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WeaponInfo
docs (#1596)
* WeaponInfo docs * format * disasm metadata * merge fixup * Add MELEE_WEAPON_INFO_TIP and _BASE * format * Offset
This commit is contained in:
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45bee14f2f
commit
39de1e0204
12 changed files with 128 additions and 107 deletions
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@ -694,10 +694,13 @@ typedef struct PlayerAgeProperties {
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/* 0xCC */ LinkAnimationHeader* unk_CC[2];
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} PlayerAgeProperties; // size = 0xD4
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#define MELEE_WEAPON_INFO_TIP(weaponInfo) (&(weaponInfo)->posA)
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#define MELEE_WEAPON_INFO_BASE(weaponInfo) (&(weaponInfo)->posB)
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typedef struct WeaponInfo {
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/* 0x00 */ s32 active;
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/* 0x04 */ Vec3f tip;
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/* 0x10 */ Vec3f base;
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/* 0x04 */ Vec3f posA; // For melee weapons, this is the tip (furthest from the player hand)
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/* 0x10 */ Vec3f posB; // For melee weapons, this is the base (near the player hand)
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} WeaponInfo; // size = 0x1C
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#define LEDGE_DIST_MAX 399.96002f
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@ -1033,7 +1036,7 @@ s32 Player_OverrideLimbDrawGameplayFirstPerson(struct PlayState* play, s32 limbI
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Vec3s* rot, void* thisx);
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s32 Player_OverrideLimbDrawGameplayCrawling(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
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void* thisx);
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u8 func_80090480(struct PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip, Vec3f* newBase);
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u8 Player_UpdateWeaponInfo(struct PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newPosA, Vec3f* newPosB);
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void Player_DrawGetItem(struct PlayState* play, Player* this);
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void Player_PostLimbDrawGameplay(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx);
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u32 Player_InitPauseDrawData(struct PlayState* play, u8* segment, SkelAnime* skelAnime);
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@ -803,7 +803,7 @@ int Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 y
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s32 pad;
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if ((this->heldItemAction == PLAYER_IA_DEKU_STICK) && (this->unk_860 != 0)) {
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Math_Vec3f_Diff(&this->meleeWeaponInfo[0].tip, pos, &diff);
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Math_Vec3f_Diff(MELEE_WEAPON_INFO_TIP(&this->meleeWeaponInfo[0]), pos, &diff);
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return ((SQ(diff.x) + SQ(diff.z)) <= SQ(xzRange)) && (0.0f <= diff.y) && (diff.y <= yRange);
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} else {
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return false;
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@ -1444,30 +1444,42 @@ s32 Player_OverrideLimbDrawGameplayCrawling(PlayState* play, s32 limbIndex, Gfx*
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return false;
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}
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u8 func_80090480(PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip, Vec3f* newBase) {
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if (weaponInfo->active == 0) {
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/**
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* Handles colliders for player weapons, by creating a quad collider each frame between the weapon's previous position
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* and its new position.
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* This position is given as a pair, `newPosA` and `newPosB`, representing two ends of a line that can be thought of as
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* the active part of the weapon. Note that this line is not necessarily following the weapon's shape: for example
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* arrows use a line perpendicular to the shaft.
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* @param collider The quad collider to use for the weapon.
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* @param newPosA One end of the line. For melee weapons, this is the tip.
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* @param newPosB One end of the line. For melee weapons, this is the base.
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* @return true if the weapon is active at a new position.
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*/
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u8 Player_UpdateWeaponInfo(PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newPosA,
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Vec3f* newPosB) {
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if (!weaponInfo->active) {
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if (collider != NULL) {
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Collider_ResetQuadAT(play, &collider->base);
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}
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Math_Vec3f_Copy(&weaponInfo->tip, newTip);
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Math_Vec3f_Copy(&weaponInfo->base, newBase);
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weaponInfo->active = 1;
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Math_Vec3f_Copy(&weaponInfo->posA, newPosA);
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Math_Vec3f_Copy(&weaponInfo->posB, newPosB);
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weaponInfo->active = true;
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return true;
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} else if ((weaponInfo->tip.x == newTip->x) && (weaponInfo->tip.y == newTip->y) &&
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(weaponInfo->tip.z == newTip->z) && (weaponInfo->base.x == newBase->x) &&
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(weaponInfo->base.y == newBase->y) && (weaponInfo->base.z == newBase->z)) {
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} else if ((weaponInfo->posA.x == newPosA->x) && (weaponInfo->posA.y == newPosA->y) &&
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(weaponInfo->posA.z == newPosA->z) && (weaponInfo->posB.x == newPosB->x) &&
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(weaponInfo->posB.y == newPosB->y) && (weaponInfo->posB.z == newPosB->z)) {
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if (collider != NULL) {
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Collider_ResetQuadAT(play, &collider->base);
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}
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return false;
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} else {
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if (collider != NULL) {
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Collider_SetQuadVertices(collider, newBase, newTip, &weaponInfo->base, &weaponInfo->tip);
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Collider_SetQuadVertices(collider, newPosB, newPosA, &weaponInfo->posB, &weaponInfo->posA);
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CollisionCheck_SetAT(play, &play->colChkCtx, &collider->base);
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}
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Math_Vec3f_Copy(&weaponInfo->base, newBase);
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Math_Vec3f_Copy(&weaponInfo->tip, newTip);
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weaponInfo->active = 1;
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Math_Vec3f_Copy(&weaponInfo->posB, newPosB);
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Math_Vec3f_Copy(&weaponInfo->posA, newPosA);
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weaponInfo->active = true;
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return true;
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}
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}
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@ -1496,33 +1508,35 @@ void Player_UpdateShieldCollider(PlayState* play, Player* this, ColliderQuad* co
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}
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}
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Vec3f D_80126080 = { 5000.0f, 400.0f, 0.0f };
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Vec3f D_8012608C = { 5000.0f, -400.0f, 1000.0f };
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Vec3f D_80126098 = { 5000.0f, 1400.0f, -1000.0f };
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// Positions for the tip of melee weapons, in the left hand limb's own model space.
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Vec3f sMeleeWeaponTipOffsetFromLeftHand0 = { 5000.0f, 400.0f, 0.0f };
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Vec3f sMeleeWeaponTipOffsetFromLeftHand1 = { 5000.0f, -400.0f, 1000.0f };
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Vec3f sMeleeWeaponTipOffsetFromLeftHand2 = { 5000.0f, 1400.0f, -1000.0f };
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Vec3f D_801260A4[3] = {
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{ 0.0f, 400.0f, 0.0f },
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{ 0.0f, 1400.0f, -1000.0f },
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{ 0.0f, -400.0f, 1000.0f },
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};
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// Positions for the base of melee weapons, in the left hand limb's own model space.
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Vec3f sMeleeWeaponBaseOffsetFromLeftHand0 = { 0.0f, 400.0f, 0.0f };
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Vec3f sMeleeWeaponBaseOffsetFromLeftHand1 = { 0.0f, 1400.0f, -1000.0f };
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Vec3f sMeleeWeaponBaseOffsetFromLeftHand2 = { 0.0f, -400.0f, 1000.0f };
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void func_800906D4(PlayState* play, Player* this, Vec3f* newTipPos) {
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Vec3f newBasePos[3];
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void Player_UpdateMeleeWeaponInfo(PlayState* play, Player* this, Vec3f* newTipPositions) {
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Vec3f newBasePositions[3];
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Matrix_MultVec3f(&D_801260A4[0], &newBasePos[0]);
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Matrix_MultVec3f(&D_801260A4[1], &newBasePos[1]);
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Matrix_MultVec3f(&D_801260A4[2], &newBasePos[2]);
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Matrix_MultVec3f(&sMeleeWeaponBaseOffsetFromLeftHand0, &newBasePositions[0]);
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Matrix_MultVec3f(&sMeleeWeaponBaseOffsetFromLeftHand1, &newBasePositions[1]);
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Matrix_MultVec3f(&sMeleeWeaponBaseOffsetFromLeftHand2, &newBasePositions[2]);
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if (func_80090480(play, NULL, &this->meleeWeaponInfo[0], &newTipPos[0], &newBasePos[0]) &&
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if (Player_UpdateWeaponInfo(play, NULL, &this->meleeWeaponInfo[0], &newTipPositions[0], &newBasePositions[0]) &&
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!(this->stateFlags1 & PLAYER_STATE1_SHIELDING)) {
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EffectBlure_AddVertex(Effect_GetByIndex(this->meleeWeaponEffectIndex), &this->meleeWeaponInfo[0].tip,
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&this->meleeWeaponInfo[0].base);
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EffectBlure_AddVertex(Effect_GetByIndex(this->meleeWeaponEffectIndex), &this->meleeWeaponInfo[0].posA,
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&this->meleeWeaponInfo[0].posB);
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}
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if ((this->meleeWeaponState > 0) &&
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((this->meleeWeaponAnimation < PLAYER_MWA_SPIN_ATTACK_1H) || (this->stateFlags2 & PLAYER_STATE2_17))) {
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func_80090480(play, &this->meleeWeaponQuads[0], &this->meleeWeaponInfo[1], &newTipPos[1], &newBasePos[1]);
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func_80090480(play, &this->meleeWeaponQuads[1], &this->meleeWeaponInfo[2], &newTipPos[2], &newBasePos[2]);
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Player_UpdateWeaponInfo(play, &this->meleeWeaponQuads[0], &this->meleeWeaponInfo[1], &newTipPositions[1],
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&newBasePositions[1]);
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Player_UpdateWeaponInfo(play, &this->meleeWeaponQuads[1], &this->meleeWeaponInfo[2], &newTipPositions[2],
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&newBasePositions[2]);
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}
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}
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@ -1553,20 +1567,20 @@ void Player_DrawGetItem(PlayState* play, Player* this) {
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}
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}
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void func_80090A28(Player* this, Vec3f* vecs) {
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D_8012608C.x = D_80126080.x;
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void Player_CalcMeleeWeaponTipPositions(Player* this, Vec3f* tipPositions) {
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sMeleeWeaponTipOffsetFromLeftHand1.x = sMeleeWeaponTipOffsetFromLeftHand0.x;
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if (this->unk_845 >= 3) {
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this->unk_845++;
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D_8012608C.x *= 1.0f + ((9 - this->unk_845) * 0.1f);
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sMeleeWeaponTipOffsetFromLeftHand1.x *= 1.0f + ((9 - this->unk_845) * 0.1f);
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}
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D_8012608C.x += 1200.0f;
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D_80126098.x = D_8012608C.x;
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sMeleeWeaponTipOffsetFromLeftHand1.x += 1200.0f;
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sMeleeWeaponTipOffsetFromLeftHand2.x = sMeleeWeaponTipOffsetFromLeftHand1.x;
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Matrix_MultVec3f(&D_80126080, &vecs[0]);
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Matrix_MultVec3f(&D_8012608C, &vecs[1]);
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Matrix_MultVec3f(&D_80126098, &vecs[2]);
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Matrix_MultVec3f(&sMeleeWeaponTipOffsetFromLeftHand0, &tipPositions[0]);
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Matrix_MultVec3f(&sMeleeWeaponTipOffsetFromLeftHand1, &tipPositions[1]);
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Matrix_MultVec3f(&sMeleeWeaponTipOffsetFromLeftHand2, &tipPositions[2]);
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}
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void Player_DrawHookshotReticle(PlayState* play, Player* this, f32 arg2) {
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}
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// Coordinates of the player focus position, in the head limb's own model space.
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Vec3f sPlayerFocusHeadLimbModelPos = { 1100.0f, -700.0f, 0.0f };
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Vec3f sPlayerFocusOffsetFromHead = { 1100.0f, -700.0f, 0.0f };
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f32 sMeleeWeaponLengths[] = {
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0.0f, // not a melee weapon
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@ -1651,17 +1665,17 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
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Math_Vec3f_Copy(&this->leftHandPos, sCurBodyPartPos);
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if (this->itemAction == PLAYER_IA_DEKU_STICK) {
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Vec3f sp124[3];
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Vec3f tipPositions[3];
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OPEN_DISPS(play->state.gfxCtx, "../z_player_lib.c", 2633);
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if (this->actor.scale.y >= 0.0f) {
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D_80126080.x = this->unk_85C * 5000.0f;
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func_80090A28(this, sp124);
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sMeleeWeaponTipOffsetFromLeftHand0.x = this->unk_85C * 5000.0f;
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Player_CalcMeleeWeaponTipPositions(this, tipPositions);
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if (this->meleeWeaponState != 0) {
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func_800906D4(play, this, sp124);
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Player_UpdateMeleeWeaponInfo(play, this, tipPositions);
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} else {
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Math_Vec3f_Copy(&this->meleeWeaponInfo[0].tip, &sp124[0]);
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Math_Vec3f_Copy(MELEE_WEAPON_INFO_TIP(&this->meleeWeaponInfo[0]), &tipPositions[0]);
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}
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}
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@ -1674,16 +1688,16 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
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CLOSE_DISPS(play->state.gfxCtx, "../z_player_lib.c", 2656);
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} else if ((this->actor.scale.y >= 0.0f) && (this->meleeWeaponState != 0)) {
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Vec3f spE4[3];
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Vec3f tipPositions[3];
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if (Player_HoldsBrokenKnife(this)) {
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D_80126080.x = 1500.0f;
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sMeleeWeaponTipOffsetFromLeftHand0.x = 1500.0f;
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} else {
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D_80126080.x = sMeleeWeaponLengths[Player_GetMeleeWeaponHeld(this)];
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sMeleeWeaponTipOffsetFromLeftHand0.x = sMeleeWeaponLengths[Player_GetMeleeWeaponHeld(this)];
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}
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func_80090A28(this, spE4);
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func_800906D4(play, this, spE4);
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Player_CalcMeleeWeaponTipPositions(this, tipPositions);
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Player_UpdateMeleeWeaponInfo(play, this, tipPositions);
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} else if ((*dList != NULL) && (this->leftHandType == PLAYER_MODELTYPE_LH_BOTTLE)) {
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//! @bug When Player is actively using shield, the `itemAction` value will be set to -1.
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//! If shield is used at the same time a bottle is in hand, `Player_ActionToBottle` will
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@ -1854,7 +1868,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
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Matrix_Get(&this->shieldMf);
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}
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} else if (limbIndex == PLAYER_LIMB_HEAD) {
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Matrix_MultVec3f(&sPlayerFocusHeadLimbModelPos, &this->actor.focus.pos);
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Matrix_MultVec3f(&sPlayerFocusOffsetFromHead, &this->actor.focus.pos);
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} else {
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// Position of Link's foot, in the foot limb's own model space.
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static Vec3f sLeftRightFootLimbModelFootPos[] = {
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@ -337,8 +337,8 @@ void ArmsHook_Draw(Actor* thisx, PlayState* play) {
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ArmsHook* this = (ArmsHook*)thisx;
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Player* player = GET_PLAYER(play);
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Vec3f sp78;
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Vec3f hookNewTip;
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Vec3f hookNewBase;
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Vec3f posA;
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Vec3f posB;
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f32 sp5C;
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f32 sp58;
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@ -349,16 +349,16 @@ void ArmsHook_Draw(Actor* thisx, PlayState* play) {
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if ((ArmsHook_Shoot != this->actionFunc) || (this->timer <= 0)) {
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Matrix_MultVec3f(&D_80865B70, &this->unk_1E8);
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Matrix_MultVec3f(&D_80865B88, &hookNewTip);
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Matrix_MultVec3f(&D_80865B94, &hookNewBase);
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this->hookInfo.active = 0;
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Matrix_MultVec3f(&D_80865B88, &posA);
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Matrix_MultVec3f(&D_80865B94, &posB);
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this->weaponInfo.active = false;
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} else {
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Matrix_MultVec3f(&D_80865B7C, &this->unk_1E8);
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Matrix_MultVec3f(&D_80865BA0, &hookNewTip);
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Matrix_MultVec3f(&D_80865BAC, &hookNewBase);
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Matrix_MultVec3f(&D_80865BA0, &posA);
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Matrix_MultVec3f(&D_80865BAC, &posB);
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}
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func_80090480(play, &this->collider, &this->hookInfo, &hookNewTip, &hookNewBase);
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Player_UpdateWeaponInfo(play, &this->collider, &this->weaponInfo, &posA, &posB);
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Gfx_SetupDL_25Opa(play->state.gfxCtx);
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MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx, "../z_arms_hook.c", 895);
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gSPDisplayList(POLY_OPA_DISP++, gLinkAdultHookshotTipDL);
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@ -12,7 +12,7 @@ typedef void (*ArmsHookActionFunc)(struct ArmsHook*, struct PlayState*);
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typedef struct ArmsHook {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ ColliderQuad collider;
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/* 0x01CC */ WeaponInfo hookInfo;
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/* 0x01CC */ WeaponInfo weaponInfo;
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/* 0x01E8 */ Vec3f unk_1E8;
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/* 0x01F4 */ Vec3f unk_1F4;
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/* 0x0200 */ Actor* attachedActor;
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@ -294,9 +294,9 @@ void BgYdanSp_FloorWebIdle(BgYdanSp* this, PlayState* play) {
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webPos.x = this->dyna.actor.world.pos.x;
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webPos.y = this->dyna.actor.world.pos.y - 50.0f;
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webPos.z = this->dyna.actor.world.pos.z;
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if (Player_IsBurningStickInRange(play, &webPos, 70.0f, 50.0f) != 0) {
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this->dyna.actor.home.pos.x = player->meleeWeaponInfo[0].tip.x;
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this->dyna.actor.home.pos.z = player->meleeWeaponInfo[0].tip.z;
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if (Player_IsBurningStickInRange(play, &webPos, 70.0f, 50.0f)) {
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this->dyna.actor.home.pos.x = MELEE_WEAPON_INFO_TIP(&player->meleeWeaponInfo[0])->x;
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this->dyna.actor.home.pos.z = MELEE_WEAPON_INFO_TIP(&player->meleeWeaponInfo[0])->z;
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BgYdanSp_BurnWeb(this, play);
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return;
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}
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@ -412,10 +412,10 @@ void BgYdanSp_WallWebIdle(BgYdanSp* this, PlayState* play) {
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this->dyna.actor.home.pos.y = this->dyna.actor.world.pos.y + 80.0f;
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BgYdanSp_BurnWeb(this, play);
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} else if (player->heldItemAction == PLAYER_IA_DEKU_STICK && player->unk_860 != 0) {
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Actor_WorldToActorCoords(&this->dyna.actor, &sp30, &player->meleeWeaponInfo[0].tip);
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Actor_WorldToActorCoords(&this->dyna.actor, &sp30, MELEE_WEAPON_INFO_TIP(&player->meleeWeaponInfo[0]));
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if (fabsf(sp30.x) < 100.0f && sp30.z < 1.0f && sp30.y < 200.0f) {
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OnePointCutscene_Init(play, 3020, 40, &this->dyna.actor, CAM_ID_MAIN);
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Math_Vec3f_Copy(&this->dyna.actor.home.pos, &player->meleeWeaponInfo[0].tip);
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Math_Vec3f_Copy(&this->dyna.actor.home.pos, MELEE_WEAPON_INFO_TIP(&player->meleeWeaponInfo[0]));
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BgYdanSp_BurnWeb(this, play);
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}
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}
|
||||
|
|
|
@ -429,36 +429,36 @@ void EnArrow_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_809B4800(EnArrow* this, PlayState* play) {
|
||||
static Vec3f D_809B4E88 = { 0.0f, 400.0f, 1500.0f };
|
||||
static Vec3f D_809B4E94 = { 0.0f, -400.0f, 1500.0f };
|
||||
static Vec3f sPosAOffset = { 0.0f, 400.0f, 1500.0f };
|
||||
static Vec3f sPosBOffset = { 0.0f, -400.0f, 1500.0f };
|
||||
static Vec3f D_809B4EA0 = { 0.0f, 0.0f, -300.0f };
|
||||
Vec3f sp44;
|
||||
Vec3f sp38;
|
||||
Vec3f posA;
|
||||
Vec3f posB;
|
||||
s32 addBlureVertex;
|
||||
|
||||
Matrix_MultVec3f(&D_809B4EA0, &this->unk_21C);
|
||||
|
||||
if (EnArrow_Fly == this->actionFunc) {
|
||||
Matrix_MultVec3f(&D_809B4E88, &sp44);
|
||||
Matrix_MultVec3f(&D_809B4E94, &sp38);
|
||||
Matrix_MultVec3f(&sPosAOffset, &posA);
|
||||
Matrix_MultVec3f(&sPosBOffset, &posB);
|
||||
|
||||
if (this->actor.params <= ARROW_SEED) {
|
||||
addBlureVertex = this->actor.params <= ARROW_LIGHT;
|
||||
|
||||
if (this->hitActor == NULL) {
|
||||
addBlureVertex &= func_80090480(play, &this->collider, &this->weaponInfo, &sp44, &sp38);
|
||||
addBlureVertex &= Player_UpdateWeaponInfo(play, &this->collider, &this->weaponInfo, &posA, &posB);
|
||||
} else {
|
||||
if (addBlureVertex) {
|
||||
if ((sp44.x == this->weaponInfo.tip.x) && (sp44.y == this->weaponInfo.tip.y) &&
|
||||
(sp44.z == this->weaponInfo.tip.z) && (sp38.x == this->weaponInfo.base.x) &&
|
||||
(sp38.y == this->weaponInfo.base.y) && (sp38.z == this->weaponInfo.base.z)) {
|
||||
if ((posA.x == this->weaponInfo.posA.x) && (posA.y == this->weaponInfo.posA.y) &&
|
||||
(posA.z == this->weaponInfo.posA.z) && (posB.x == this->weaponInfo.posB.x) &&
|
||||
(posB.y == this->weaponInfo.posB.y) && (posB.z == this->weaponInfo.posB.z)) {
|
||||
addBlureVertex = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (addBlureVertex) {
|
||||
EffectBlure_AddVertex(Effect_GetByIndex(this->effectIndex), &sp44, &sp38);
|
||||
EffectBlure_AddVertex(Effect_GetByIndex(this->effectIndex), &posA, &posB);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -257,22 +257,22 @@ void EnBoom_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnBoom_Draw(Actor* thisx, PlayState* play) {
|
||||
static Vec3f sMultVec1 = { -960.0f, 0.0f, 0.0f };
|
||||
static Vec3f sMultVec2 = { 960.0f, 0.0f, 0.0f };
|
||||
static Vec3f sPosAOffset = { -960.0f, 0.0f, 0.0f };
|
||||
static Vec3f sPosBOffset = { 960.0f, 0.0f, 0.0f };
|
||||
EnBoom* this = (EnBoom*)thisx;
|
||||
Vec3f vec1;
|
||||
Vec3f vec2;
|
||||
Vec3f posA;
|
||||
Vec3f posB;
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx, "../z_en_boom.c", 567);
|
||||
|
||||
Matrix_RotateY(BINANG_TO_RAD(this->actor.world.rot.y), MTXMODE_APPLY);
|
||||
Matrix_RotateZ(BINANG_TO_RAD(0x1F40), MTXMODE_APPLY);
|
||||
Matrix_RotateX(BINANG_TO_RAD(this->actor.world.rot.x), MTXMODE_APPLY);
|
||||
Matrix_MultVec3f(&sMultVec1, &vec1);
|
||||
Matrix_MultVec3f(&sMultVec2, &vec2);
|
||||
Matrix_MultVec3f(&sPosAOffset, &posA);
|
||||
Matrix_MultVec3f(&sPosBOffset, &posB);
|
||||
|
||||
if (func_80090480(play, &this->collider, &this->boomerangInfo, &vec1, &vec2)) {
|
||||
EffectBlure_AddVertex(Effect_GetByIndex(this->effectIndex), &vec1, &vec2);
|
||||
if (Player_UpdateWeaponInfo(play, &this->collider, &this->weaponInfo, &posA, &posB)) {
|
||||
EffectBlure_AddVertex(Effect_GetByIndex(this->effectIndex), &posA, &posB);
|
||||
}
|
||||
|
||||
Gfx_SetupDL_25Opa(play->state.gfxCtx);
|
||||
|
|
|
@ -17,7 +17,7 @@ typedef struct EnBoom {
|
|||
/* 0x01D4 */ u8 returnTimer; // returns to Link when 0
|
||||
/* 0x01D5 */ u8 activeTimer; // increments once every update
|
||||
/* 0x01D8 */ s32 effectIndex;
|
||||
/* 0x01DC */ WeaponInfo boomerangInfo;
|
||||
/* 0x01DC */ WeaponInfo weaponInfo;
|
||||
/* 0x01F8 */ EnBoomActionFunc actionFunc;
|
||||
} EnBoom; // size = 0x01FC
|
||||
|
||||
|
|
|
@ -318,9 +318,11 @@ void EnButte_FollowLink(EnButte* this, PlayState* play) {
|
|||
minAnimSpeed = 0.0f;
|
||||
|
||||
if ((this->flightParamsIdx != 0) && (this->timer < 12)) {
|
||||
swordTip.x = player->meleeWeaponInfo[0].tip.x + Math_SinS(player->actor.shape.rot.y) * 10.0f;
|
||||
swordTip.y = player->meleeWeaponInfo[0].tip.y;
|
||||
swordTip.z = player->meleeWeaponInfo[0].tip.z + Math_CosS(player->actor.shape.rot.y) * 10.0f;
|
||||
swordTip.x =
|
||||
MELEE_WEAPON_INFO_TIP(&player->meleeWeaponInfo[0])->x + Math_SinS(player->actor.shape.rot.y) * 10.0f;
|
||||
swordTip.y = MELEE_WEAPON_INFO_TIP(&player->meleeWeaponInfo[0])->y;
|
||||
swordTip.z =
|
||||
MELEE_WEAPON_INFO_TIP(&player->meleeWeaponInfo[0])->z + Math_CosS(player->actor.shape.rot.y) * 10.0f;
|
||||
|
||||
yaw = Math_Vec3f_Yaw(&this->actor.world.pos, &swordTip) + (s16)(Rand_ZeroOne() * D_809CE410);
|
||||
if (Math_ScaledStepToS(&this->actor.world.rot.y, yaw, 2000) != 0) {
|
||||
|
@ -332,7 +334,7 @@ void EnButte_FollowLink(EnButte* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
this->posYTarget = MAX(player->actor.world.pos.y + 30.0f, player->meleeWeaponInfo[0].tip.y);
|
||||
this->posYTarget = MAX(player->actor.world.pos.y + 30.0f, MELEE_WEAPON_INFO_TIP(&player->meleeWeaponInfo[0])->y);
|
||||
|
||||
EnButte_Turn(this);
|
||||
|
||||
|
@ -352,7 +354,8 @@ void EnButte_FollowLink(EnButte* this, PlayState* play) {
|
|||
(this->swordDownTimer <= 0) && (distSqFromHome < SQ(320.0f)))) {
|
||||
EnButte_SetupFlyAround(this);
|
||||
} else if (distSqFromHome > SQ(240.0f)) {
|
||||
distSqFromSword = Math3D_Dist2DSq(player->meleeWeaponInfo[0].tip.x, player->meleeWeaponInfo[0].tip.z,
|
||||
distSqFromSword = Math3D_Dist2DSq(MELEE_WEAPON_INFO_TIP(&player->meleeWeaponInfo[0])->x,
|
||||
MELEE_WEAPON_INFO_TIP(&player->meleeWeaponInfo[0])->z,
|
||||
this->actor.world.pos.x, this->actor.world.pos.z);
|
||||
if (distSqFromSword < SQ(60.0f)) {
|
||||
EnButte_SetupTransformIntoFairy(this);
|
||||
|
|
|
@ -1514,7 +1514,7 @@ void EnMb_Update(Actor* thisx, PlayState* play) {
|
|||
void EnMb_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
|
||||
static Vec3f unused = { 1100.0f, -700.0f, 0.0f };
|
||||
static Vec3f feetPos = { 0.0f, 0.0f, 0.0f };
|
||||
static Vec3f effSpawnModelPos = { 0.0f, -8000.0f, 0.0f };
|
||||
static Vec3f effSpawnOffsetFromLeftHand = { 0.0f, -8000.0f, 0.0f };
|
||||
static Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
|
||||
s32 bodyPart = -1;
|
||||
EnMb* this = (EnMb*)thisx;
|
||||
|
@ -1522,7 +1522,7 @@ void EnMb_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
|
|||
|
||||
if (this->actor.params == ENMB_TYPE_CLUB) {
|
||||
if (limbIndex == ENMB_LIMB_LHAND) {
|
||||
Matrix_MultVec3f(&effSpawnModelPos, &this->effSpawnPos);
|
||||
Matrix_MultVec3f(&effSpawnOffsetFromLeftHand, &this->effSpawnPos);
|
||||
if (this->attack > ENMB_ATTACK_NONE) {
|
||||
