Arena* arena) {
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bzero(arena, sizeof(*arena));
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}
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u8 __osMallocIsInitalized(Arena* arena) {
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u8 __osMallocIsInitialized(Arena* arena) {
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return arena->isInit;
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}
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@ -682,8 +682,8 @@ void __osDisplayArena(Arena* arena) {
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ArenaNode* iter;
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ArenaNode* next;
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if (!__osMallocIsInitalized(arena)) {
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osSyncPrintf("アリーナは初期化されていません\n"); // "Arena is not initalized"
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if (!__osMallocIsInitialized(arena)) {
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osSyncPrintf("アリーナは初期化されていません\n"); // "Arena is not initialized"
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return;
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}
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@ -746,7 +746,7 @@ void ArenaImpl_FaultClient(Arena* arena) {
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ArenaNode* next;
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FaultDrawer_Printf("ARENA INFO (0x%08x)\n", arena);
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if (!__osMallocIsInitalized(arena)) {
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if (!__osMallocIsInitialized(arena)) {
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FaultDrawer_Printf("Arena is uninitalized\n", arena);
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return;
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}
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@ -1059,7 +1059,7 @@ void AudioHeap_Init(void) {
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AudioHeap_InitSampleCaches(spec->persistentSampleCacheSize, spec->temporarySampleCacheSize);
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AudioLoad_InitSampleDmaBuffers(gAudioContext.numNotes);
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// Initalize Loads
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// Initialize Loads
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gAudioContext.preloadSampleStackTop = 0;
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AudioLoad_InitSlowLoads();
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AudioLoad_InitScriptLoads();
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@ -70,7 +70,7 @@ s32 sAudioLoadPad2[4]; // double file padding?
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DmaHandler sDmaHandler = osEPiStartDma;
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void* sUnusedHandler = NULL;
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s32 gAudioContextInitalized = false;
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s32 gAudioContextInitialized = false;
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void AudioLoad_DecreaseSampleDmaTtls(void) {
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u32 i;
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@ -1235,7 +1235,7 @@ void AudioLoad_Init(void* heap, u32 heapSize) {
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}
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AudioHeap_InitPool(&gAudioContext.permanentPool, ramAddr, gAudioHeapInitSizes.permanentPoolSize);
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gAudioContextInitalized = true;
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gAudioContextInitialized = true;
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osSendMesg(gAudioContext.taskStartQueueP, (OSMesg)gAudioContext.totalTaskCount, OS_MESG_NOBLOCK);
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}
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@ -1266,7 +1266,7 @@ Acmd* AudioSynth_LoadWaveSamples(Acmd* cmd, NoteSubEu* noteSubEu, NoteSynthesisS
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}
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/**
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* The Haas Effect gives directionality to sound by appling a small (< 35ms) delay to either the left or right channel.
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* The Haas Effect gives directionality to sound by applying a small (< 35ms) delay to either the left or right channel.
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* The delay is small enough that the sound is still perceived as one sound, but the channel that is not delayed will
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* reach our ear first and give a sense of directionality. The sound is directed towards the opposite side of the delay.
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*/
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@ -573,7 +573,7 @@ s32 func_800E5F88(s32 resetPreloadID) {
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void Audio_PreNMIInternal(void) {
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gAudioContext.resetTimer = 1;
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if (gAudioContextInitalized) {
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if (gAudioContextInitialized) {
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func_800E5F88(0);
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gAudioContext.resetStatus = 0;
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}
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@ -4854,7 +4854,7 @@ void Audio_SetSequenceMode(u8 seqMode) {
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sPrevSeqMode = seqMode + 0x80;
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}
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} else {
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// Hyrule Field will play slightly different bgm music depending on whether player is standing
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// Hyrule Field will play slightly different background music depending on whether player is standing
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// still or moving. This is the logic to determine the transition between those two states
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if (seqMode == SEQ_MODE_DEFAULT) {
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if (sPrevSeqMode == SEQ_MODE_STILL) {
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@ -106,6 +106,6 @@ void DebugArena_Cleanup(void) {
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__osMallocCleanup(&sDebugArena);
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}
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u8 DebugArena_IsInitalized(void) {
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return __osMallocIsInitalized(&sDebugArena);
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u8 DebugArena_IsInitialized(void) {
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return __osMallocIsInitialized(&sDebugArena);
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}
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@ -167,7 +167,7 @@ void SpeedMeter_DrawAllocEntries(SpeedMeter* meter, GraphicsContext* gfxCtx, Gam
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y = 212;
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if (SREG(0) > 2) {
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if (ZeldaArena_IsInitalized()) {
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if (ZeldaArena_IsInitialized()) {
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ZeldaArena_GetSizes(&zeldaFreeMax, &zeldaFree, &zeldaAlloc);
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SpeedMeter_InitAllocEntry(&entry, zeldaFree + zeldaAlloc, zeldaAlloc, GPACK_RGBA5551(0, 0, 255, 1),
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GPACK_RGBA5551(255, 255, 255, 1), ulx, lrx, y, y + 1);
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@ -105,6 +105,6 @@ void SystemArena_Cleanup(void) {
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__osMallocCleanup(&gSystemArena);
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}
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u8 SystemArena_IsInitalized(void) {
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return __osMallocIsInitalized(&gSystemArena);
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u8 SystemArena_IsInitialized(void) {
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return __osMallocIsInitialized(&gSystemArena);
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}
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@ -2939,7 +2939,7 @@ void func_800328D4(PlayState* play, ActorContext* actorCtx, Player* player, u32
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if ((actor->update != NULL) && ((Player*)actor != player) && CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_0)) {
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// This block below is for determining the closest actor to player in determining the volume
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// used while playing enemy bgm music
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// used while playing enemy background music
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if ((actorCategory == ACTORCAT_ENEMY) && CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2) &&
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(actor->xyzDistToPlayerSq < SQ(500.0f)) && (actor->xyzDistToPlayerSq < sbgmEnemyDistSq)) {
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actorCtx->targetCtx.bgmEnemy = actor;
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@ -68,8 +68,8 @@ f32 Camera_InterpolateCurve(f32 a, f32 b) {
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}
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/*
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* Performs linear interpoloation between `cur` and `target`. If `cur` is within
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* `minDiff` units, The result is rounded up to `target`
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* Performs linear interpolation between `cur` and `target`. If `cur` is within
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* `minDiff` units, the result is rounded up to `target`
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*/
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f32 Camera_LERPCeilF(f32 target, f32 cur, f32 stepScale, f32 minDiff) {
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f32 diff = target - cur;
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}
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/*
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* Performs linear interpoloation between `cur` and `target`. If `cur` is within
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* `minDiff` units, The result is rounded down to `cur`
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* Performs linear interpolation between `cur` and `target`. If `cur` is within
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* `minDiff` units, the result is rounded down to `cur`
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*/
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f32 Camera_LERPFloorF(f32 target, f32 cur, f32 stepScale, f32 minDiff) {
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f32 diff = target - cur;
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}
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/*
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* Performs linear interpoloation between `cur` and `target`. If `cur` is within
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* `minDiff` units, The result is rounded up to `target`
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* Performs linear interpolation between `cur` and `target`. If `cur` is within
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* `minDiff` units, the result is rounded up to `target`
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*/
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s16 Camera_LERPCeilS(s16 target, s16 cur, f32 stepScale, s16 minDiff) {
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s16 diff = target - cur;
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@ -125,8 +125,8 @@ s16 Camera_LERPCeilS(s16 target, s16 cur, f32 stepScale, s16 minDiff) {
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}
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/*
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* Performs linear interpoloation between `cur` and `target`. If `cur` is within
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* `minDiff` units, The result is rounded down to `cur`
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* Performs linear interpolation between `cur` and `target`. If `cur` is within
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* `minDiff` units, the result is rounded down to `cur`
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*/
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s16 Camera_LERPFloorS(s16 target, s16 cur, f32 stepScale, s16 minDiff) {
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s16 diff = target - cur;
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@ -144,8 +144,8 @@ s16 Camera_LERPFloorS(s16 target, s16 cur, f32 stepScale, s16 minDiff) {
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}
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/*
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* Performs linear interpoloation between `cur` and `target`. If `cur` is within
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* `minDiff` units, The result is rounded up to `target`
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* Performs linear interpolation between `cur` and `target`. If `cur` is within
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* `minDiff` units, the result is rounded up to `target`
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*/
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void Camera_LERPCeilVec3f(Vec3f* target, Vec3f* cur, f32 yStepScale, f32 xzStepScale, f32 minDiff) {
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cur->x = Camera_LERPCeilF(target->x, cur->x, xzStepScale, minDiff);
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@ -5642,7 +5642,7 @@ s32 Camera_Demo1(Camera* camera) {
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switch (camera->animState) {
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case 0:
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// initalize camera state
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// initialize camera state
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rwData->keyframe = 0;
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rwData->curFrame = 0.0f;
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camera->animState++;
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@ -6174,7 +6174,7 @@ s32 Camera_Demo6(Camera* camera) {
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switch (camera->animState) {
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case 0:
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// initalizes the camera state.
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// initializes the camera state.
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rwData->animTimer = 0;
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camera->fov = 60.0f;
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Actor_GetWorld(&focusPosRot, camFocus);
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@ -6280,7 +6280,7 @@ s32 Camera_Demo9(Camera* camera) {
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switch (camera->animState) {
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case 0:
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// initalize the camera state
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// initialize the camera state
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rwData->keyframe = 0;
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rwData->finishAction = 0;
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rwData->curFrame = 0.0f;
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@ -6301,7 +6301,7 @@ s32 Camera_Demo9(Camera* camera) {
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// if the animation timer is still running, run the demo logic
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// if it is not, then the case will fallthrough to the finish logic.
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// Run the at and eye cs interpoloation functions, if either of them return 1 (that no more points
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// Run the at and eye cs interpolation functions, if either of them returns 1 (that no more points
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// exist) change the animation state to 2 (standby)
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if (func_800BB2B4(&csEyeUpdate, &newRoll, camFOV, onePointCamData->eyePoints, &rwData->keyframe,
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&rwData->curFrame) != 0 ||
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@ -6711,7 +6711,7 @@ s32 Camera_Special6(Camera* camera) {
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camera->fov += (CAM_DATA_SCALED(fov) - camera->fov) / rwData->animTimer;
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rwData->animTimer--;
|
||||
} else {
|
||||
// Camera following link on the x axis.
|
||||
// Camera following player on the x axis.
|
||||
sCameraInterfaceFlags &= 0xF0FF;
|
||||
eyePosCalc = *eyeNext;
|
||||
eyePosCalc.x += (playerPosRot->pos.x - eyePosCalc.x) * 0.5f;
|
||||
|
|
|
@ -104,6 +104,6 @@ void ZeldaArena_Cleanup(void) {
|
|||
__osMallocCleanup(&sZeldaArena);
|
||||
}
|
||||
|
||||
u8 ZeldaArena_IsInitalized(void) {
|
||||
return __osMallocIsInitalized(&sZeldaArena);
|
||||
u8 ZeldaArena_IsInitialized(void) {
|
||||
return __osMallocIsInitialized(&sZeldaArena);
|
||||
}
|
||||
|
|
|
@ -517,10 +517,10 @@ void Play_Update(PlayState* this) {
|
|||
// fade out bgm if "continue bgm" flag is not set
|
||||
if (!(gEntranceTable[this->nextEntranceIndex + sceneLayer].field &
|
||||
ENTRANCE_INFO_CONTINUE_BGM_FLAG)) {
|
||||
// "Sound initalized. 111"
|
||||
// "Sound initialized. 111"
|
||||
osSyncPrintf("\n\n\nサウンドイニシャル来ました。111");
|
||||
if ((this->transitionType < TRANS_TYPE_MAX) && !Environment_IsForcedSequenceDisabled()) {
|
||||
// "Sound initalized. 222"
|
||||
// "Sound initialized. 222"
|
||||
osSyncPrintf("\n\n\nサウンドイニシャル来ました。222");
|
||||
func_800F6964(0x14);
|
||||
gSaveContext.seqId = (u8)NA_BGM_DISABLED;
|
||||
|
|
|
@ -334,7 +334,7 @@ s32 View_ApplyPerspective(View* view) {
|
|||
Matrix_MtxToMtxF(projection, &mf);
|
||||
osSyncPrintf("projection\n");
|
||||
for (i = 0; i < 4; i++) {
|
||||
osSyncPrintf(" %f %f %f %f\n", mf.mf[i][0], mf.mf[i][1], mf.mf[i][2], mf.mf[i][3]);
|
||||
osSyncPrintf("\t%f\t%f\t%f\t%f\n", mf.mf[i][0], mf.mf[i][1], mf.mf[i][2], mf.mf[i][3]);
|
||||
}
|
||||
osSyncPrintf("\n");
|
||||
}
|
||||
|
@ -373,7 +373,7 @@ s32 View_ApplyPerspective(View* view) {
|
|||
Matrix_MtxToMtxF(view->viewingPtr, &mf);
|
||||
osSyncPrintf("viewing\n");
|
||||
for (i = 0; i < 4; i++) {
|
||||
osSyncPrintf(" %f %f %f %f\n", mf.mf[i][0], mf.mf[i][1], mf.mf[i][2], mf.mf[i][3]);
|
||||
osSyncPrintf("\t%f\t%f\t%f\t%f\n", mf.mf[i][0], mf.mf[i][1], mf.mf[i][2], mf.mf[i][3]);
|
||||
}
|
||||
osSyncPrintf("\n");
|
||||
}
|
||||
|
|
|
@ -31,38 +31,38 @@ ENDDATA(__osPiIntTable)
|
|||
.balign 16
|
||||
|
||||
__osIntOffTable:
|
||||
.byte 0x00 /* redispatch */
|
||||
.byte 0x14 /* prenmi */
|
||||
.byte 0x18 /* IP6_Hdlr */
|
||||
.byte 0x18 /* IP6_Hdlr */
|
||||
.byte 0x1C /* IP7_Hdlr */
|
||||
.byte 0x1C /* IP7_Hdlr */
|
||||
.byte 0x1C /* IP7_Hdlr */
|
||||
.byte 0x1C /* IP7_Hdlr */
|
||||
.byte 0x20 /* counter */
|
||||
.byte 0x20 /* counter */
|
||||
.byte 0x20 /* counter */
|
||||
.byte 0x20 /* counter */
|
||||
.byte 0x20 /* counter */
|
||||
.byte 0x20 /* counter */
|
||||
.byte 0x20 /* counter */
|
||||
.byte 0x20 /* counter */
|
||||
.byte 0x00 /* redispatch */
|
||||
.byte 0x04 /* sw1 */
|
||||
.byte 0x08 /* sw2 */
|
||||
.byte 0x08 /* sw2 */
|
||||
.byte 0x0C /* rcp */
|
||||
.byte 0x0C /* rcp */
|
||||
.byte 0x0C /* rcp */
|
||||
.byte 0x0C /* rcp */
|
||||
.byte 0x10 /* cart */
|
||||
.byte 0x10 /* cart */
|
||||
.byte 0x10 /* cart */
|
||||
.byte 0x10 /* cart */
|
||||
.byte 0x10 /* cart */
|
||||
.byte 0x10 /* cart */
|
||||
.byte 0x10 /* cart */
|
||||
.byte 0x10 /* cart */
|
||||
.byte 0x00 /* redispatch */
|
||||
.byte 0x14 /* prenmi */
|
||||
.byte 0x18 /* IP6_Hdlr */
|
||||
.byte 0x18 /* IP6_Hdlr */
|
||||
.byte 0x1C /* IP7_Hdlr */
|
||||
.byte 0x1C /* IP7_Hdlr */
|
||||
.byte 0x1C /* IP7_Hdlr */
|
||||
.byte 0x1C /* IP7_Hdlr */
|
||||
.byte 0x20 /* counter */
|
||||
.byte 0x20 /* counter */
|
||||
.byte 0x20 /* counter */
|
||||
.byte 0x20 /* counter */
|
||||
.byte 0x20 /* counter */
|
||||
.byte 0x20 /* counter */
|
||||
.byte 0x20 /* counter */
|
||||
.byte 0x20 /* counter */
|
||||
.byte 0x00 /* redispatch */
|
||||
.byte 0x04 /* sw1 */
|
||||
.byte 0x08 /* sw2 */
|
||||
.byte 0x08 /* sw2 */
|
||||
.byte 0x0C /* rcp */
|
||||
.byte 0x0C /* rcp */
|
||||
.byte 0x0C /* rcp */
|
||||
.byte 0x0C /* rcp */
|
||||
.byte 0x10 /* cart */
|
||||
.byte 0x10 /* cart */
|
||||
.byte 0x10 /* cart */
|
||||
.byte 0x10 /* cart */
|
||||
.byte 0x10 /* cart */
|
||||
.byte 0x10 /* cart */
|
||||
.byte 0x10 /* cart */
|
||||
.byte 0x10 /* cart */
|
||||
|
||||
__osIntTable:
|
||||
.word redispatch
|
||||
|
|
|
@ -158,7 +158,7 @@ void BgHakaGate_StatueInactive(BgHakaGate* this, PlayState* play) {
|
|||
|
||||
void BgHakaGate_StatueIdle(BgHakaGate* this, PlayState* play) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
s32 linkDirection;
|
||||
s32 playerDirection;
|
||||
f32 forceDirection;
|
||||
|
||||
if (this->dyna.unk_150 != 0.0f) {
|
||||
|
@ -166,8 +166,8 @@ void BgHakaGate_StatueIdle(BgHakaGate* this, PlayState* play) {
|
|||
this->vInitTurnAngle = this->dyna.actor.shape.rot.y - this->dyna.actor.yawTowardsPlayer;
|
||||
sStatueDistToPlayer = this->dyna.actor.xzDistToPlayer;
|
||||
forceDirection = (this->dyna.unk_150 >= 0.0f) ? 1.0f : -1.0f;
|
||||
linkDirection = ((s16)(this->dyna.actor.yawTowardsPlayer - player->actor.shape.rot.y) > 0) ? -1 : 1;
|
||||
this->vTurnDirection = linkDirection * forceDirection;
|
||||
playerDirection = ((s16)(this->dyna.actor.yawTowardsPlayer - player->actor.shape.rot.y) > 0) ? -1 : 1;
|
||||
this->vTurnDirection = playerDirection * forceDirection;
|
||||
this->actionFunc = BgHakaGate_StatueTurn;
|
||||
} else {
|
||||
player->stateFlags2 &= ~PLAYER_STATE2_4;
|
||||
|
|
|
@ -236,7 +236,7 @@ void BgTreemouth_Draw(Actor* thisx, PlayState* play) {
|
|||
if (GET_EVENTCHKINF(EVENTCHKINF_07)) {
|
||||
alpha = 2150;
|
||||
}
|
||||
} else { // neeeded to match
|
||||
} else { // needed to match
|
||||
}
|
||||
|
||||
if (gSaveContext.sceneLayer == 6) {
|
||||
|
|
|
@ -660,7 +660,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
|
|||
this->targetPos = this->actor.world.pos;
|
||||
Math_ApproachF(&this->tentMaxAngle, 0.5f, 1.0f, 0.01);
|
||||
Math_ApproachF(&this->tentSpeed, 160.0f, 1.0f, 50.0f);
|
||||
if ((this->timers[0] == 0) || (this->linkHitTimer != 0)) {
|
||||
if ((this->timers[0] == 0) || (this->playerHitTimer != 0)) {
|
||||
dx = this->tentPos[22].x - player->actor.world.pos.x;
|
||||
dy = this->tentPos[22].y - player->actor.world.pos.y;
|
||||
dz = this->tentPos[22].z - player->actor.world.pos.z;
|
||||
|
@ -670,9 +670,9 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
|
|||
this->timers[0] = 40;
|
||||
this->tentSpeed = 0;
|
||||
if ((s16)(this->actor.shape.rot.y - this->actor.yawTowardsPlayer) >= 0) {
|
||||
this->linkToLeft = false;
|
||||
this->playerToLeft = false;
|
||||
} else {
|
||||
this->linkToLeft = true;
|
||||
this->playerToLeft = true;
|
||||
}
|
||||
} else {
|
||||
this->tentMaxAngle = .001f;
|
||||
|
@ -702,7 +702,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
|
|||
}
|
||||
for (indS1 = 0; indS1 < 41; indS1++) {
|
||||
if (this->timers[0] > 25) {
|
||||
if (!this->linkToLeft) {
|
||||
if (!this->playerToLeft) {
|
||||
Math_ApproachS(&this->tentRot[indS1].z, sCurlRot[indS1] * 0x100, 1.0f / this->tentMaxAngle,
|
||||
this->tentSpeed);
|
||||
} else {
|
||||
|
@ -710,7 +710,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
|
|||
this->tentSpeed);
|
||||
}
|
||||
} else {
|
||||
if (!this->linkToLeft) {
|
||||
if (!this->playerToLeft) {
|
||||
Math_ApproachS(&this->tentRot[indS1].z, sGrabRot[indS1] * 0x100, 1.0f / this->tentMaxAngle,
|
||||
this->tentSpeed);
|
||||
} else {
|
||||
|
@ -725,7 +725,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
|
|||
Math_ApproachS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 5, 0xC8);
|
||||
}
|
||||
if (this->work[MO_TENT_ACTION_STATE] == MO_TENT_CURL) {
|
||||
if ((this->timers[0] >= 5) && (this->linkHitTimer != 0) && (player->actor.parent == NULL)) {
|
||||
if ((this->timers[0] >= 5) && (this->playerHitTimer != 0) && (player->actor.parent == NULL)) {
|
||||
if (play->grabPlayer(play, player)) {
|
||||
player->actor.parent = &this->actor;
|
||||
this->work[MO_TENT_ACTION_STATE] = MO_TENT_GRAB;
|
||||
|
@ -1158,7 +1158,7 @@ void BossMo_TentCollisionCheck(BossMo* this, PlayState* play) {
|
|||
this->cutScale = 1.0f;
|
||||
} else if (hurtbox->toucher.dmgFlags & (DMG_JUMP_MASTER | DMG_JUMP_GIANT | DMG_SPIN_MASTER |
|
||||
DMG_SPIN_GIANT | DMG_SLASH_GIANT | DMG_SLASH_MASTER)) {
|
||||
this->linkHitTimer = 5;
|
||||
this->playerHitTimer = 5;
|
||||
}
|
||||
this->tentRippleSize = 0.2f;
|
||||
for (i2 = 0; i2 < 10; i2++) {
|
||||
|
@ -1177,7 +1177,7 @@ void BossMo_TentCollisionCheck(BossMo* this, PlayState* play) {
|
|||
break;
|
||||
} else if (this->tentCollider.elements[i1].info.toucherFlags & TOUCH_HIT) {
|
||||
this->tentCollider.elements[i1].info.toucherFlags &= ~TOUCH_HIT;
|
||||
this->linkHitTimer = 5;
|
||||
this->playerHitTimer = 5;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -2377,8 +2377,8 @@ void BossMo_UpdateTent(Actor* thisx, PlayState* play) {
|
|||
if (this->work[MO_TENT_INVINC_TIMER] != 0) {
|
||||
this->work[MO_TENT_INVINC_TIMER]--;
|
||||
}
|
||||
if (this->linkHitTimer != 0) {
|
||||
this->linkHitTimer--;
|
||||
if (this->playerHitTimer != 0) {
|
||||
this->playerHitTimer--;
|
||||
}
|
||||
|
||||
if (this->drawActor) {
|
||||
|
@ -2540,7 +2540,7 @@ void BossMo_DrawTentacle(BossMo* this, PlayState* play) {
|
|||
Vec3s sp84;
|
||||
|
||||
Matrix_Push();
|
||||
if (this->linkToLeft) {
|
||||
if (this->playerToLeft) {
|
||||
sp8C.x *= -1.0f;
|
||||
}
|
||||
Matrix_MultVec3f(&sp8C, &this->grabPosRot.pos);
|
||||
|
|
|
@ -67,7 +67,7 @@ typedef struct BossMo {
|
|||
/* 0x0170 */ s16 zSwing;
|
||||
/* 0x0172 */ s16 cutIndex;
|
||||
/* 0x0174 */ s16 meltIndex;
|
||||
/* 0x0176 */ s16 linkToLeft;
|
||||
/* 0x0176 */ s16 playerToLeft;
|
||||
/* 0x0178 */ s16 mashCounter;
|
||||
/* 0x017A */ s16 noBubbles;
|
||||
/* 0x017C */ s16 sfxTimer;
|
||||
|
@ -87,7 +87,7 @@ typedef struct BossMo {
|
|||
/* 0x01CE */ s16 attackAngleMod;
|
||||
/* 0x01D0 */ u8 unk_1D0; // unused?
|
||||
/* 0x01D1 */ u8 drawActor;
|
||||
/* 0x01D2 */ u8 linkHitTimer;
|
||||
/* 0x01D2 */ u8 playerHitTimer;
|
||||
/* 0x01D4 */ Vec3f targetPos;
|
||||
/* 0x01E0 */ f32 tentRippleSize;
|
||||
/* 0x01E4 */ PosRot grabPosRot;
|
||||
|
|
|
@ -198,7 +198,7 @@ static Vec3f sTwinrovaPillarPos[] = {
|
|||
{ 0.0f, 380.0f, -580.0f },
|
||||
};
|
||||
|
||||
static u8 sTwInitalized = false;
|
||||
static u8 sTwInitialized = false;
|
||||
|
||||
static InitChainEntry sInitChain[] = {
|
||||
ICHAIN_U8(targetMode, 5, ICHAIN_CONTINUE),
|
||||
|
@ -488,8 +488,8 @@ void BossTw_Init(Actor* thisx, PlayState* play2) {
|
|||
this->actor.colChkInfo.health = 0;
|
||||
Collider_InitCylinder(play, &this->collider);
|
||||
|
||||
if (!sTwInitalized) {
|
||||
sTwInitalized = true;
|
||||
if (!sTwInitialized) {
|
||||
sTwInitialized = true;
|
||||
play->envCtx.lightSettingOverride = 1;
|
||||
play->envCtx.prevLightSetting = 1;
|
||||
play->envCtx.lightSetting = 1;
|
||||
|
@ -600,7 +600,7 @@ void BossTw_Destroy(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
if (thisx->params == TW_TWINROVA) {
|
||||
sTwInitalized = false;
|
||||
sTwInitialized = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -3463,7 +3463,7 @@ void BossVa_UpdateEffects(PlayState* play) {
|
|||
|
||||
if (effect->type == VA_TUMOR) {
|
||||
s16 yaw;
|
||||
|
||||
|
||||
refActor = effect->parent;
|
||||
|
||||
effect->rot.z += 0x157C;
|
||||
|
|
|
@ -263,7 +263,7 @@ void EnAni_Update(Actor* thisx, PlayState* play) {
|
|||
func_800788CC(NA_SE_IT_EARTHQUAKE);
|
||||
}
|
||||
} else {
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
this->skelAnime.curFrame = 0.0f;
|
||||
}
|
||||
this->actionFunc(this, play);
|
||||
|
|
|
@ -303,7 +303,7 @@ void EnCow_Update(Actor* thisx, PlayState* play2) {
|
|||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliders[1].base);
|
||||
Actor_MoveForward(thisx);
|
||||
Actor_UpdateBgCheckInfo(play, thisx, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
if (this->skelAnime.animation == &gCowBodyChewAnim) {
|
||||
Audio_PlayActorSfx2(thisx, NA_SE_EV_COW_CRY);
|
||||
Animation_Change(&this->skelAnime, &gCowBodyMoveHeadAnim, 1.0f, 0.0f,
|
||||
|
@ -343,7 +343,7 @@ void func_809DFE98(Actor* thisx, PlayState* play) {
|
|||
EnCow* this = (EnCow*)thisx;
|
||||
s32 pad;
|
||||
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
if (this->skelAnime.animation == &gCowTailIdleAnim) {
|
||||
Animation_Change(&this->skelAnime, &gCowTailSwishAnim, 1.0f, 0.0f,
|
||||
Animation_GetLastFrame(&gCowTailSwishAnim), ANIMMODE_ONCE, 1.0f);
|
||||
|
|
|
@ -398,7 +398,7 @@ void EnCs_Wait(EnCs* this, PlayState* play) {
|
|||
void EnCs_Talk(EnCs* this, PlayState* play) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
EnCs_ChangeAnim(this, this->currentAnimIndex, &this->currentAnimIndex);
|
||||
}
|
||||
|
||||
|
|
|
@ -678,7 +678,7 @@ void EnDodongo_Death(EnDodongo* this, PlayState* play) {
|
|||
} else if (this->actor.colorFilterTimer == 0) {
|
||||
Actor_SetColorFilter(&this->actor, 0x4000, 0x78, 0, 4);
|
||||
}
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
if (this->timer == 0) {
|
||||
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x,
|
||||
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 6, BOMB_BODY);
|
||||
|
|
|
@ -236,7 +236,7 @@ void EnDs_Wait(EnDs* this, PlayState* play) {
|
|||
void EnDs_Update(Actor* thisx, PlayState* play) {
|
||||
EnDs* this = (EnDs*)thisx;
|
||||
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
this->skelAnime.curFrame = 0.0f;
|
||||
}
|
||||
|
||||
|
|
|
@ -442,11 +442,11 @@ void EnFloormas_Die(EnFloormas* this, PlayState* play) {
|
|||
|
||||
void EnFloormas_BigDecideAction(EnFloormas* this, PlayState* play) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
// within 400 units of link and within 90 degrees rotation of him
|
||||
// within 400 units and within 90 degrees rotation of player
|
||||
if (this->actor.xzDistToPlayer < 400.0f && !Actor_IsFacingPlayer(&this->actor, 0x4000)) {
|
||||
this->actionTarget = this->actor.yawTowardsPlayer;
|
||||
EnFloormas_SetupTurn(this);
|
||||
// within 280 units of link and within 45 degrees rotation of him
|
||||
// within 280 units and within 45 degrees rotation of player
|
||||
} else if (this->actor.xzDistToPlayer < 280.0f && Actor_IsFacingPlayer(&this->actor, 0x2000)) {
|
||||
EnFloormas_SetupHover(this, play);
|
||||
} else {
|
||||
|
@ -490,7 +490,7 @@ void EnFloormas_BigWalk(EnFloormas* this, PlayState* play) {
|
|||
this->actionTarget = this->actor.wallYaw;
|
||||
EnFloormas_SetupTurn(this);
|
||||
} else if ((this->actor.xzDistToPlayer < 400.0f) && !Actor_IsFacingPlayer(&this->actor, 0x4000)) {
|
||||
// set target rotation to link.
|
||||
// set target rotation to player.
|
||||
this->actionTarget = this->actor.yawTowardsPlayer;
|
||||
EnFloormas_SetupTurn(this);
|
||||
} else if (this->actionTimer == 0) {
|
||||
|
@ -910,7 +910,7 @@ void EnFloormas_Merge(EnFloormas* this, PlayState* play) {
|
|||
this->collider.dim.radius = (sCylinderInit.dim.radius * 100.0f) * this->actor.scale.x;
|
||||
this->collider.dim.height = (sCylinderInit.dim.height * 100.0f) * this->actor.scale.x;
|
||||
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
if (this->actor.scale.x >= 0.01f) {
|
||||
this->actor.flags &= ~ACTOR_FLAG_4;
|
||||
EnFloormas_MakeVulnerable(this);
|
||||
|
@ -935,7 +935,7 @@ void EnFloormas_SmWait(EnFloormas* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnFloormas_TakeDamage(EnFloormas* this, PlayState* play) {
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
if (this->actor.colChkInfo.health == 0) {
|
||||
EnFloormas_Die(this, play);
|
||||
} else {
|
||||
|
@ -954,7 +954,7 @@ void EnFloormas_TakeDamage(EnFloormas* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnFloormas_Recover(EnFloormas* this, PlayState* play) {
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
EnFloormas_SetupStand(this);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -241,7 +241,7 @@ void EnFu_Update(Actor* thisx, PlayState* play) {
|
|||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
if (!(this->behaviorFlags & FU_WAIT) && (SkelAnime_Update(&this->skelanime) != 0)) {
|
||||
if (!(this->behaviorFlags & FU_WAIT) && SkelAnime_Update(&this->skelanime)) {
|
||||
Animation_Change(&this->skelanime, this->skelanime.animation, 1.0f, 0.0f,
|
||||
Animation_GetLastFrame(this->skelanime.animation), ANIMMODE_ONCE, 0.0f);
|
||||
}
|
||||
|
|
|
@ -1183,17 +1183,17 @@ void EnGeldB_Block(EnGeldB* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnGeldB_SetupSidestep(EnGeldB* this, PlayState* play) {
|
||||
s16 linkAngle;
|
||||
s16 playerRotY;
|
||||
Player* player;
|
||||
f32 lastFrame = Animation_GetLastFrame(&gGerudoRedSidestepAnim);
|
||||
|
||||
Animation_Change(&this->skelAnime, &gGerudoRedSidestepAnim, 1.0f, 0.0f, lastFrame, ANIMMODE_LOOP_INTERP, 0.0f);
|
||||
player = GET_PLAYER(play);
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xFA0, 1);
|
||||
linkAngle = player->actor.shape.rot.y;
|
||||
if (Math_SinS(linkAngle - this->actor.shape.rot.y) > 0.0f) {
|
||||
playerRotY = player->actor.shape.rot.y;
|
||||
if (Math_SinS(playerRotY - this->actor.shape.rot.y) > 0.0f) {
|
||||
this->actor.speedXZ = -6.0f;
|
||||
} else if (Math_SinS(linkAngle - this->actor.shape.rot.y) < 0.0f) {
|
||||
} else if (Math_SinS(playerRotY - this->actor.shape.rot.y) < 0.0f) {
|
||||
this->actor.speedXZ = 6.0f;
|
||||
} else {
|
||||
this->actor.speedXZ = Rand_CenteredFloat(12.0f);
|
||||
|
|
|
@ -263,7 +263,7 @@ void func_80A68DB0(EnHorseGanon* this, PlayState* play) {
|
|||
|
||||
func_80A686A8(this, play);
|
||||
|
||||
if (SkelAnime_Update(&this->skin.skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skin.skelAnime)) {
|
||||
func_80A68B20(this);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -113,7 +113,7 @@ void EnHs2_Update(Actor* thisx, PlayState* play) {
|
|||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
this->skelAnime.curFrame = 0.0f;
|
||||
}
|
||||
this->actionFunc(this, play);
|
||||
|
|
|
@ -617,7 +617,7 @@ void func_80A7A304(EnIn* this, PlayState* play) {
|
|||
if (this->skelAnime.animation == &object_in_Anim_018C38 && this->skelAnime.curFrame == 20.0f) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_VO_IN_CRY_0);
|
||||
}
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
this->animationIdx %= 8;
|
||||
this->unk_1E8 = this->animationIdx;
|
||||
if (this->animationIdx == 3 || this->animationIdx == 4) {
|
||||
|
|
|
@ -365,13 +365,13 @@ void func_80ABA878(EnNiwLady* this, PlayState* play) {
|
|||
}
|
||||
if (Actor_ProcessTalkRequest(&this->actor, play)) {
|
||||
playerExchangeItemId = func_8002F368(play);
|
||||
if ((playerExchangeItemId == 6) && GET_EVENTCHKINF(EVENTCHKINF_6A)) {
|
||||
if ((playerExchangeItemId == EXCH_ITEM_POCKET_CUCCO) && GET_EVENTCHKINF(EVENTCHKINF_6A)) {
|
||||
func_80078884(NA_SE_SY_TRE_BOX_APPEAR);
|
||||
player->actor.textId = sTradeItemTextIds[5];
|
||||
this->unk_26E = this->unk_27A + 21;
|
||||
this->unk_262 = TEXT_STATE_CHOICE;
|
||||
this->actionFunc = func_80ABAB08;
|
||||
} else if (playerExchangeItemId != 0) {
|
||||
} else if (playerExchangeItemId != EXCH_ITEM_NONE) {
|
||||
player->actor.textId = sTradeItemTextIds[7];
|
||||
this->unk_26E = this->unk_27A + 21;
|
||||
} else {
|
||||
|
|
|
@ -249,9 +249,9 @@ void EnOwl_LookAtLink(EnOwl* this, PlayState* play) {
|
|||
}
|
||||
|
||||
/**
|
||||
* Checks if link is within `targetDist` units, initalize the camera for the owl.
|
||||
* Checks if link is within `targetDist` units, initialize the camera for the owl.
|
||||
* returns 0 if the link is not within `targetDistance`, returns 1 once link is within
|
||||
* the distance, and the camera has been initalized.
|
||||
* the distance, and the camera has been initialized.
|
||||
*/
|
||||
s32 EnOwl_CheckInitTalk(EnOwl* this, PlayState* play, u16 textId, f32 targetDist, u16 flags) {
|
||||
s32 timer;
|
||||
|
|
|
@ -231,7 +231,7 @@ void EnSkb_RiseFromGround(EnSkb* this, PlayState* play) {
|
|||
if ((play->gameplayFrames & 1) != 0) {
|
||||
EnSkb_SpawnDebris(play, this, &this->actor.world.pos);
|
||||
}
|
||||
if ((SkelAnime_Update(&this->skelAnime) != 0) && (0.0f == this->actor.shape.yOffset)) {
|
||||
if (SkelAnime_Update(&this->skelAnime) && (0.0f == this->actor.shape.yOffset)) {
|
||||
EnSkb_DecideNextAction(this);
|
||||
}
|
||||
}
|
||||
|
@ -253,7 +253,7 @@ void EnSkb_Despawn(EnSkb* this, PlayState* play) {
|
|||
EnSkb_SpawnDebris(play, this, &this->actor.world.pos);
|
||||
}
|
||||
Math_SmoothStepToF(&this->actor.shape.shadowScale, 0.0f, 1.0f, 2.5f, 0.0f);
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
@ -328,7 +328,7 @@ void EnSkb_Attack(EnSkb* this, PlayState* play) {
|
|||
if (this->collider.base.atFlags & AT_BOUNCED) {
|
||||
this->collider.base.atFlags &= ~(AT_HIT | AT_BOUNCED);
|
||||
EnSkb_SetupRecoil(this);
|
||||
} else if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
} else if (SkelAnime_Update(&this->skelAnime)) {
|
||||
EnSkb_DecideNextAction(this);
|
||||
}
|
||||
}
|
||||
|
@ -343,7 +343,7 @@ void EnSkb_SetupRecoil(EnSkb* this) {
|
|||
}
|
||||
|
||||
void EnSkb_Recoil(EnSkb* this, PlayState* play) {
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
EnSkb_DecideNextAction(this);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -270,7 +270,7 @@ void EnSt_SetDropAnimAndVel(EnSt* this) {
|
|||
}
|
||||
|
||||
/**
|
||||
* Initalizes the Skulltula's 6 cylinders, and sphere collider.
|
||||
* Initializes the Skulltula's 6 cylinders, and sphere collider.
|
||||
*/
|
||||
void EnSt_InitColliders(EnSt* this, PlayState* play) {
|
||||
ColliderCylinderInit* cylinders[6] = {
|
||||
|
@ -380,7 +380,7 @@ void EnSt_UpdateCylinders(EnSt* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
s32 EnSt_CheckHitLink(EnSt* this, PlayState* play) {
|
||||
s32 EnSt_CheckHitPlayer(EnSt* this, PlayState* play) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
s32 hit;
|
||||
s32 i;
|
||||
|
@ -500,8 +500,8 @@ s32 EnSt_CheckColliders(EnSt* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->stunTimer == 0 && this->takeDamageSpinTimer == 0) {
|
||||
// check if the Skulltula has hit link.
|
||||
EnSt_CheckHitLink(this, play);
|
||||
// check if the Skulltula has hit the player.
|
||||
EnSt_CheckHitPlayer(this, play);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -267,7 +267,7 @@ void EnTite_Attack(EnTite* this, PlayState* play) {
|
|||
s32 attackState;
|
||||
Vec3f ripplePos;
|
||||
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
attackState = this->vAttackState; // for deciding whether to change animation
|
||||
switch (this->vAttackState) {
|
||||
case TEKTITE_BEGIN_LUNGE:
|
||||
|
|
|
@ -378,7 +378,7 @@ void EnTr_Update(Actor* thisx, PlayState* play) {
|
|||
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
this->actionFunc(this, play);
|
||||
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
if (this->animation != NULL) {
|
||||
if ((this->animation == &object_tr_Anim_0035CC) || (this->animation == &object_tr_Anim_0013CC)) {
|
||||
if (this->actor.params != TR_KOUME) {
|
||||
|
|
|
@ -328,13 +328,13 @@ void EnWallmas_Drop(EnWallmas* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnWallmas_Land(EnWallmas* this, PlayState* play) {
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
EnWallmas_SetupStand(this);
|
||||
}
|
||||
}
|
||||
|
||||
void EnWallmas_Stand(EnWallmas* this, PlayState* play) {
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
EnWallmas_SetupWalk(this);
|
||||
}
|
||||
|
||||
|
@ -342,7 +342,7 @@ void EnWallmas_Stand(EnWallmas* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnWallmas_Walk(EnWallmas* this, PlayState* play) {
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
EnWallmas_SetupJumpToCeiling(this);
|
||||
}
|
||||
|
||||
|
@ -355,7 +355,7 @@ void EnWallmas_Walk(EnWallmas* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnWallmas_JumpToCeiling(EnWallmas* this, PlayState* play) {
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
EnWallmas_SetupReturnToCeiling(this);
|
||||
}
|
||||
}
|
||||
|
@ -388,7 +388,7 @@ void EnWallmas_ReturnToCeiling(EnWallmas* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnWallmas_TakeDamage(EnWallmas* this, PlayState* play) {
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
if (this->actor.colChkInfo.health == 0) {
|
||||
EnWallmas_SetupDie(this, play);
|
||||
} else {
|
||||
|
@ -403,7 +403,7 @@ void EnWallmas_TakeDamage(EnWallmas* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnWallmas_Cooldown(EnWallmas* this, PlayState* play) {
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
EnWallmas_SetupReturnToCeiling(this);
|
||||
}
|
||||
}
|
||||
|
@ -430,7 +430,7 @@ void EnWallmas_TakePlayer(EnWallmas* this, PlayState* play) {
|
|||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FALL_CATCH);
|
||||
}
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
player->actor.world.pos.x = this->actor.world.pos.x;
|
||||
player->actor.world.pos.z = this->actor.world.pos.z;
|
||||
|
||||
|
|
|
@ -124,7 +124,7 @@ void KaleidoScope_DrawItemSelect(PlayState* play) {
|
|||
|
||||
osSyncPrintf("now=%d ccc=%d\n", cursorPoint, cursorItem);
|
||||
|
||||
// Seem necessary to match
|
||||
// Seems necessary to match
|
||||
if (pauseCtx->cursorX[PAUSE_ITEM]) {}
|
||||
if (gSaveContext.inventory.items[pauseCtx->cursorPoint[PAUSE_ITEM]]) {}
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue