From 3122143f96539ac96687c28ca9c0880796dcd4da Mon Sep 17 00:00:00 2001 From: krm01 Date: Thu, 28 Jul 2022 00:02:46 -0700 Subject: [PATCH] [Doc] actor En_Skb (Stalchild) (#1299) * en_skb stalchild actor doc * missed a sneaky one * rename Main to DecideNextAction * action state rename and become enum * tweak bodybreak comment * rename SPAWNING to BURIED * rename to headlessWalkYawOffset * rename hitboxActive to enableATCollision * use bools for enableATCollision * formatting * move EnSkbActionState out of header * rename enableATCollision -> setColliderAT * remove unnecessary prototypes * renaming per review, settle on breakFlags --- src/overlays/actors/ovl_En_Skb/z_en_skb.c | 228 ++++++++++++---------- src/overlays/actors/ovl_En_Skb/z_en_skb.h | 10 +- 2 files changed, 126 insertions(+), 112 deletions(-) diff --git a/src/overlays/actors/ovl_En_Skb/z_en_skb.c b/src/overlays/actors/ovl_En_Skb/z_en_skb.c index f5a2eaa879..db31790466 100644 --- a/src/overlays/actors/ovl_En_Skb/z_en_skb.c +++ b/src/overlays/actors/ovl_En_Skb/z_en_skb.c @@ -1,31 +1,44 @@ +/* + * File: z_en_skb.c + * Overlay: ovl_En_Skb + * Description: Stalchild + */ + #include "z_en_skb.h" #include "overlays/actors/ovl_En_Encount1/z_en_encount1.h" #include "assets/objects/object_skb/object_skb.h" #define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4) +typedef enum { + SKB_BEHAVIOR_BURIED, + SKB_BEHAVIOR_DYING, + SKB_BEHAVIOR_DAMAGED, + SKB_BEHAVIOR_ATTACKING, + SKB_BEHAVIOR_WALKING, + SKB_BEHAVIOR_RECOILING, + SKB_BEHAVIOR_STUNNED +} StalchildBehavior; + void EnSkb_Init(Actor* thisx, PlayState* play); void EnSkb_Destroy(Actor* thisx, PlayState* play); void EnSkb_Update(Actor* thisx, PlayState* play); void EnSkb_Draw(Actor* thisx, PlayState* play); -void func_80AFCD60(EnSkb* this); -void func_80AFCDF8(EnSkb* this); -void func_80AFCE5C(EnSkb* this, PlayState* play); -void func_80AFCF48(EnSkb* this); -void func_80AFCFF0(EnSkb* this, PlayState* play); -void func_80AFD0A4(EnSkb* this); -void EnSkb_Advance(EnSkb* this, PlayState* play); -void func_80AFD33C(EnSkb* this); -void EnSkb_SetupAttack(EnSkb* this, PlayState* play); -void func_80AFD47C(EnSkb* this); -void func_80AFD508(EnSkb* this, PlayState* play); -void EnSkb_SetupStunned(EnSkb* this); -void func_80AFD59C(EnSkb* this, PlayState* play); -void func_80AFD6CC(EnSkb* this, PlayState* play); -void func_80AFD7B4(EnSkb* this, PlayState* play); -void func_80AFD880(EnSkb* this, PlayState* play); -void func_80AFD968(EnSkb* this, PlayState* play); +void EnSkb_SetupRiseFromGround(EnSkb* this); +void EnSkb_RiseFromGround(EnSkb* this, PlayState* play); +void EnSkb_SetupDespawn(EnSkb* this); +void EnSkb_Despawn(EnSkb* this, PlayState* play); +void EnSkb_SetupWalkForward(EnSkb* this); +void EnSkb_WalkForward(EnSkb* this, PlayState* play); +void EnSkb_SetupAttack(EnSkb* this); +void EnSkb_Attack(EnSkb* this, PlayState* play); +void EnSkb_SetupRecoil(EnSkb* this); +void EnSkb_Recoil(EnSkb* this, PlayState* play); +void EnSkb_Stunned(EnSkb* this, PlayState* play); +void EnSkb_TakeDamage(EnSkb* this, PlayState* play); +void EnSkb_SetupDeath(EnSkb* this, PlayState* play); +void EnSkb_Death(EnSkb* this, PlayState* play); static ColliderJntSphElementInit sJntSphElementsInit[2] = { { @@ -142,8 +155,8 @@ static InitChainEntry sInitChain[] = { void EnSkb_Init(Actor* thisx, PlayState* play) { EnSkb* this = (EnSkb*)thisx; - s16 paramOffsetBody; - s16 paramOffsetArm; + s16 armOffset; + s16 bodyOffset; Actor_ProcessInitChain(&this->actor, sInitChain); this->actor.colChkInfo.damageTable = &sDamageTable; @@ -160,16 +173,16 @@ void EnSkb_Init(Actor* thisx, PlayState* play) { Collider_SetJntSph(play, &this->collider, &this->actor, &sJntSphInit, this->colliderItem); Actor_SetScale(&this->actor, ((this->actor.params * 0.1f) + 1.0f) * 0.01f); - paramOffsetBody = this->actor.params + 0xA; - this->collider.elements[0].dim.worldSphere.radius = paramOffsetBody; - this->collider.elements[0].dim.modelSphere.radius = paramOffsetBody; + armOffset = this->actor.params + 0xA; + this->collider.elements[0].dim.worldSphere.radius = armOffset; + this->collider.elements[0].dim.modelSphere.radius = armOffset; if (1) {}; - paramOffsetArm = (this->actor.params * 2) + 0x14; - this->collider.elements[1].dim.worldSphere.radius = paramOffsetArm; - this->collider.elements[1].dim.modelSphere.radius = paramOffsetArm; + bodyOffset = (this->actor.params * 2) + 0x14; + this->collider.elements[1].dim.worldSphere.radius = bodyOffset; + this->collider.elements[1].dim.modelSphere.radius = bodyOffset; this->actor.home.pos = this->actor.world.pos; this->actor.floorHeight = this->actor.world.pos.y; - func_80AFCDF8(this); + EnSkb_SetupRiseFromGround(this); } void EnSkb_Destroy(Actor* thisx, PlayState* play) { @@ -187,26 +200,26 @@ void EnSkb_Destroy(Actor* thisx, PlayState* play) { Collider_DestroyJntSph(play, &this->collider); } -void func_80AFCD60(EnSkb* this) { +void EnSkb_DecideNextAction(EnSkb* this) { if (IS_DAY) { - func_80AFCF48(this); + EnSkb_SetupDespawn(this); } else if (Actor_IsFacingPlayer(&this->actor, 0x11C7) && (this->actor.xzDistToPlayer < (60.0f + (this->actor.params * 6.0f)))) { - func_80AFD33C(this); + EnSkb_SetupAttack(this); } else { - func_80AFD0A4(this); + EnSkb_SetupWalkForward(this); } } -void func_80AFCDF8(EnSkb* this) { +void EnSkb_SetupRiseFromGround(EnSkb* this) { Animation_PlayOnceSetSpeed(&this->skelAnime, &gStalchildUncurlingAnim, 1.0f); - this->unk_280 = 0; + this->actionState = SKB_BEHAVIOR_BURIED; this->actor.flags &= ~ACTOR_FLAG_0; Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIVA_APPEAR); - EnSkb_SetupAction(this, func_80AFCE5C); + EnSkb_SetupAction(this, EnSkb_RiseFromGround); } -void func_80AFCE5C(EnSkb* this, PlayState* play) { +void EnSkb_RiseFromGround(EnSkb* this, PlayState* play) { if (this->skelAnime.curFrame < 4.0f) { this->actor.world.rot.y = this->actor.yawTowardsPlayer; this->actor.shape.rot.y = this->actor.yawTowardsPlayer; @@ -219,22 +232,22 @@ void func_80AFCE5C(EnSkb* this, PlayState* play) { EnSkb_SpawnDebris(play, this, &this->actor.world.pos); } if ((SkelAnime_Update(&this->skelAnime) != 0) && (0.0f == this->actor.shape.yOffset)) { - func_80AFCD60(this); + EnSkb_DecideNextAction(this); } } -void func_80AFCF48(EnSkb* this) { +void EnSkb_SetupDespawn(EnSkb* this) { Animation_Change(&this->skelAnime, &gStalchildUncurlingAnim, -1.0f, Animation_GetLastFrame(&gStalchildUncurlingAnim), 0.0f, ANIMMODE_ONCE, -4.0f); - this->unk_280 = 0; - this->unk_281 = 0; + this->actionState = SKB_BEHAVIOR_BURIED; + this->setColliderAT = false; this->actor.flags &= ~ACTOR_FLAG_0; this->actor.speedXZ = 0.0f; Audio_PlayActorSound2(&this->actor, NA_SE_EN_AKINDONUTS_HIDE); - EnSkb_SetupAction(this, func_80AFCFF0); + EnSkb_SetupAction(this, EnSkb_Despawn); } -void func_80AFCFF0(EnSkb* this, PlayState* play) { +void EnSkb_Despawn(EnSkb* this, PlayState* play) { if ((Math_SmoothStepToF(&this->actor.shape.yOffset, -8000.0f, 1.0f, 500.0f, 0.0f) != 0.0f) && (play->gameplayFrames & 1)) { EnSkb_SpawnDebris(play, this, &this->actor.world.pos); @@ -245,25 +258,25 @@ void func_80AFCFF0(EnSkb* this, PlayState* play) { } } -void func_80AFD0A4(EnSkb* this) { +void EnSkb_SetupWalkForward(EnSkb* this) { Animation_Change(&this->skelAnime, &gStalchildWalkingAnim, 0.96000004f, 0.0f, Animation_GetLastFrame(&gStalchildWalkingAnim), ANIMMODE_LOOP, -4.0f); - this->unk_280 = 4; - this->unk_288 = 0; + this->actionState = SKB_BEHAVIOR_WALKING; + this->headlessYawOffset = 0; this->actor.speedXZ = this->actor.scale.y * 160.0f; - EnSkb_SetupAction(this, EnSkb_Advance); + EnSkb_SetupAction(this, EnSkb_WalkForward); } -void EnSkb_Advance(EnSkb* this, PlayState* play) { +void EnSkb_WalkForward(EnSkb* this, PlayState* play) { s32 thisKeyFrame; s32 prevKeyFrame; f32 playSpeed; Player* player = GET_PLAYER(play); - if ((this->unk_283 != 0) && ((play->gameplayFrames & 0xF) == 0)) { - this->unk_288 = Rand_CenteredFloat(50000.0f); + if ((this->breakFlags != 0) && ((play->gameplayFrames & 0xF) == 0)) { + this->headlessYawOffset = Rand_CenteredFloat(50000.0f); } - Math_SmoothStepToS(&this->actor.shape.rot.y, (this->actor.yawTowardsPlayer + this->unk_288), 1, 0x2EE, 0); + Math_SmoothStepToS(&this->actor.shape.rot.y, (this->actor.yawTowardsPlayer + this->headlessYawOffset), 1, 0x2EE, 0); this->actor.world.rot.y = this->actor.shape.rot.y; thisKeyFrame = this->skelAnime.curFrame; SkelAnime_Update(&this->skelAnime); @@ -286,52 +299,52 @@ void EnSkb_Advance(EnSkb* this, PlayState* play) { } } if (Math_Vec3f_DistXZ(&this->actor.home.pos, &player->actor.world.pos) > 800.0f || IS_DAY) { - func_80AFCF48(this); + EnSkb_SetupDespawn(this); } else if (Actor_IsFacingPlayer(&this->actor, 0x11C7) && (this->actor.xzDistToPlayer < (60.0f + (this->actor.params * 6.0f)))) { - func_80AFD33C(this); + EnSkb_SetupAttack(this); } } -void func_80AFD33C(EnSkb* this) { +void EnSkb_SetupAttack(EnSkb* this) { Animation_Change(&this->skelAnime, &gStalchildAttackingAnim, 0.6f, 0.0f, Animation_GetLastFrame(&gStalchildAttackingAnim), ANIMMODE_ONCE_INTERP, 4.0f); this->collider.base.atFlags &= ~AT_BOUNCED; - this->unk_280 = 3; + this->actionState = SKB_BEHAVIOR_ATTACKING; this->actor.speedXZ = 0.0f; - EnSkb_SetupAction(this, EnSkb_SetupAttack); + EnSkb_SetupAction(this, EnSkb_Attack); } -void EnSkb_SetupAttack(EnSkb* this, PlayState* play) { +void EnSkb_Attack(EnSkb* this, PlayState* play) { s32 frameData; frameData = this->skelAnime.curFrame; if (frameData == 3) { Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALKID_ATTACK); - this->unk_281 = 1; + this->setColliderAT = true; } else if (frameData == 6) { - this->unk_281 = 0; + this->setColliderAT = false; } if (this->collider.base.atFlags & AT_BOUNCED) { this->collider.base.atFlags &= ~(AT_HIT | AT_BOUNCED); - func_80AFD47C(this); + EnSkb_SetupRecoil(this); } else if (SkelAnime_Update(&this->skelAnime) != 0) { - func_80AFCD60(this); + EnSkb_DecideNextAction(this); } } -void func_80AFD47C(EnSkb* this) { +void EnSkb_SetupRecoil(EnSkb* this) { Animation_Change(&this->skelAnime, &gStalchildAttackingAnim, -0.4f, this->skelAnime.curFrame - 1.0f, 0.0f, ANIMMODE_ONCE_INTERP, 0.0f); this->collider.base.atFlags &= ~AT_BOUNCED; - this->unk_280 = 5; - this->unk_281 = 0; - EnSkb_SetupAction(this, func_80AFD508); + this->actionState = SKB_BEHAVIOR_RECOILING; + this->setColliderAT = false; + EnSkb_SetupAction(this, EnSkb_Recoil); } -void func_80AFD508(EnSkb* this, PlayState* play) { +void EnSkb_Recoil(EnSkb* this, PlayState* play) { if (SkelAnime_Update(&this->skelAnime) != 0) { - func_80AFCD60(this); + EnSkb_DecideNextAction(this); } } @@ -340,12 +353,12 @@ void EnSkb_SetupStunned(EnSkb* this) { this->actor.speedXZ = 0.0f; } Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE); - this->unk_281 = 0; - this->unk_280 = 6; - EnSkb_SetupAction(this, func_80AFD59C); + this->setColliderAT = false; + this->actionState = SKB_BEHAVIOR_STUNNED; + EnSkb_SetupAction(this, EnSkb_Stunned); } -void func_80AFD59C(EnSkb* this, PlayState* play) { +void EnSkb_Stunned(EnSkb* this, PlayState* play) { if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) { this->actor.speedXZ = 0.0f; } @@ -356,32 +369,32 @@ void func_80AFD59C(EnSkb* this, PlayState* play) { } if ((this->actor.colorFilterTimer == 0) && (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) { if (this->actor.colChkInfo.health == 0) { - func_80AFD7B4(this, play); + EnSkb_SetupDeath(this, play); } else { - func_80AFCD60(this); + EnSkb_DecideNextAction(this); } } } -void func_80AFD644(EnSkb* this) { +void EnSkb_SetupTakeDamage(EnSkb* this) { Animation_MorphToPlayOnce(&this->skelAnime, &gStalchildDamagedAnim, -4.0f); if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { this->actor.speedXZ = -4.0f; } this->actor.world.rot.y = this->actor.yawTowardsPlayer; Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALKID_DAMAGE); - this->unk_280 = 2; - EnSkb_SetupAction(this, func_80AFD6CC); + this->actionState = SKB_BEHAVIOR_DAMAGED; + EnSkb_SetupAction(this, EnSkb_TakeDamage); } -void func_80AFD6CC(EnSkb* this, PlayState* play) { +void EnSkb_TakeDamage(EnSkb* this, PlayState* play) { // this cast is likely not real, but allows for a match u8* new_var; - new_var = &this->unk_283; - if ((this->unk_283 != 1) || BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, 1)) { + new_var = &this->breakFlags; + if ((this->breakFlags != 1) || BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, 1)) { if ((*new_var) != 0) { - this->unk_283 = (*new_var) | 2; + this->breakFlags = (*new_var) | 2; } if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) { this->actor.speedXZ = 0; @@ -394,27 +407,27 @@ void func_80AFD6CC(EnSkb* this, PlayState* play) { Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0x1194, 0); if (SkelAnime_Update(&this->skelAnime) && (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) { - func_80AFCD60(this); + EnSkb_DecideNextAction(this); } } } -void func_80AFD7B4(EnSkb* this, PlayState* play) { +void EnSkb_SetupDeath(EnSkb* this, PlayState* play) { Animation_MorphToPlayOnce(&this->skelAnime, &gStalchildDyingAnim, -4.0f); this->actor.shape.rot.y = this->actor.yawTowardsPlayer; this->actor.world.rot.y = this->actor.yawTowardsPlayer; if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { this->actor.speedXZ = -6.0f; } - this->unk_280 = 1; + this->actionState = SKB_BEHAVIOR_DYING; this->actor.flags &= ~ACTOR_FLAG_0; BodyBreak_Alloc(&this->bodyBreak, 18, play); - this->unk_283 |= 4; + this->breakFlags |= 4; EffectSsDeadSound_SpawnStationary(play, &this->actor.projectedPos, NA_SE_EN_STALKID_DEAD, 1, 1, 0x28); - EnSkb_SetupAction(this, func_80AFD880); + EnSkb_SetupAction(this, EnSkb_Death); } -void func_80AFD880(EnSkb* this, PlayState* play) { +void EnSkb_Death(EnSkb* this, PlayState* play) { if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, 1)) { if (this->actor.scale.x == 0.01f) { Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0x10); @@ -426,39 +439,40 @@ void func_80AFD880(EnSkb* this, PlayState* play) { Item_DropCollectible(play, &this->actor.world.pos, ITEM00_RUPEE_RED); } - this->unk_283 |= 8; + this->breakFlags |= 8; Actor_Kill(&this->actor); } } -void func_80AFD968(EnSkb* this, PlayState* play) { +void EnSkb_CheckDamage(EnSkb* this, PlayState* play) { s16 pad; s32 i; Vec3f flamePos; s16 scale; - s16 phi_v1; + s16 colorFilterDuration; Player* player; - if ((this->unk_280 != 1) && (this->actor.bgCheckFlags & (BGCHECKFLAG_WATER | BGCHECKFLAG_WATER_TOUCH)) && + if ((this->actionState != SKB_BEHAVIOR_DYING) && + (this->actor.bgCheckFlags & (BGCHECKFLAG_WATER | BGCHECKFLAG_WATER_TOUCH)) && (this->actor.yDistToWater >= 40.0f)) { this->actor.colChkInfo.health = 0; - this->unk_281 = 0; - func_80AFD7B4(this, play); - } else if (this->unk_280 >= 3) { + this->setColliderAT = false; + EnSkb_SetupDeath(this, play); + } else if (this->actionState >= SKB_BEHAVIOR_ATTACKING) { if (this->collider.base.acFlags & AC_HIT) { this->collider.base.acFlags &= ~AC_HIT; if (this->actor.colChkInfo.damageEffect != 6) { - this->unk_282 = this->actor.colChkInfo.damageEffect; + this->lastDamageEffect = this->actor.colChkInfo.damageEffect; Actor_SetDropFlag(&this->actor, &this->collider.elements[1].info, true); - this->unk_281 = 0; + this->setColliderAT = false; if (this->actor.colChkInfo.damageEffect == 1) { - if (this->unk_280 != 6) { + if (this->actionState != SKB_BEHAVIOR_STUNNED) { Actor_SetColorFilter(&this->actor, 0, 0x78, 0, 0x50); Actor_ApplyDamage(&this->actor); EnSkb_SetupStunned(this); } } else { - phi_v1 = 8; + colorFilterDuration = 8; if (this->actor.colChkInfo.damageEffect == 7) { scale = this->actor.scale.y * 7500.0f; for (i = 4; i >= 0; i--) { @@ -468,15 +482,15 @@ void func_80AFD968(EnSkb* this, PlayState* play) { flamePos.y += (Rand_ZeroOne() * 25.0f); EffectSsEnFire_SpawnVec3f(play, &this->actor, &flamePos, scale, 0, 0, -1); } - phi_v1 = 25; + colorFilterDuration = 25; } - Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, phi_v1); + Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, colorFilterDuration); if (!Actor_ApplyDamage(&this->actor)) { - func_80AFD7B4(this, play); + EnSkb_SetupDeath(this, play); return; } player = GET_PLAYER(play); - if (this->unk_283 == 0) { + if (this->breakFlags == 0) { if ((this->actor.colChkInfo.damageEffect == 0xD) || ((this->actor.colChkInfo.damageEffect == 0xE) && ((player->meleeWeaponAnimation >= PLAYER_MWA_RIGHT_SLASH_1H && @@ -484,10 +498,10 @@ void func_80AFD968(EnSkb* this, PlayState* play) { (player->meleeWeaponAnimation == PLAYER_MWA_BACKSLASH_RIGHT || player->meleeWeaponAnimation == PLAYER_MWA_BACKSLASH_LEFT)))) { BodyBreak_Alloc(&this->bodyBreak, 2, play); - this->unk_283 = 1; + this->breakFlags = 1; // setup for head bodybreak } } - func_80AFD644(this); + EnSkb_SetupTakeDamage(this); } } } @@ -498,7 +512,7 @@ void EnSkb_Update(Actor* thisx, PlayState* play) { EnSkb* this = (EnSkb*)thisx; s32 pad; - func_80AFD968(this, play); + EnSkb_CheckDamage(this, play); Actor_MoveForward(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 15.0f, 30.0f, 60.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 | @@ -506,11 +520,11 @@ void EnSkb_Update(Actor* thisx, PlayState* play) { this->actionFunc(this, play); this->actor.focus.pos = this->actor.world.pos; this->actor.focus.pos.y += (3000.0f * this->actor.scale.y); - if (this->unk_281 != 0) { + if (this->setColliderAT) { CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base); } - if (this->unk_280 >= 3) { + if (this->actionState >= SKB_BEHAVIOR_ATTACKING) { if ((this->actor.colorFilterTimer == 0) || ((this->actor.colorFilterParams & 0x4000) == 0)) { CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base); @@ -525,7 +539,7 @@ s32 EnSkb_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p s16 pad[2]; if (limbIndex == 11) { - if ((this->unk_283 & 2) == 0) { + if ((this->breakFlags & 2) == 0) { // head limb, head is still attached OPEN_DISPS(play->state.gfxCtx, "../z_en_skb.c", 972); color = ABS((s16)(Math_SinS(play->gameplayFrames * 0x1770) * 95.0f)) + 160; gDPPipeSync(POLY_OPA_DISP++); @@ -534,7 +548,7 @@ s32 EnSkb_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p } else { *dList = NULL; } - } else if ((limbIndex == 12) && ((this->unk_283 & 2) != 0)) { + } else if ((limbIndex == 12) && ((this->breakFlags & 2) != 0)) { // jaw limb, don't draw if headless *dList = NULL; } return 0; @@ -545,9 +559,9 @@ void EnSkb_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Collider_UpdateSpheres(limbIndex, &this->collider); - if ((this->unk_283 ^ 1) == 0) { + if ((this->breakFlags ^ 1) == 0) { BodyBreak_SetInfo(&this->bodyBreak, limbIndex, 11, 12, 18, dList, BODYBREAK_OBJECT_DEFAULT); - } else if ((this->unk_283 ^ (this->unk_283 | 4)) == 0) { + } else if ((this->breakFlags ^ (this->breakFlags | 4)) == 0) { BodyBreak_SetInfo(&this->bodyBreak, limbIndex, 0, 18, 18, dList, BODYBREAK_OBJECT_DEFAULT); } } diff --git a/src/overlays/actors/ovl_En_Skb/z_en_skb.h b/src/overlays/actors/ovl_En_Skb/z_en_skb.h index f57aa1b1d8..216b5848cc 100644 --- a/src/overlays/actors/ovl_En_Skb/z_en_skb.h +++ b/src/overlays/actors/ovl_En_Skb/z_en_skb.h @@ -13,12 +13,12 @@ typedef struct EnSkb { /* 0x014C */ SkelAnime skelAnime; /* 0x0190 */ Vec3s jointTable[20]; /* 0x0208 */ Vec3s morphTable[20]; - /* 0x0280 */ u8 unk_280; - /* 0x0281 */ u8 unk_281; - /* 0x0282 */ u8 unk_282; - /* 0x0283 */ u8 unk_283; + /* 0x0280 */ u8 actionState; + /* 0x0281 */ u8 setColliderAT; + /* 0x0282 */ u8 lastDamageEffect; + /* 0x0283 */ u8 breakFlags; /* 0x0284 */ EnSkbActionFunc actionFunc; - /* 0x0288 */ s16 unk_288; + /* 0x0288 */ s16 headlessYawOffset; /* 0x028C */ BodyBreak bodyBreak; /* 0x02A4 */ ColliderJntSph collider; /* 0x02C4 */ ColliderJntSphElement colliderItem[2];