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https://github.com/zeldaret/oot.git
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PlayState Rename (#1231)
* global context -> play * fix PlayState* PlayState
This commit is contained in:
parent
154f44b6da
commit
2e6279bc8e
912 changed files with 40489 additions and 41078 deletions
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@ -13,23 +13,23 @@ typedef enum {
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/* 6 */ DH_DAMAGE
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} EnDhAction;
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void EnDh_Init(Actor* this, GlobalContext* globalCtx);
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void EnDh_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnDh_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnDh_Draw(Actor* thisx, GlobalContext* globalCtx);
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void EnDh_Init(Actor* this, PlayState* play);
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void EnDh_Destroy(Actor* thisx, PlayState* play);
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void EnDh_Update(Actor* thisx, PlayState* play);
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void EnDh_Draw(Actor* thisx, PlayState* play);
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void EnDh_SetupWait(EnDh* this);
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void EnDh_SetupWalk(EnDh* this);
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void EnDh_SetupAttack(EnDh* this);
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void EnDh_SetupBurrow(EnDh* this);
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void EnDh_Wait(EnDh* this, GlobalContext* globalCtx);
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void EnDh_Walk(EnDh* this, GlobalContext* globalCtx);
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void EnDh_Retreat(EnDh* this, GlobalContext* globalCtx);
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void EnDh_Attack(EnDh* this, GlobalContext* globalCtx);
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void EnDh_Burrow(EnDh* this, GlobalContext* globalCtx);
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void EnDh_Damage(EnDh* this, GlobalContext* globalCtx);
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void EnDh_Death(EnDh* this, GlobalContext* globalCtx);
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void EnDh_Wait(EnDh* this, PlayState* play);
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void EnDh_Walk(EnDh* this, PlayState* play);
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void EnDh_Retreat(EnDh* this, PlayState* play);
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void EnDh_Attack(EnDh* this, PlayState* play);
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void EnDh_Burrow(EnDh* this, PlayState* play);
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void EnDh_Damage(EnDh* this, PlayState* play);
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void EnDh_Death(EnDh* this, PlayState* play);
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const ActorInit En_Dh_InitVars = {
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ACTOR_EN_DH,
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@ -136,12 +136,12 @@ void EnDh_SetupAction(EnDh* this, EnDhActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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void EnDh_Init(Actor* thisx, GlobalContext* globalCtx) {
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void EnDh_Init(Actor* thisx, PlayState* play) {
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EnDh* this = (EnDh*)thisx;
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Actor_ProcessInitChain(&this->actor, sInitChain);
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this->actor.colChkInfo.damageTable = &D_809EC620;
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &object_dh_Skel_007E88, &object_dh_Anim_005880, this->jointTable,
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SkelAnime_InitFlex(play, &this->skelAnime, &object_dh_Skel_007E88, &object_dh_Anim_005880, this->jointTable,
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this->limbRotTable, 16);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 64.0f);
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this->actor.params = ENDH_WAIT_UNDERGROUND;
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@ -149,24 +149,23 @@ void EnDh_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->actor.colChkInfo.health = LINK_IS_ADULT ? 14 : 20;
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this->alpha = this->unk_258 = 255;
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this->actor.flags &= ~ACTOR_FLAG_0;
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Collider_InitCylinder(globalCtx, &this->collider1);
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Collider_SetCylinder(globalCtx, &this->collider1, &this->actor, &sCylinderInit);
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Collider_InitJntSph(globalCtx, &this->collider2);
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Collider_SetJntSph(globalCtx, &this->collider2, &this->actor, &sJntSphInit, this->elements);
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Collider_InitCylinder(play, &this->collider1);
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Collider_SetCylinder(play, &this->collider1, &this->actor, &sCylinderInit);
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Collider_InitJntSph(play, &this->collider2);
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Collider_SetJntSph(play, &this->collider2, &this->actor, &sJntSphInit, this->elements);
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EnDh_SetupWait(this);
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}
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void EnDh_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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void EnDh_Destroy(Actor* thisx, PlayState* play) {
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s32 pad;
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EnDh* this = (EnDh*)thisx;
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func_800F5B58();
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Collider_DestroyCylinder(globalCtx, &this->collider1);
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Collider_DestroyJntSph(globalCtx, &this->collider2);
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Collider_DestroyCylinder(play, &this->collider1);
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Collider_DestroyJntSph(play, &this->collider2);
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}
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void EnDh_SpawnDebris(GlobalContext* globalCtx, EnDh* this, Vec3f* spawnPos, f32 spread, s32 arg4, f32 accelXZ,
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f32 scale) {
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void EnDh_SpawnDebris(PlayState* play, EnDh* this, Vec3f* spawnPos, f32 spread, s32 arg4, f32 accelXZ, f32 scale) {
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Vec3f pos;
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Vec3f vel = { 0.0f, 8.0f, 0.0f };
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Vec3f accel = { 0.0f, -1.5f, 0.0f };
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@ -181,7 +180,7 @@ void EnDh_SpawnDebris(GlobalContext* globalCtx, EnDh* this, Vec3f* spawnPos, f32
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accel.z = (Rand_ZeroOne() - 0.5f) * accelXZ;
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vel.y += (Rand_ZeroOne() - 0.5f) * 4.0f;
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scaleMod = (Rand_ZeroOne() * 5.0f) + 12.0f;
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EffectSsHahen_Spawn(globalCtx, &pos, &vel, &accel, arg4, scaleMod * scale, -1, 10, NULL);
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EffectSsHahen_Spawn(play, &pos, &vel, &accel, arg4, scaleMod * scale, -1, 10, NULL);
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}
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void EnDh_SetupWait(EnDh* this) {
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@ -197,11 +196,11 @@ void EnDh_SetupWait(EnDh* this) {
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EnDh_SetupAction(this, EnDh_Wait);
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}
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void EnDh_Wait(EnDh* this, GlobalContext* globalCtx) {
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void EnDh_Wait(EnDh* this, PlayState* play) {
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if ((s32)this->skelAnime.curFrame == 5) {
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func_800F5ACC(NA_BGM_MINI_BOSS);
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}
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if (Actor_GetCollidedExplosive(globalCtx, &this->collider1.base)) {
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if (Actor_GetCollidedExplosive(play, &this->collider1.base)) {
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this->actor.params = ENDH_START_ATTACK_BOMB;
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}
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if ((this->actor.params >= ENDH_START_ATTACK_GRAB) || (this->actor.params <= ENDH_HANDS_KILLED_4)) {
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@ -218,7 +217,7 @@ void EnDh_Wait(EnDh* this, GlobalContext* globalCtx) {
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Math_SmoothStepToF(&this->dirtWaveSpread, 300.0f, 1.0f, 5.0f, 0.0f);
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this->dirtWaveHeight = Math_SinS(this->dirtWavePhase) * 55.0f;
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this->dirtWaveAlpha = (s16)(Math_SinS(this->dirtWavePhase) * 255.0f);
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EnDh_SpawnDebris(globalCtx, this, &this->actor.world.pos, this->dirtWaveSpread, 4, 2.05f, 1.2f);
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EnDh_SpawnDebris(play, this, &this->actor.world.pos, this->dirtWaveSpread, 4, 2.05f, 1.2f);
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if (this->actor.shape.yOffset == 0.0f) {
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this->drawDirtWave = false;
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this->actionState++;
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@ -233,7 +232,7 @@ void EnDh_Wait(EnDh* this, GlobalContext* globalCtx) {
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0x7D0, 0);
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SkelAnime_Update(&this->skelAnime);
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if (this->actor.params != ENDH_START_ATTACK_BOMB) {
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func_8008EEAC(globalCtx, &this->actor);
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func_8008EEAC(play, &this->actor);
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}
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}
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}
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@ -247,14 +246,14 @@ void EnDh_SetupWalk(EnDh* this) {
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EnDh_SetupAction(this, EnDh_Walk);
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}
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void EnDh_Walk(EnDh* this, GlobalContext* globalCtx) {
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void EnDh_Walk(EnDh* this, PlayState* play) {
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xFA, 0);
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this->actor.world.rot.y = this->actor.shape.rot.y;
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SkelAnime_Update(&this->skelAnime);
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if (((s32)this->skelAnime.curFrame % 8) == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_WALK);
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}
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if ((globalCtx->gameplayFrames & 0x5F) == 0) {
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if ((play->gameplayFrames & 0x5F) == 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_LAUGH);
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}
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if (this->actor.xzDistToPlayer <= 100.0f) {
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@ -267,7 +266,7 @@ void EnDh_Walk(EnDh* this, GlobalContext* globalCtx) {
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}
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}
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void EnDh_SetupRetreat(EnDh* this, GlobalContext* globalCtx) {
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void EnDh_SetupRetreat(EnDh* this, PlayState* play) {
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Animation_MorphToLoop(&this->skelAnime, &object_dh_Anim_005880, -4.0f);
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this->curAction = DH_RETREAT;
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this->timer = 70;
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@ -275,7 +274,7 @@ void EnDh_SetupRetreat(EnDh* this, GlobalContext* globalCtx) {
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EnDh_SetupAction(this, EnDh_Retreat);
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}
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void EnDh_Retreat(EnDh* this, GlobalContext* globalCtx) {
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void EnDh_Retreat(EnDh* this, PlayState* play) {
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this->timer--;
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if (this->timer == 0) {
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this->retreat = false;
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@ -295,7 +294,7 @@ void EnDh_SetupAttack(EnDh* this) {
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EnDh_SetupAction(this, EnDh_Attack);
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}
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void EnDh_Attack(EnDh* this, GlobalContext* globalCtx) {
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void EnDh_Attack(EnDh* this, PlayState* play) {
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s32 pad;
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if (SkelAnime_Update(&this->skelAnime)) {
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@ -330,7 +329,7 @@ void EnDh_Attack(EnDh* this, GlobalContext* globalCtx) {
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this->actionState++;
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} else if (this->collider2.base.atFlags & AT_HIT) {
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this->collider2.base.atFlags &= ~AT_HIT;
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func_8002F71C(globalCtx, &this->actor, 8.0f, this->actor.shape.rot.y, 8.0f);
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func_8002F71C(play, &this->actor, 8.0f, this->actor.shape.rot.y, 8.0f);
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}
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break;
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case 3:
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@ -368,7 +367,7 @@ void EnDh_SetupBurrow(EnDh* this) {
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EnDh_SetupAction(this, EnDh_Burrow);
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}
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void EnDh_Burrow(EnDh* this, GlobalContext* globalCtx) {
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void EnDh_Burrow(EnDh* this, PlayState* play) {
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switch (this->actionState) {
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case 0:
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this->actionState++;
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@ -382,7 +381,7 @@ void EnDh_Burrow(EnDh* this, GlobalContext* globalCtx) {
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Math_SmoothStepToF(&this->dirtWaveSpread, 300.0f, 1.0f, 8.0f, 0.0f);
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this->dirtWaveHeight = Math_SinS(this->dirtWavePhase) * 55.0f;
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this->dirtWaveAlpha = (s16)(Math_SinS(this->dirtWavePhase) * 255.0f);
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EnDh_SpawnDebris(globalCtx, this, &this->actor.world.pos, this->dirtWaveSpread, 4, 2.05f, 1.2f);
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EnDh_SpawnDebris(play, this, &this->actor.world.pos, this->dirtWaveSpread, 4, 2.05f, 1.2f);
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this->collider1.dim.radius = this->dirtWaveSpread * 0.6f;
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if (SkelAnime_Update(&this->skelAnime)) {
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this->actionState++;
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@ -408,7 +407,7 @@ void EnDh_SetupDamage(EnDh* this) {
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EnDh_SetupAction(this, EnDh_Damage);
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}
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void EnDh_Damage(EnDh* this, GlobalContext* globalCtx) {
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void EnDh_Damage(EnDh* this, PlayState* play) {
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if (this->actor.speedXZ < 0.0f) {
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this->actor.speedXZ += 0.15f;
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}
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@ -416,7 +415,7 @@ void EnDh_Damage(EnDh* this, GlobalContext* globalCtx) {
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if (SkelAnime_Update(&this->skelAnime)) {
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this->actor.world.rot.y = this->actor.shape.rot.y;
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if (this->retreat) {
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EnDh_SetupRetreat(this, globalCtx);
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EnDh_SetupRetreat(this, play);
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} else if ((this->actor.xzDistToPlayer <= 105.0f) && Actor_IsFacingPlayer(&this->actor, 60 * 0x10000 / 360)) {
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f32 frames = Animation_GetLastFrame(&object_dh_Anim_004658);
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@ -441,7 +440,7 @@ void EnDh_SetupDeath(EnDh* this) {
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EnDh_SetupAction(this, EnDh_Death);
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}
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void EnDh_Death(EnDh* this, GlobalContext* globalCtx) {
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void EnDh_Death(EnDh* this, PlayState* play) {
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if (SkelAnime_Update(&this->skelAnime) || (this->timer != 300)) {
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if (this->timer == 300) {
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Animation_PlayLoop(&this->skelAnime, &object_dh_Anim_00375C);
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@ -462,14 +461,14 @@ void EnDh_Death(EnDh* this, GlobalContext* globalCtx) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIZA_DOWN);
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}
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if ((s32)this->skelAnime.curFrame == 61) {
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Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_PROP);
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Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_PROP);
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}
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}
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}
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void EnDh_CollisionCheck(EnDh* this, GlobalContext* globalCtx) {
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void EnDh_CollisionCheck(EnDh* this, PlayState* play) {
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s32 pad;
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Player* player = GET_PLAYER(globalCtx);
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Player* player = GET_PLAYER(play);
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s32 lastHealth;
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if ((this->collider2.base.acFlags & AC_HIT) && !this->retreat) {
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@ -484,7 +483,7 @@ void EnDh_CollisionCheck(EnDh* this, GlobalContext* globalCtx) {
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lastHealth = this->actor.colChkInfo.health;
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if (Actor_ApplyDamage(&this->actor) == 0) {
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EnDh_SetupDeath(this);
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Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0x90);
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Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0x90);
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} else {
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if (((lastHealth >= 15) && (this->actor.colChkInfo.health < 15)) ||
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((lastHealth >= 9) && (this->actor.colChkInfo.health < 9)) ||
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@ -498,40 +497,40 @@ void EnDh_CollisionCheck(EnDh* this, GlobalContext* globalCtx) {
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}
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}
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void EnDh_Update(Actor* thisx, GlobalContext* globalCtx) {
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void EnDh_Update(Actor* thisx, PlayState* play) {
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s32 pad;
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EnDh* this = (EnDh*)thisx;
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Player* player = GET_PLAYER(globalCtx);
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Player* player = GET_PLAYER(play);
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s32 pad40;
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EnDh_CollisionCheck(this, globalCtx);
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this->actionFunc(this, globalCtx);
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EnDh_CollisionCheck(this, play);
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this->actionFunc(this, play);
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Actor_MoveForward(&this->actor);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 20.0f, 45.0f, 45.0f,
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Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 45.0f, 45.0f,
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UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
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UPDBGCHECKINFO_FLAG_4);
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this->actor.focus.pos = this->headPos;
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Collider_UpdateCylinder(&this->actor, &this->collider1);
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if (this->actor.colChkInfo.health > 0) {
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if (this->curAction == DH_WAIT) {
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider1.base);
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} else {
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider1.base);
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}
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if (((this->curAction != DH_DAMAGE) && (this->actor.shape.yOffset == 0.0f)) ||
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((player->unk_844 != 0) && (player->unk_845 != this->unk_258))) {
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider2.base);
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider2.base);
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider2.base);
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CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider2.base);
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CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider1.base);
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}
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} else {
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider1.base);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider2.base);
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider1.base);
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider2.base);
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}
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}
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void EnDh_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx, Gfx** gfx) {
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void EnDh_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx, Gfx** gfx) {
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Vec3f headOffset = { 2000.0f, 1000.0f, 0.0f };
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EnDh* this = (EnDh*)thisx;
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@ -544,40 +543,39 @@ void EnDh_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec
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}
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}
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void EnDh_Draw(Actor* thisx, GlobalContext* globalCtx) {
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void EnDh_Draw(Actor* thisx, PlayState* play) {
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s32 pad;
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EnDh* this = (EnDh*)thisx;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_dh.c", 1099);
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OPEN_DISPS(play->state.gfxCtx, "../z_en_dh.c", 1099);
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if (this->alpha == 255) {
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func_80093D18(globalCtx->state.gfxCtx);
|
||||
func_80093D18(play->state.gfxCtx);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, this->alpha);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, &D_80116280[2]);
|
||||
POLY_OPA_DISP =
|
||||
SkelAnime_DrawFlex(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
|
||||
this->skelAnime.dListCount, NULL, EnDh_PostLimbDraw, &this->actor, POLY_OPA_DISP);
|
||||
SkelAnime_DrawFlex(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
|
||||
NULL, EnDh_PostLimbDraw, &this->actor, POLY_OPA_DISP);
|
||||
} else {
|
||||
func_80093D84(globalCtx->state.gfxCtx);
|
||||
func_80093D84(play->state.gfxCtx);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, this->alpha);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08, &D_80116280[0]);
|
||||
POLY_XLU_DISP = SkelAnime_DrawFlex(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
|
||||
POLY_XLU_DISP = SkelAnime_DrawFlex(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
|
||||
this->skelAnime.dListCount, NULL, NULL, &this->actor, POLY_XLU_DISP);
|
||||
}
|
||||
if (this->drawDirtWave) {
|
||||
func_80093D84(globalCtx->state.gfxCtx);
|
||||
func_80093D84(play->state.gfxCtx);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 85, 55, 0, 130);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, (globalCtx->state.frames * -3) % 0x80, 0, 0x20, 0x40, 1,
|
||||
(globalCtx->state.frames * -10) % 0x80, (globalCtx->state.frames * -20) % 0x100,
|
||||
0x20, 0x40));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (play->state.frames * -3) % 0x80, 0, 0x20, 0x40, 1,
|
||||
(play->state.frames * -10) % 0x80, (play->state.frames * -20) % 0x100, 0x20, 0x40));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 0, 0, 0, this->dirtWaveAlpha);
|
||||
|
||||
Matrix_Translate(0.0f, -this->actor.shape.yOffset, 0.0f, MTXMODE_APPLY);
|
||||
Matrix_Scale(this->dirtWaveSpread * 0.01f, this->dirtWaveHeight * 0.01f, this->dirtWaveSpread * 0.01f,
|
||||
MTXMODE_APPLY);
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_dh.c", 1160),
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_dh.c", 1160),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_XLU_DISP++, object_dh_DL_007FC0);
|
||||
}
|
||||
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_dh.c", 1166);
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_en_dh.c", 1166);
|
||||
}
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
|
||||
struct EnDh;
|
||||
|
||||
typedef void (*EnDhActionFunc)(struct EnDh*, GlobalContext*);
|
||||
typedef void (*EnDhActionFunc)(struct EnDh*, PlayState*);
|
||||
|
||||
typedef struct EnDh {
|
||||
/* 0x0000 */ Actor actor;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue