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* en_sb OK

* en_sb done

* remove asm

* remove diff.txt

* pr changes

* pr changes 2

* merge master and add description
This commit is contained in:
fig02 2020-05-26 11:57:54 -04:00 committed by GitHub
parent d48792870c
commit 442b15c79f
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GPG key ID: 4AEE18F83AFDEB23
35 changed files with 464 additions and 1398 deletions

View file

@ -3088,16 +3088,6 @@ s16 func_80032D60(s16* arg0, s16 arg1, s16 arg2, s16 arg3) {
return arg0[0];
}
typedef struct {
/* 0x00 */ MtxF* unk_00;
/* 0x04 */ s16* unk_04;
/* 0x08 */ s16 unk_08;
/* 0x0A */ char unk_0A[0x02];
/* 0x0C */ s32* unk_0C;
/* 0x10 */ s32 unk_10;
/* 0x14 */ s32 unk_14;
} struct_80032E24;
void func_80032E24(struct_80032E24* arg0, s32 arg1, GlobalContext* globalCtx) {
u32 sp28;
u32 sp24;

View file

@ -1,4 +1,11 @@
/*
* File: z_en_sb.c
* Overlay: ovl_En_Sb
* Description: Shellblade
*/
#include "z_en_sb.h"
#include <vt.h>
#define FLAGS 0x00000005
@ -9,7 +16,16 @@ void EnSb_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnSb_Update(Actor* thisx, GlobalContext* globalCtx);
void EnSb_Draw(Actor* thisx, GlobalContext* globalCtx);
/*
void EnSb_SetupWaitClosed(EnSb* this);
void EnSb_WaitClosed(EnSb* this, GlobalContext* globalCtx);
void EnSb_Open(EnSb* this, GlobalContext* globalCtx);
void EnSb_WaitOpen(EnSb* this, GlobalContext* globalCtx);
void EnSb_TurnAround(EnSb* this, GlobalContext* globalCtx);
void EnSb_Lunge(EnSb* this, GlobalContext* globalCtx);
void EnSb_Bounce(EnSb* this, GlobalContext* globalCtx);
void EnSb_Cooldown(EnSb* this, GlobalContext* globalCtx);
const ActorInit En_Sb_InitVars = {
ACTOR_EN_SB,
ACTORTYPE_ENEMY,
@ -21,53 +37,440 @@ const ActorInit En_Sb_InitVars = {
(ActorFunc)EnSb_Update,
(ActorFunc)EnSb_Draw,
};
*/
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/EnSb_Init.s")
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/EnSb_Destroy.s")
static ColliderCylinderInit_Set3 sCylinderInit = {
{ COLTYPE_UNK10, 0x11, 0x09, 0x39, COLSHAPE_CYLINDER },
{ 0x00, { 0xFFCFFFFF, 0x04, 0x08 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x01, 0x01, 0x01 },
{ 30, 40, 0, { 0, 0, 0 } },
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/func_80AF790C.s")
static DamageTable sDamageTable[] = {
0x00, 0x00, 0x00, 0xF2, 0x00, 0xF2, 0xF2, 0x12, 0xD1, 0xD2, 0xD4, 0x24, 0xF2, 0xF2, 0xE4, 0xF2,
0xF2, 0x24, 0x00, 0x00, 0x00, 0x00, 0xD1, 0xD4, 0xD2, 0xD2, 0xD8, 0xD4, 0x00, 0x00, 0x00, 0x00,
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/func_80AF79BC.s")
static InitChainEntry sInitChain[] = {
ICHAIN_S8(naviEnemyId, 39, ICHAIN_CONTINUE),
ICHAIN_U8(unk_1F, 2, ICHAIN_CONTINUE),
ICHAIN_F32(unk_4C, 30, ICHAIN_STOP),
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/func_80AF7A34.s")
static Vec3f sFlamePosOffsets[] = {
{ 5.0f, 0.0f, 0.0f },
{ -5.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 5.0f },
{ 0.0f, 0.0f, -5.0f },
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/func_80AF7AB0.s")
typedef enum {
/* 0x00 */ SHELLBLADE_OPEN,
/* 0x01 */ SHELLBLADE_WAIT_CLOSED,
/* 0x02 */ SHELLBLADE_WAIT_OPEN,
/* 0x03 */ SHELLBLADE_LUNGE,
/* 0x04 */ SHELLBLADE_BOUNCE,
} ShellbladeBehavior;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/func_80AF7B24.s")
extern SkeletonHeader D_06002BF0;
extern AnimationHeader D_06000194;
extern AnimationHeader D_0600004C;
extern AnimationHeader D_06000124;
extern AnimationHeader D_06002C8C;
extern AnimationHeader D_060000B4;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/func_80AF7BCC.s")
void EnSb_Init(Actor* thisx, GlobalContext* globalCtx) {
EnSb* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/func_80AF7C44.s")
Actor_ProcessInitChain(&this->actor, sInitChain);
this->actor.colChkInfo.damageTable = sDamageTable;
this->actor.colChkInfo.health = 2;
SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06002BF0, &D_06000194, NULL, NULL, 0);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder_Set3(globalCtx, &this->collider, &this->actor, &sCylinderInit);
this->isDead = false;
this->actor.colChkInfo.mass = 0;
Actor_SetScale(&this->actor, 0.006f);
this->actor.shape.rot.y = 0;
this->actor.speedXZ = 0.0f;
this->actor.gravity = -0.35f;
this->fire = 0;
this->hitByWindArrow = false;
this->actor.velocity.y = -1.0f;
EnSb_SetupWaitClosed(this);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/func_80AF7D48.s")
void EnSb_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnSb* this = THIS;
SkelAnime_Free(&this->skelAnime, globalCtx);
Collider_DestroyCylinder(globalCtx, &this->collider);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/func_80AF7DC8.s")
void EnSb_SpawnBubbles(GlobalContext* globalCtx, EnSb* this) {
s32 i;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/func_80AF7E90.s")
if (this->actor.unk_84 > 0) {
for (i = 0; i < 10; i++) {
func_800293E4(globalCtx, &this->actor.posRot.pos, 10.0f, 10.0f, 30.0f, 0.25f);
}
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/func_80AF7F44.s")
void EnSb_SetupWaitClosed(EnSb* this) {
SkelAnime_ChangeAnim(&this->skelAnime, &D_0600004C, 1.0f, 0, SkelAnime_GetFrameCount(&D_0600004C.genericHeader), 2,
0.0f);
this->behavior = SHELLBLADE_WAIT_CLOSED;
this->actionFunc = EnSb_WaitClosed;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/func_80AF803C.s")
void EnSb_SetupOpen(EnSb* this) {
SkelAnime_ChangeAnim(&this->skelAnime, &D_06000194, 1.0f, 0, SkelAnime_GetFrameCount(&D_06000194.genericHeader), 2,
0.0f);
this->behavior = SHELLBLADE_OPEN;
this->actionFunc = EnSb_Open;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHELL_MOUTH);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/func_80AF80E4.s")
void EnSb_SetupWaitOpen(EnSb* this) {
SkelAnime_ChangeAnim(&this->skelAnime, &D_06002C8C, 1.0f, 0, SkelAnime_GetFrameCount(&D_06002C8C.genericHeader), 0,
0.0f);
this->behavior = SHELLBLADE_WAIT_OPEN;
this->actionFunc = EnSb_WaitOpen;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/func_80AF8224.s")
void EnSb_SetupLunge(EnSb* this) {
f32 frames = SkelAnime_GetFrameCount(&D_06000124.genericHeader);
f32 playbackSpeed = this->actor.unk_84 > 0.0f ? 1.0f : 0.0f;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/func_80AF828C.s")
SkelAnime_ChangeAnim(&this->skelAnime, &D_06000124, playbackSpeed, 0.0f, frames, 2, 0);
this->behavior = SHELLBLADE_LUNGE;
this->actionFunc = EnSb_Lunge;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHELL_MOUTH);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/func_80AF82F0.s")
void EnSb_SetupBounce(EnSb* this) {
SkelAnime_ChangeAnim(&this->skelAnime, &D_060000B4, 1.0f, 0, SkelAnime_GetFrameCount(&D_060000B4.genericHeader), 2,
0.0f);
this->behavior = SHELLBLADE_BOUNCE;
this->actionFunc = EnSb_Bounce;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/func_80AF832C.s")
void EnSb_SetupCooldown(EnSb* this, s32 changeSpeed) {
f32 frameCount = SkelAnime_GetFrameCount(&D_0600004C.genericHeader);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/func_80AF8368.s")
if (this->behavior != SHELLBLADE_WAIT_CLOSED) {
SkelAnime_ChangeAnim(&this->skelAnime, &D_0600004C.genericHeader, 1.0f, 0, frameCount, 2, 0.0f);
}
this->behavior = SHELLBLADE_WAIT_CLOSED;
if (changeSpeed) {
if (this->actor.unk_84 > 0.0f) {
this->actor.speedXZ = -5.0f;
if (this->actor.velocity.y < 0.0f) {
this->actor.velocity.y = 2.1f;
}
} else {
this->actor.speedXZ = -6.0f;
if (this->actor.velocity.y < 0.0f) {
this->actor.velocity.y = 1.4f;
}
}
}
this->timer = 60;
this->actionFunc = EnSb_Cooldown;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/func_80AF8388.s")
void EnSb_WaitClosed(EnSb* this, GlobalContext* globalCtx) {
// always face toward link
Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->actor.rotTowardsLinkY, 0xA, 0x7D0, 0x0);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/func_80AF83D4.s")
if ((this->actor.xzDistanceFromLink <= 160.0f) && (this->actor.xzDistanceFromLink > 40.0f)) {
EnSb_SetupOpen(this);
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/EnSb_Update.s")
void EnSb_Open(EnSb* this, GlobalContext* globalCtx) {
f32 currentFrame = this->skelAnime.animCurrentFrame;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/func_80AF8828.s")
if (SkelAnime_GetFrameCount(&D_06000194.genericHeader) <= currentFrame) {
this->timer = 15;
EnSb_SetupWaitOpen(this);
} else {
Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->actor.rotTowardsLinkY, 0xA, 0x7D0, 0x0);
if ((this->actor.xzDistanceFromLink > 160.0f) || (this->actor.xzDistanceFromLink <= 40.0f)) {
EnSb_SetupWaitClosed(this);
}
}
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Sb/EnSb_Draw.s")
void EnSb_WaitOpen(EnSb* this, GlobalContext* globalCtx) {
s16 timer = this->timer;
Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, this->actor.rotTowardsLinkY, 0xA, 0x7D0, 0x0);
if ((this->actor.xzDistanceFromLink > 160.0f) || (this->actor.xzDistanceFromLink <= 40.0f)) {
EnSb_SetupWaitClosed(this);
}
if (timer != 0) {
this->timer = timer - 1;
} else {
this->timer = 0;
this->attackYaw = this->actor.rotTowardsLinkY;
this->actionFunc = EnSb_TurnAround;
}
}
void EnSb_TurnAround(EnSb* this, GlobalContext* globalCtx) {
s16 invertedYaw;
invertedYaw = this->attackYaw + 0x8000;
Math_SmoothScaleMaxMinS(&this->actor.shape.rot.y, invertedYaw, 0x1, 0x1F40, 0xA);
if (this->actor.shape.rot.y == invertedYaw) {
this->actor.posRot.rot.y = this->attackYaw;
if (this->actor.unk_84 > 0.0f) {
this->actor.velocity.y = 3.0f;
this->actor.speedXZ = 5.0f;
this->actor.gravity = -0.35f;
} else {
this->actor.velocity.y = 2.0f;
this->actor.speedXZ = 6.0f;
this->actor.gravity = -2.0f;
}
EnSb_SpawnBubbles(globalCtx, this);
this->bouncesLeft = 3;
EnSb_SetupLunge(this);
// Attack!!
osSyncPrintf("アタァ〜ック!!\n");
}
}
void EnSb_Lunge(EnSb* this, GlobalContext* globalCtx) {
Math_ApproxF(&this->actor.speedXZ, 0.0f, 0.2f);
if ((this->actor.velocity.y <= -0.1f) || ((this->actor.bgCheckFlags & 2))) {
if (!(this->actor.unk_84 > 0.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
}
this->actor.bgCheckFlags = this->actor.bgCheckFlags & ~2;
EnSb_SetupBounce(this);
}
}
void EnSb_Bounce(EnSb* this, GlobalContext* globalCtx) {
s32 pad;
f32 currentFrame;
f32 frameCount;
currentFrame = this->skelAnime.animCurrentFrame;
frameCount = SkelAnime_GetFrameCount(&D_060000B4.genericHeader);
Math_ApproxF(&this->actor.speedXZ, 0.0f, 0.2f);
if (currentFrame == frameCount) {
if (this->bouncesLeft != 0) {
this->bouncesLeft--;
this->timer = 1;
if (this->actor.unk_84 > 0.0f) {
this->actor.velocity.y = 3.0f;
this->actor.speedXZ = 5.0f;
this->actor.gravity = -0.35f;
} else {
this->actor.velocity.y = 2.0f;
this->actor.speedXZ = 6.0f;
this->actor.gravity = -2.0f;
}
EnSb_SpawnBubbles(globalCtx, this);
EnSb_SetupLunge(this);
} else if (this->actor.bgCheckFlags & 1) {
this->actor.bgCheckFlags &= ~2;
this->actor.speedXZ = 0.0f;
this->timer = 1;
EnSb_SetupWaitClosed(this);
// "Attack Complete!"
osSyncPrintf(VT_FGCOL(RED) "攻撃終了!!" VT_RST "\n");
}
}
}
void EnSb_Cooldown(EnSb* this, GlobalContext* globalCtx) {
if (this->timer != 0) {
this->timer--;
if (this->actor.bgCheckFlags & 1) {
this->actor.bgCheckFlags &= ~1;
this->actor.speedXZ = 0.0f;
}
} else {
if (this->actor.bgCheckFlags & 1) {
this->actor.bgCheckFlags &= ~1;
this->actionFunc = EnSb_WaitClosed;
this->actor.speedXZ = 0.0f;
}
}
}
s32 EnSb_IsVulnerable(EnSb* this) {
switch (this->behavior) {
case SHELLBLADE_OPEN:
if ((this->skelAnime.animCurrentFrame >= 2.0f) && (this->skelAnime.animCurrentFrame <= 5.0f)) {
return true;
}
break;
case SHELLBLADE_WAIT_CLOSED:
if ((this->skelAnime.animCurrentFrame >= 0.0f) && (this->skelAnime.animCurrentFrame <= 1.0f)) {
return true;
}
break;
case SHELLBLADE_WAIT_OPEN:
if ((this->skelAnime.animCurrentFrame >= 0.0f) && (this->skelAnime.animCurrentFrame <= 19.0f)) {
return true;
}
break;
case SHELLBLADE_LUNGE:
if (this->skelAnime.animCurrentFrame == 0.0f) {
return true;
}
break;
case SHELLBLADE_BOUNCE:
if ((this->skelAnime.animCurrentFrame >= 3.0f) && (this->skelAnime.animCurrentFrame <= 5.0f)) {
return true;
}
break;
}
return false;
}
s32 EnSb_UpdateDamage(EnSb* this, GlobalContext* globalCtx) {
Vec3f hitPoint;
f32 hitY;
s16 yawDiff;
s32 tookDamage;
u8 hitByWindArrow;
// hit box collided, switch to cool down
if ((this->collider.base.atFlags & 2)) {
EnSb_SetupCooldown(this, 1);
return 1;
}
// hurt box collided, take damage if appropriate
if ((this->collider.base.acFlags & 2)) {
hitByWindArrow = false;
tookDamage = false;
this->collider.base.acFlags &= ~2;
switch (this->actor.colChkInfo.damageEffect) {
case 14: // wind arrow
hitByWindArrow = true;
case 15: // explosions, arrow, hammer, ice arrow, light arrow, spirit arrow, shadow arrow
if (EnSb_IsVulnerable(this)) {
hitY = this->collider.body.bumper.unk_06.y - this->actor.posRot.pos.y;
yawDiff = this->actor.rotTowardsLinkY - this->actor.shape.rot.y;
if ((hitY < 30.0f) && (hitY > 10.0f) && (yawDiff >= -0x1FFF) && (yawDiff < 0x2000)) {
Actor_ApplyDamage(&this->actor);
func_8003426C(&this->actor, 0x4000, 0xFF, 0x2000, 0x50);
tookDamage = true;
}
}
break;
case 2: // fire arrow, dins fire
this->fire = 4;
Actor_ApplyDamage(&this->actor);
func_8003426C(&this->actor, 0x4000, 0xFF, 0x2000, 0x50);
tookDamage = true;
break;
case 1: // hookshot/longshot
case 13: // all sword damage
if (EnSb_IsVulnerable(this)) {
hitY = this->collider.body.bumper.unk_06.y - this->actor.posRot.pos.y;
yawDiff = this->actor.rotTowardsLinkY - this->actor.shape.rot.y;
if ((hitY < 30.0f) && (hitY > 10.0f) && (yawDiff >= -0x1FFF) && (yawDiff < 0x2000)) {
Actor_ApplyDamage(&this->actor);
func_8003426C(&this->actor, 0x4000, 0xFF, 0x2000, 0x50);
tookDamage = true;
EnSb_SetupCooldown(this, 0);
}
}
break;
default:
break;
}
if (this->actor.colChkInfo.health == 0) {
this->hitByWindArrow = hitByWindArrow;
func_80032E24(&this->unk_1E0, 8, globalCtx);
this->isDead = true;
func_80032C7C(globalCtx, &this->actor);
Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 40, NA_SE_EN_SHELL_DEAD);
return 1;
}
// if player attack didn't do damage, play recoil sound and spawn sparks
if (!tookDamage) {
hitPoint.x = this->collider.body.bumper.unk_06.x;
hitPoint.y = this->collider.body.bumper.unk_06.y;
hitPoint.z = this->collider.body.bumper.unk_06.z;
func_80062DF4(globalCtx, &hitPoint);
}
}
return 0;
}
void EnSb_Update(Actor* thisx, GlobalContext* globalCtx) {
EnSb* this = THIS;
s32 pad;
if (this->isDead) {
if (this->actor.unk_84 > 0.0f) {
this->actor.params = 4;
} else {
this->actor.params = 1;
}
if (func_8003305C(this, &this->unk_1E0, globalCtx, this->actor.params) != 0) {
if (!this->hitByWindArrow) {
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.posRot.pos, 0x80);
} else {
Item_DropCollectible(globalCtx, &this->actor.posRot.pos, 8);
}
Actor_Kill(&this->actor);
}
} else {
Actor_SetHeight(&this->actor, 20.0f);
Actor_SetScale(&this->actor, 0.006f);
Actor_MoveForward(&this->actor);
this->actionFunc(this, globalCtx);
func_8002E4B4(globalCtx, &this->actor, 20.0f, 20.0f, 20.0f, 5);
EnSb_UpdateDamage(this, globalCtx);
Collider_CylinderUpdate(&this->actor, &this->collider);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
}
}
void EnSb_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx, Gfx** gfx) {
EnSb* this = THIS;
func_80032F54(&this->unk_1E0, limbIndex, 0, 6, 8, dList, -1);
}
void EnSb_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnSb* this = THIS;
Vec3f flamePos;
Vec3f* offset;
s16 fireDecr;
func_8002EBCC(&this->actor, globalCtx, 1);
SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount, NULL,
EnSb_PostLimbDraw, &this->actor);
if (this->fire != 0) {
this->actor.unk_114++;
fireDecr = this->fire - 1;
// this is intended to draw flames after being burned, but the condition is never met to run this code
// fire gets set to 4 when burned, decrements to 3 and fails the "& 1" check and never stores the decrement
if ((fireDecr & 1) == 0) {
offset = &sFlamePosOffsets[(fireDecr & 3)];
flamePos.x = Math_Rand_CenteredFloat(5.0f) + (this->actor.posRot.pos.x + offset->x);
flamePos.y = Math_Rand_CenteredFloat(5.0f) + (this->actor.posRot.pos.y + offset->y);
flamePos.z = Math_Rand_CenteredFloat(5.0f) + (this->actor.posRot.pos.z + offset->z);
func_8002A4D4(globalCtx, this, &flamePos, 0x64, 0, 0, -1);
}
}
}

View file

@ -6,9 +6,21 @@
struct EnSb;
typedef void (*EnSbActionFunc)(struct EnSb*, GlobalContext*);
typedef struct EnSb {
/* 0x0000 */ Actor actor;
/* 0x014C */ char unk_14C[0xBC];
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ EnSbActionFunc actionFunc;
/* 0x0194 */ ColliderCylinder collider;
/* 0x01E0 */ struct_80032E24 unk_1E0;
/* 0x01F8 */ s16 fire;
/* 0x01FA */ s16 behavior;
/* 0x01FC */ s16 isDead;
/* 0x01FE */ s16 timer;
/* 0x0200 */ s16 attackYaw;
/* 0x0202 */ s16 bouncesLeft; // amount of bounces left in the attack before going back to wait
/* 0x0204 */ u8 hitByWindArrow;
} EnSb; // size = 0x0208
extern const ActorInit En_Sb_InitVars;