EnMb_ClubUpdateAttackCollider(&this->actor, play);
|
||||
}
|
||||
|
|
|
@ -188,7 +188,7 @@ void ObjSyokudai_Update(Actor* thisx, PlayState* play2) {
|
|||
interactionType = 1;
|
||||
}
|
||||
} else if (player->heldItemAction == PLAYER_IA_DEKU_STICK) {
|
||||
Math_Vec3f_Diff(&player->meleeWeaponInfo[0].tip, &this->actor.world.pos, &tipToFlame);
|
||||
Math_Vec3f_Diff(MELEE_WEAPON_INFO_TIP(&player->meleeWeaponInfo[0]), &this->actor.world.pos, &tipToFlame);
|
||||
tipToFlame.y -= 67.0f;
|
||||
if ((SQ(tipToFlame.x) + SQ(tipToFlame.y) + SQ(tipToFlame.z)) < SQ(20.0f)) {
|
||||
interactionType = -1;
|
||||
|
|
|
@ -1766,7 +1766,7 @@ void Player_ApplyYawFromAnim(Player* this) {
|
|||
void func_80832318(Player* this) {
|
||||
this->stateFlags2 &= ~PLAYER_STATE2_17;
|
||||
this->meleeWeaponState = 0;
|
||||
this->meleeWeaponInfo[0].active = this->meleeWeaponInfo[1].active = this->meleeWeaponInfo[2].active = 0;
|
||||
this->meleeWeaponInfo[0].active = this->meleeWeaponInfo[1].active = this->meleeWeaponInfo[2].active = false;
|
||||
}
|
||||
|
||||
void func_80832340(PlayState* play, Player* this) {
|
||||
|
@ -9070,7 +9070,7 @@ s32 func_80842DF4(PlayState* play, Player* this) {
|
|||
s32 bgId;
|
||||
Vec3f sp68;
|
||||
Vec3f sp5C;
|
||||
Vec3f sp50;
|
||||
Vec3f baseToTip;
|
||||
s32 temp1;
|
||||
s32 surfaceMaterial;
|
||||
|
||||
|
@ -9080,18 +9080,19 @@ s32 func_80842DF4(PlayState* play, Player* this) {
|
|||
!(this->meleeWeaponQuads[1].base.atFlags & AT_BOUNCED)) {
|
||||
if (this->skelAnime.curFrame >= 2.0f) {
|
||||
|
||||
phi_f2 = Math_Vec3f_DistXYZAndStoreDiff(&this->meleeWeaponInfo[0].tip,
|
||||
&this->meleeWeaponInfo[0].base, &sp50);
|
||||
phi_f2 =
|
||||
Math_Vec3f_DistXYZAndStoreDiff(MELEE_WEAPON_INFO_TIP(&this->meleeWeaponInfo[0]),
|
||||
MELEE_WEAPON_INFO_BASE(&this->meleeWeaponInfo[0]), &baseToTip);
|
||||
if (phi_f2 != 0.0f) {
|
||||
phi_f2 = (phi_f2 + 10.0f) / phi_f2;
|
||||
}
|
||||
|
||||
sp68.x = this->meleeWeaponInfo[0].tip.x + (sp50.x * phi_f2);
|
||||
sp68.y = this->meleeWeaponInfo[0].tip.y + (sp50.y * phi_f2);
|
||||
sp68.z = this->meleeWeaponInfo[0].tip.z + (sp50.z * phi_f2);
|
||||
sp68.x = MELEE_WEAPON_INFO_TIP(&this->meleeWeaponInfo[0])->x + (baseToTip.x * phi_f2);
|
||||
sp68.y = MELEE_WEAPON_INFO_TIP(&this->meleeWeaponInfo[0])->y + (baseToTip.y * phi_f2);
|
||||
sp68.z = MELEE_WEAPON_INFO_TIP(&this->meleeWeaponInfo[0])->z + (baseToTip.z * phi_f2);
|
||||
|
||||
if (BgCheck_EntityLineTest1(&play->colCtx, &sp68, &this->meleeWeaponInfo[0].tip, &sp5C, &groundPoly,
|
||||
true, false, false, true, &bgId) &&
|
||||
if (BgCheck_EntityLineTest1(&play->colCtx, &sp68, MELEE_WEAPON_INFO_TIP(&this->meleeWeaponInfo[0]),
|
||||
&sp5C, &groundPoly, true, false, false, true, &bgId) &&
|
||||
!SurfaceType_IsIgnoredByEntities(&play->colCtx, groundPoly, bgId) &&
|
||||
(SurfaceType_GetFloorType(&play->colCtx, groundPoly, bgId) != FLOOR_TYPE_6) &&
|
||||
(func_8002F9EC(play, &this->actor, groundPoly, bgId, &sp5C) == 0)) {
|
||||
|
@ -11474,8 +11475,8 @@ void Player_UpdateBurningDekuStick(PlayState* play, Player* this) {
|
|||
this->unk_85C = temp;
|
||||
}
|
||||
|
||||
func_8002836C(play, &this->meleeWeaponInfo[0].tip, &D_808547A4, &D_808547B0, &D_808547BC, &D_808547C0,
|
||||
temp * 200.0f, 0, 8);
|
||||
func_8002836C(play, MELEE_WEAPON_INFO_TIP(&this->meleeWeaponInfo[0]), &D_808547A4, &D_808547B0, &D_808547BC,
|
||||
&D_808547C0, temp * 200.0f, 0, 8);
|
||||
}
|
||||
|
||||
void Player_UpdateBodyShock(PlayState* play, Player* this) {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue