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Document Actor "Fidget Tables" (#2287)
* Document `func_80034F54` and related data new name: `UpdateLimbOverrides` reason: - `0x814` and `0x940` constants - `*_OverrideLimbDraw` functions additionally: - move constants into `z64animation.h` - use these constant for existing formulas - properly name corresponding actors' fields - add occasional explicit limbs limit constants * port over the MM "fidget" naming * remove redundant comments * move and rename `FIDGET_*` constants * introduce a `FIDGET_SCALE` constant, as no other value is applied * remove generally unrelated changes * apply PR suggestion Co-authored-by: mzxrules <mzxrules@gmail.com> * fix (?) fidgetTable size following the https://github.com/zeldaret/oot/pull/2287#discussion_r1832371833 suggestion * remove an unused `struct EnMu` field @ `0x024A` a continuation to the211263295c
automatic padding commpensates its absence * remove MM mention as "it would get unruly fast" https://github.com/zeldaret/oot/pull/2287#discussion_r1833470468 * rename `overridePerLimb` -> `fidgetFrequency` https://github.com/zeldaret/oot/pull/2287#discussion_r1837211873 * give better names to the constants https://github.com/zeldaret/oot/pull/2287#discussion_r1837211873 * remove unnecesasry braces from a comment https://github.com/zeldaret/oot/pull/2287#discussion_r1842642196 * make the comment multiline "officially" * restore `limbIndex` naming for this PR43afb7b7cb (r1842644602)
* apply a PR suggestion https://github.com/zeldaret/oot/pull/2287#discussion_r1842787653 --------- Co-authored-by: mzxrules <mzxrules@gmail.com>
This commit is contained in:
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33391c0a5b
commit
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26 changed files with 97 additions and 78 deletions
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@ -14,6 +14,13 @@
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#define MASS_IMMOVABLE 0xFF // Cannot be pushed by OC colliders
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#define MASS_HEAVY 0xFE // Can only be pushed by OC colliders from actors with IMMOVABLE or HEAVY mass.
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// These are default parameters used for "animation fidgeting", which procedurally generate actor idle animations.
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// These calculations may be performed within individual actors, or by using fidget tables with `Actor_UpdateFidgetTables`.
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#define FIDGET_FREQ_Y 0x814
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#define FIDGET_FREQ_Z 0x940
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#define FIDGET_FREQ_LIMB 0x32
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#define FIDGET_AMPLITUDE 200.0f
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struct Actor;
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struct ActorEntry;
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struct CollisionPoly;
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@ -926,7 +933,7 @@ void func_80034BA0(struct PlayState* play, SkelAnime* skelAnime, OverrideLimbDra
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void func_80034CC4(struct PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw,
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PostLimbDraw postLimbDraw, Actor* actor, s16 alpha);
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s16 func_80034DD4(Actor* actor, struct PlayState* play, s16 arg2, f32 arg3);
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void func_80034F54(struct PlayState* play, s16* arg1, s16* arg2, s32 arg3);
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void Actor_UpdateFidgetTables(struct PlayState* play, s16* fidgetTableY, s16* fidgetTableZ, s32 tableLen);
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void Actor_Noop(Actor* actor, struct PlayState* play);
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void Gfx_DrawDListOpa(struct PlayState* play, Gfx* dlist);
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@ -4441,13 +4441,24 @@ void Animation_ChangeByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo,
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frameCount, animationInfo->mode, animationInfo->morphFrames);
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}
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void func_80034F54(PlayState* play, s16* arg1, s16* arg2, s32 arg3) {
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/**
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* Fills two tables with rotation angles that can be used to simulate idle animations.
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*
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* The rotation angles are dependent on the current frame, so should be updated regularly, generally every frame.
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*
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* This is done for the desired limb by taking either the `sin` of the yTable value or the `cos` of the zTable value,
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* multiplying by some scale factor (generally 200), and adding that to the already existing rotation.
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*
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* Note: With the common scale factor of 200, this effect is practically unnoticeable if the current animation already
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* has motion involved.
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*/
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void Actor_UpdateFidgetTables(PlayState* play, s16* fidgetTableY, s16* fidgetTableZ, s32 tableLen) {
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u32 frames = play->gameplayFrames;
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s32 i;
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for (i = 0; i < arg3; i++) {
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arg1[i] = (0x814 + 50 * i) * frames;
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arg2[i] = (0x940 + 50 * i) * frames;
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for (i = 0; i < tableLen; i++) {
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fidgetTableY[i] = (FIDGET_FREQ_Y + FIDGET_FREQ_LIMB * i) * frames;
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fidgetTableZ[i] = (FIDGET_FREQ_Z + FIDGET_FREQ_LIMB * i) * frames;
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}
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}
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@ -561,8 +561,8 @@ s32 EnDivingGame_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, V
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}
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if (this->notPlayingMinigame && (limbIndex == 8 || limbIndex == 9 || limbIndex == 12)) {
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rot->y += Math_SinS((play->state.frames * (limbIndex * 50 + 0x814))) * 200.0f;
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rot->z += Math_CosS((play->state.frames * (limbIndex * 50 + 0x940))) * 200.0f;
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rot->y += Math_SinS((play->state.frames * (limbIndex * FIDGET_FREQ_LIMB + FIDGET_FREQ_Y))) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS((play->state.frames * (limbIndex * FIDGET_FREQ_LIMB + FIDGET_FREQ_Z))) * FIDGET_AMPLITUDE;
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}
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return 0;
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@ -278,8 +278,8 @@ s32 EnFu_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
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}
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if (limbIndex == FU_LIMB_CHEST_MUSIC_BOX) {
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rot->y += (Math_SinS((play->state.frames * (limbIndex * 50 + 0x814))) * 200.0f);
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rot->z += (Math_CosS((play->state.frames * (limbIndex * 50 + 0x940))) * 200.0f);
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rot->y += Math_SinS((play->state.frames * (limbIndex * FIDGET_FREQ_LIMB + FIDGET_FREQ_Y))) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS((play->state.frames * (limbIndex * FIDGET_FREQ_LIMB + FIDGET_FREQ_Z))) * FIDGET_AMPLITUDE;
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}
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return false;
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}
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@ -777,8 +777,8 @@ s32 EnGe1_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p
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// The purpose of the state flag GE1_STATE_STOP_FIDGET is to skip this code, which this actor has in lieu of an idle
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// animation.
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if ((limbIndex == GE1_LIMB_TORSO) || (limbIndex == GE1_LIMB_L_FOREARM) || (limbIndex == GE1_LIMB_R_FOREARM)) {
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rot->y += Math_SinS(play->state.frames * (limbIndex * 50 + 0x814)) * 200.0f;
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rot->z += Math_CosS(play->state.frames * (limbIndex * 50 + 0x940)) * 200.0f;
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rot->y += Math_SinS(play->state.frames * (limbIndex * FIDGET_FREQ_LIMB + FIDGET_FREQ_Y)) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS(play->state.frames * (limbIndex * FIDGET_FREQ_LIMB + FIDGET_FREQ_Z)) * FIDGET_AMPLITUDE;
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}
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return 0;
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}
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@ -1033,7 +1033,7 @@ void EnGo_Update(Actor* thisx, PlayState* play) {
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if (this->actionFunc == EnGo_BiggoronActionFunc || this->actionFunc == EnGo_FireGenericActionFunc ||
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this->actionFunc == func_80A40B1C) {
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func_80034F54(play, this->jointTable, this->morphTable, 18);
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Actor_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, 18);
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}
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EnGo_UpdateShadow(this);
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@ -1103,8 +1103,8 @@ s32 EnGo_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos, Ve
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}
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if ((limb == 10) || (limb == 11) || (limb == 14)) {
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rot->y += Math_SinS(this->jointTable[limb]) * 200.0f;
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rot->z += Math_CosS(this->morphTable[limb]) * 200.0f;
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rot->y += Math_SinS(this->fidgetTableY[limb]) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS(this->fidgetTableZ[limb]) * FIDGET_AMPLITUDE;
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}
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return 0;
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@ -22,7 +22,6 @@ typedef s16 (*callback2_80A3ED24)(PlayState*, struct EnGo*);
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// /* 0x80 */ // Not Used
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// /* 0x90 */ GORON1_DMT_BIGGORON,
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#define EN_GO_EFFECT_COUNT 20
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typedef struct EnGoEffect {
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@ -55,8 +54,8 @@ typedef struct EnGo {
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/* 0x021A */ s16 unk_21A;
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/* 0x021C */ s16 unk_21C;
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/* 0x021E */ s16 unk_21E;
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/* 0x0220 */ s16 jointTable[18];
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/* 0x0244 */ s16 morphTable[18];
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/* 0x0220 */ s16 fidgetTableY[18];
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/* 0x0244 */ s16 fidgetTableZ[18];
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/* 0x0268 */ EnGoEffect effects[EN_GO_EFFECT_COUNT];
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} EnGo; // size = 0x06C8
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@ -1995,7 +1995,7 @@ void EnGo2_Update(Actor* thisx, PlayState* play) {
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#endif
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this->actionFunc(this, play);
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if (this->unk_211 == true) {
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func_80034F54(play, this->unk_226, this->unk_24A, 18);
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Actor_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, 18);
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}
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func_80A45288(this, play);
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EnGo2_EyeMouthTexState(this);
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@ -2048,8 +2048,8 @@ s32 EnGo2_OverrideLimbDraw(PlayState* play, s32 limb, Gfx** dList, Vec3f* pos, V
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Matrix_RotateX(BINANG_TO_RAD_ALT(limbRot.x), MTXMODE_APPLY);
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}
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if ((limb == 10) || (limb == 11) || (limb == 14)) {
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rot->y += Math_SinS(this->unk_226[limb]) * 200.0f;
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rot->z += Math_CosS(this->unk_24A[limb]) * 200.0f;
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rot->y += Math_SinS(this->fidgetTableY[limb]) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS(this->fidgetTableZ[limb]) * FIDGET_AMPLITUDE;
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}
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return 0;
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}
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@ -92,8 +92,8 @@ typedef struct EnGo2 {
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/* 0x021C */ char unk_21C[0x04];
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/* 0x0220 */ f32 alpha; // Set to 0, used by func_80A45360, smoothed to this->actor.shape.shadowAlpha from either 0 or 255.0f
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/* 0x0224 */ s16 blinkTimer;
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/* 0x0226 */ s16 unk_226[18]; // Remains unknown
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/* 0x024A */ s16 unk_24A[18]; // Remains unknown
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/* 0x0226 */ s16 fidgetTableY[18];
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/* 0x024A */ s16 fidgetTableZ[18];
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/* 0x026E */ u16 trackingMode;
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/* 0x0270 */ EnGoEffect effects[EN_GO2_EFFECT_COUNT];
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/* 0x04A0 */ Vec3f subCamEye;
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@ -157,7 +157,7 @@ void func_80A505CC(Actor* thisx, PlayState* play) {
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}
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Npc_TrackPoint(&this->actor, &this->interactInfo, 6, NPC_TRACKING_HEAD_AND_TORSO);
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func_80034F54(play, this->unk_2CC, this->unk_2EC, 16);
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Actor_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, 16);
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gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[this->osAnimeObjectSlot].segment);
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@ -200,8 +200,8 @@ s32 EnGuest_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f*
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}
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if (limbIndex == 8 || limbIndex == 9 || limbIndex == 12) {
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rot->y += Math_SinS(this->unk_2CC[limbIndex]) * 200.0f;
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rot->z += Math_CosS(this->unk_2EC[limbIndex]) * 200.0f;
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rot->y += Math_SinS(this->fidgetTableY[limbIndex]) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS(this->fidgetTableZ[limbIndex]) * FIDGET_AMPLITUDE;
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}
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CLOSE_DISPS(play->state.gfxCtx, "../z_en_guest.c", 388);
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@ -18,8 +18,8 @@ typedef struct EnGuest {
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/* 0x02A0 */ NpcInteractInfo interactInfo;
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/* 0x02C8 */ s16 unk_2C8;
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/* 0x02CA */ s16 unk_2CA;
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/* 0x02CC */ s16 unk_2CC[16];
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/* 0x02EC */ s16 unk_2EC[16];
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/* 0x02CC */ s16 fidgetTableY[16];
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/* 0x02EC */ s16 fidgetTableZ[16];
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/* 0x030C */ s8 osAnimeObjectSlot;
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/* 0x030D */ u8 unk_30D;
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/* 0x030E */ u8 unk_30E;
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@ -1252,7 +1252,7 @@ void EnHy_Walk(EnHy* this, PlayState* play) {
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}
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void EnHy_Fidget(EnHy* this, PlayState* play) {
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func_80034F54(play, this->fidgetTableY, this->fidgetTableZ, 16);
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Actor_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, ENHY_LIMB_MAX);
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}
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void EnHy_DoNothing(EnHy* this, PlayState* play) {
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@ -1265,7 +1265,7 @@ void EnHy_SetupPace(EnHy* this, PlayState* play) {
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this->actionFunc = EnHy_Pace;
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}
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func_80034F54(play, this->fidgetTableY, this->fidgetTableZ, 16);
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Actor_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, ENHY_LIMB_MAX);
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}
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void EnHy_Pace(EnHy* this, PlayState* play) {
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if ((limbIndex == ENHY_LIMB_TORSO) || (limbIndex == ENHY_LIMB_LEFT_UPPER_ARM) ||
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(limbIndex == ENHY_LIMB_RIGHT_UPPER_ARM)) {
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rot->y += Math_SinS(this->fidgetTableY[limbIndex]) * 200.0f;
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rot->z += Math_CosS(this->fidgetTableZ[limbIndex]) * 200.0f;
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rot->y += Math_SinS(this->fidgetTableY[limbIndex]) * FIDGET_AMPLITUDE;
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rot->z += Math_CosS(this->fidgetTableZ[limbIndex]) * FIDGET_AMPLITUDE;
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}
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CLOSE_DISPS(play->state.gfxCtx, "../z_en_hy.c", 2228);
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@ -74,8 +74,8 @@ typedef struct EnHy {
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/* 0x0216 */ char unk_216[2]; // unused
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/* 0x0218 */ s16 curEyeIndex;
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/* 0x021A */ s16 nextEyeIndexTimer;
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/* 0x021C */ s16 fidgetTableY[16];
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/* 0x023C */ s16 fidgetTableZ[16];
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/* 0x021C */ s16 fidgetTableY[ENHY_LIMB_MAX];
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/* 0x023C */ s16 fidgetTableZ[ENHY_LIMB_MAX];
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/* 0x025C */ f32 interactRange;
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/* 0x0260 */ s32 getItemId;
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/* 0x0264 */ Vec3f modelOffset;
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@ -709,7 +709,7 @@ s32 func_80A97D68(EnKo* this, PlayState* play) {
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s32 func_80A97E18(EnKo* this, PlayState* play) {
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s16 trackingMode;
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func_80034F54(play, this->unk_2E4, this->unk_304, 16);
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Actor_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, 16);
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if (EnKo_IsWithinTalkAngle(this) == true) {
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trackingMode = NPC_TRACKING_HEAD_AND_TORSO;
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} else {
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s16 trackingMode;
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s32 result;
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func_80034F54(play, this->unk_2E4, this->unk_304, 16);
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Actor_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, 16);
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result = EnKo_IsWithinTalkAngle(this);
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trackingMode = (result == true) ? NPC_TRACKING_HEAD_AND_TORSO : NPC_TRACKING_NONE;
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Npc_TrackPoint(&this->actor, &this->interactInfo, 2, trackingMode);
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}
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s32 func_80A97F20(EnKo* this, PlayState* play) {
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func_80034F54(play, this->unk_2E4, this->unk_304, 16);
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Actor_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, 16);
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Npc_TrackPoint(&this->actor, &this->interactInfo, 2, NPC_TRACKING_FULL_BODY);
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return 1;
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}
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@ -748,7 +748,7 @@ s32 func_80A97F70(EnKo* this, PlayState* play) {
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if ((this->skelAnime.animation == &gKokiriBlockingAnim) == false) {
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENKO_ANIM_BLOCKING_STATIC);
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}
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func_80034F54(play, this->unk_2E4, this->unk_304, 16);
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Actor_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, 16);
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trackingMode = NPC_TRACKING_HEAD_AND_TORSO;
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} else {
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if ((this->skelAnime.animation == &gKokiriCuttingGrassAnim) == false) {
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@ -768,7 +768,7 @@ s32 func_80A98034(EnKo* this, PlayState* play) {
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if ((this->skelAnime.animation == &gKokiriBlockingAnim) == false) {
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENKO_ANIM_BLOCKING_STATIC);
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}
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func_80034F54(play, this->unk_2E4, this->unk_304, 16);
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Actor_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, 16);
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result = EnKo_IsWithinTalkAngle(this);
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trackingMode = (result == true) ? NPC_TRACKING_HEAD_AND_TORSO : NPC_TRACKING_NONE;
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} else {
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@ -784,7 +784,7 @@ s32 func_80A98034(EnKo* this, PlayState* play) {
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// Same as func_80A97F20
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s32 func_80A98124(EnKo* this, PlayState* play) {
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func_80034F54(play, this->unk_2E4, this->unk_304, 16);
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Actor_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, 16);
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Npc_TrackPoint(&this->actor, &this->interactInfo, 2, NPC_TRACKING_FULL_BODY);
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return 1;
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}
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@ -798,7 +798,7 @@ s32 func_80A98174(EnKo* this, PlayState* play) {
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this->skelAnime.playSpeed = 1.0f;
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}
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if (this->skelAnime.playSpeed == 0.0f) {
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func_80034F54(play, this->unk_2E4, this->unk_304, 16);
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Actor_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, 16);
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}
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Npc_TrackPoint(&this->actor, &this->interactInfo, 2,
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(this->skelAnime.playSpeed == 0.0f) ? NPC_TRACKING_HEAD_AND_TORSO : NPC_TRACKING_NONE);
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@ -1335,8 +1335,8 @@ s32 EnKo_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
|
|||
Matrix_Translate(-1200.0f, 0.0f, 0.0f, MTXMODE_APPLY);
|
||||
}
|
||||
if (limbIndex == 8 || limbIndex == 9 || limbIndex == 12) {
|
||||
rot->y += Math_SinS(this->unk_2E4[limbIndex]) * 200.0f;
|
||||
rot->z += Math_CosS(this->unk_304[limbIndex]) * 200.0f;
|
||||
rot->y += Math_SinS(this->fidgetTableY[limbIndex]) * FIDGET_AMPLITUDE;
|
||||
rot->z += Math_CosS(this->fidgetTableZ[limbIndex]) * FIDGET_AMPLITUDE;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -28,8 +28,8 @@ typedef struct EnKo {
|
|||
/* 0x0220 */ f32 modelAlpha;
|
||||
/* 0x0224 */ Vec3s jointTable[16];
|
||||
/* 0x0284 */ Vec3s morphTable[16];
|
||||
/* 0x02E4 */ s16 unk_2E4[16];
|
||||
/* 0x0304 */ s16 unk_304[16];
|
||||
/* 0x02E4 */ s16 fidgetTableY[16];
|
||||
/* 0x0304 */ s16 fidgetTableZ[16];
|
||||
} EnKo; // size = 0x0324
|
||||
|
||||
typedef enum KokiriChildren {
|
||||
|
|
|
@ -416,7 +416,7 @@ void EnKz_PreMweepWait(EnKz* this, PlayState* play) {
|
|||
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
|
||||
this->actionFunc = EnKz_SetupMweep;
|
||||
} else {
|
||||
func_80034F54(play, this->unk_2A6, this->unk_2BE, 12);
|
||||
Actor_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, 12);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -479,7 +479,7 @@ void EnKz_Wait(EnKz* this, PlayState* play) {
|
|||
this->actionFunc = EnKz_SetupGetItem;
|
||||
EnKz_SetupGetItem(this, play);
|
||||
} else {
|
||||
func_80034F54(play, this->unk_2A6, this->unk_2BE, 12);
|
||||
Actor_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, 12);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -546,8 +546,8 @@ s32 EnKz_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
|
|||
EnKz* this = (EnKz*)thisx;
|
||||
|
||||
if (limbIndex == 8 || limbIndex == 9 || limbIndex == 10) {
|
||||
rot->y += Math_SinS(this->unk_2A6[limbIndex]) * 200.0f;
|
||||
rot->z += Math_CosS(this->unk_2BE[limbIndex]) * 200.0f;
|
||||
rot->y += Math_SinS(this->fidgetTableY[limbIndex]) * FIDGET_AMPLITUDE;
|
||||
rot->z += Math_CosS(this->fidgetTableZ[limbIndex]) * FIDGET_AMPLITUDE;
|
||||
}
|
||||
if (limbIndex) {}
|
||||
return false;
|
||||
|
|
|
@ -24,8 +24,8 @@ typedef struct EnKz {
|
|||
/* 0x0214 */ s16 returnToCamId;
|
||||
/* 0x0216 */ Vec3s jointTable[12];
|
||||
/* 0x025E */ Vec3s morphTable[12];
|
||||
/* 0x02A6 */ s16 unk_2A6[12];
|
||||
/* 0x02BE */ s16 unk_2BE[12];
|
||||
/* 0x02A6 */ s16 fidgetTableY[12];
|
||||
/* 0x02BE */ s16 fidgetTableZ[12];
|
||||
} EnKz; // size = 0x02D8
|
||||
|
||||
#endif
|
||||
|
|
|
@ -695,7 +695,7 @@ void EnMd_Destroy(Actor* thisx, PlayState* play) {
|
|||
|
||||
void func_80AAB874(EnMd* this, PlayState* play) {
|
||||
if (this->skelAnime.animation == &gMidoHandsOnHipsIdleAnim) {
|
||||
func_80034F54(play, this->unk_214, this->unk_236, ENMD_LIMB_MAX);
|
||||
Actor_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, ENMD_LIMB_MAX);
|
||||
} else if ((this->interactInfo.talkState == NPC_TALK_STATE_IDLE) && (this->unk_20B != 7)) {
|
||||
func_80AAA92C(this, 7);
|
||||
}
|
||||
|
@ -705,7 +705,7 @@ void func_80AAB874(EnMd* this, PlayState* play) {
|
|||
|
||||
void func_80AAB8F8(EnMd* this, PlayState* play) {
|
||||
if (this->skelAnime.animation == &gMidoHandsOnHipsIdleAnim) {
|
||||
func_80034F54(play, this->unk_214, this->unk_236, ENMD_LIMB_MAX);
|
||||
Actor_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, ENMD_LIMB_MAX);
|
||||
}
|
||||
func_80AAA93C(this);
|
||||
}
|
||||
|
@ -757,7 +757,7 @@ void func_80AAB948(EnMd* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->skelAnime.animation == &gMidoHandsOnHipsIdleAnim) {
|
||||
func_80034F54(play, this->unk_214, this->unk_236, ENMD_LIMB_MAX);
|
||||
Actor_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, ENMD_LIMB_MAX);
|
||||
}
|
||||
|
||||
if ((this->interactInfo.talkState == NPC_TALK_STATE_IDLE) && (play->sceneId == SCENE_LOST_WOODS)) {
|
||||
|
@ -795,7 +795,7 @@ void func_80AABC10(EnMd* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_80AABD0C(EnMd* this, PlayState* play) {
|
||||
func_80034F54(play, this->unk_214, this->unk_236, ENMD_LIMB_MAX);
|
||||
Actor_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, ENMD_LIMB_MAX);
|
||||
func_80AAA93C(this);
|
||||
|
||||
if (!(EnMd_FollowPath(this, play)) || (this->waypoint != 0)) {
|
||||
|
@ -853,8 +853,8 @@ s32 EnMd_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
|
|||
|
||||
if (((limbIndex == ENMD_LIMB_TORSO) || (limbIndex == ENMD_LIMB_LEFT_UPPER_ARM)) ||
|
||||
(limbIndex == ENMD_LIMB_RIGHT_UPPER_ARM)) {
|
||||
rot->y += Math_SinS(this->unk_214[limbIndex]) * 200.0f;
|
||||
rot->z += Math_CosS(this->unk_236[limbIndex]) * 200.0f;
|
||||
rot->y += Math_SinS(this->fidgetTableY[limbIndex]) * FIDGET_AMPLITUDE;
|
||||
rot->z += Math_CosS(this->fidgetTableZ[limbIndex]) * FIDGET_AMPLITUDE;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
|
|
@ -43,8 +43,8 @@ typedef struct EnMd {
|
|||
/* 0x020E */ s16 eyeIdx;
|
||||
/* 0x0210 */ s16 alpha;
|
||||
/* 0x0212 */ s16 waypoint;
|
||||
/* 0x0214 */ s16 unk_214[ENMD_LIMB_MAX];
|
||||
/* 0x0236 */ s16 unk_236[ENMD_LIMB_MAX];
|
||||
/* 0x0214 */ s16 fidgetTableY[ENMD_LIMB_MAX];
|
||||
/* 0x0236 */ s16 fidgetTableZ[ENMD_LIMB_MAX];
|
||||
/* 0x0258 */ Vec3s jointTable[ENMD_LIMB_MAX];
|
||||
/* 0x02BE */ Vec3s morphTable[ENMD_LIMB_MAX];
|
||||
} EnMd; // size = 0x0324
|
||||
|
|
|
@ -152,7 +152,7 @@ void EnMu_Destroy(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnMu_Pose(EnMu* this, PlayState* play) {
|
||||
func_80034F54(play, this->unk_20A, this->unk_22A, 16);
|
||||
Actor_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, 16);
|
||||
}
|
||||
|
||||
void EnMu_Update(Actor* thisx, PlayState* play) {
|
||||
|
@ -183,8 +183,8 @@ s32 EnMu_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
|
|||
|
||||
if ((limbIndex == 5) || (limbIndex == 6) || (limbIndex == 7) || (limbIndex == 11) || (limbIndex == 12) ||
|
||||
(limbIndex == 13) || (limbIndex == 14)) {
|
||||
rot->y += Math_SinS(this->unk_20A[limbIndex]) * 200.0f;
|
||||
rot->z += Math_CosS(this->unk_22A[limbIndex]) * 200.0f;
|
||||
rot->y += Math_SinS(this->fidgetTableY[limbIndex]) * FIDGET_AMPLITUDE;
|
||||
rot->z += Math_CosS(this->fidgetTableZ[limbIndex]) * FIDGET_AMPLITUDE;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -15,8 +15,8 @@ typedef struct EnMu {
|
|||
/* 0x0194 */ ColliderCylinder collider;
|
||||
/* 0x01E0 */ NpcInteractInfo npcInfo;
|
||||
/* 0x0208 */ u16 defaultTextId;
|
||||
/* 0x020A */ s16 unk_20A[16];
|
||||
/* 0x022A */ s16 unk_22A[17];
|
||||
/* 0x020A */ s16 fidgetTableY[16];
|
||||
/* 0x022A */ s16 fidgetTableZ[16];
|
||||
} EnMu; // size = 0x024C
|
||||
|
||||
#endif
|
||||
|
|
|
@ -578,8 +578,10 @@ s32 EnNiwLady_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3
|
|||
}
|
||||
if (this->unk_275 != 0) {
|
||||
if ((limbIndex == 8) || (limbIndex == 10) || (limbIndex == 13)) {
|
||||
rot->y += (Math_SinS((play->state.frames * ((limbIndex * 0x32) + 0x814))) * 200.0f);
|
||||
rot->z += (Math_CosS((play->state.frames * ((limbIndex * 0x32) + 0x940))) * 200.0f);
|
||||
// clang-format off
|
||||
rot->y += Math_SinS((play->state.frames * (limbIndex * FIDGET_FREQ_LIMB + FIDGET_FREQ_Y))) * FIDGET_AMPLITUDE;
|
||||
rot->z += Math_CosS((play->state.frames * (limbIndex * FIDGET_FREQ_LIMB + FIDGET_FREQ_Z))) * FIDGET_AMPLITUDE;
|
||||
// clang-format on
|
||||
}
|
||||
}
|
||||
return false;
|
||||
|
|
|
@ -336,7 +336,7 @@ void EnSth_Update2(Actor* thisx, PlayState* play) {
|
|||
s32 EnSth_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
|
||||
EnSth* this = (EnSth*)thisx;
|
||||
|
||||
s32 temp_v1;
|
||||
s32 fidgetFrequency;
|
||||
|
||||
if (limbIndex == 15) {
|
||||
rot->x += this->headRot.y;
|
||||
|
@ -350,9 +350,9 @@ s32 EnSth_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p
|
|||
}
|
||||
|
||||
if ((limbIndex == 8) || (limbIndex == 10) || (limbIndex == 13)) {
|
||||
temp_v1 = limbIndex * 0x32;
|
||||
rot->y += (Math_SinS(play->state.frames * (temp_v1 + 0x814)) * 200.0f);
|
||||
rot->z += (Math_CosS(play->state.frames * (temp_v1 + 0x940)) * 200.0f);
|
||||
fidgetFrequency = limbIndex * FIDGET_FREQ_LIMB;
|
||||
rot->y += Math_SinS(play->state.frames * (fidgetFrequency + FIDGET_FREQ_Y)) * FIDGET_AMPLITUDE;
|
||||
rot->z += Math_CosS(play->state.frames * (fidgetFrequency + FIDGET_FREQ_Z)) * FIDGET_AMPLITUDE;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -1282,10 +1282,10 @@ s32 EnTa_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
|
|||
this->stateFlags &= ~TALON_STATE_FLAG_SUPPRESS_ROCKING_ANIM;
|
||||
} else if ((limbIndex == ENTA_LIMB_CHEST) || (limbIndex == ENTA_LIMB_LEFT_ARM) ||
|
||||
(limbIndex == ENTA_LIMB_RIGHT_ARM)) {
|
||||
s32 limbIdx50 = limbIndex * 50;
|
||||
s32 fidgetFrequency = limbIndex * FIDGET_FREQ_LIMB;
|
||||
|
||||
rot->y += Math_SinS(play->state.frames * (limbIdx50 + 0x814)) * 200.0f;
|
||||
rot->z += Math_CosS(play->state.frames * (limbIdx50 + 0x940)) * 200.0f;
|
||||
rot->y += Math_SinS(play->state.frames * (fidgetFrequency + FIDGET_FREQ_Y)) * FIDGET_AMPLITUDE;
|
||||
rot->z += Math_CosS(play->state.frames * (fidgetFrequency + FIDGET_FREQ_Z)) * FIDGET_AMPLITUDE;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
|
|
@ -612,7 +612,7 @@ void EnZo_Destroy(Actor* thisx, PlayState* play) {
|
|||
void EnZo_Standing(EnZo* this, PlayState* play) {
|
||||
s16 angle;
|
||||
|
||||
func_80034F54(play, this->unk_656, this->unk_67E, 20);
|
||||
Actor_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, 20);
|
||||
EnZo_SetAnimation(this);
|
||||
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
|
||||
this->trackingMode = NPC_TRACKING_FULL_BODY;
|
||||
|
@ -654,7 +654,7 @@ void EnZo_Surface(EnZo* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnZo_TreadWater(EnZo* this, PlayState* play) {
|
||||
func_80034F54(play, this->unk_656, this->unk_67E, 20);
|
||||
Actor_UpdateFidgetTables(play, this->fidgetTableY, this->fidgetTableZ, 20);
|
||||
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
|
||||
this->canSpeak = true;
|
||||
this->trackingMode = NPC_TRACKING_FULL_BODY;
|
||||
|
@ -770,8 +770,8 @@ s32 EnZo_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
|
|||
}
|
||||
|
||||
if ((limbIndex == 8) || (limbIndex == 9) || (limbIndex == 12)) {
|
||||
rot->y += (Math_SinS(this->unk_656[limbIndex]) * 200.0f);
|
||||
rot->z += (Math_CosS(this->unk_67E[limbIndex]) * 200.0f);
|
||||
rot->y += Math_SinS(this->fidgetTableY[limbIndex]) * FIDGET_AMPLITUDE;
|
||||
rot->z += Math_CosS(this->fidgetTableZ[limbIndex]) * FIDGET_AMPLITUDE;
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
|
|
@ -38,8 +38,8 @@ typedef struct EnZo {
|
|||
/* 0x0650 */ s16 timeToDive;
|
||||
/* 0x0652 */ s16 blinkTimer;
|
||||
/* 0x0654 */ s16 eyeTexture;
|
||||
/* 0x0656 */ s16 unk_656[20];
|
||||
/* 0x067E */ s16 unk_67E[20];
|
||||
/* 0x0656 */ s16 fidgetTableY[20];
|
||||
/* 0x067E */ s16 fidgetTableZ[20];
|
||||
} EnZo; // size = 0x06A8
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue