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* init done

* Everything done except for draw

* matching

* Tidied for pr

* merge master into en_ba

* run format.sh

* fixing merge mistakes

* how many different ways can I screw up a merge challenge

* some pr comments
This commit is contained in:
AdamKiddle 2021-02-15 22:59:59 +00:00 committed by GitHub
parent 2c56a6e99a
commit 56e94e1e34
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
26 changed files with 516 additions and 2145 deletions

View file

@ -166,7 +166,7 @@ void EnDha_Init(Actor* thisx, GlobalContext* globalCtx) {
this->actor.focus.pos.y += 50.0f;
this->actor.colChkInfo.mass = MASS_HEAVY;
this->actor.colChkInfo.health = 8;
this->unk_1CE = -0x4000;
this->unk_1CE.x = -0x4000;
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->colliderItem);
this->actor.flags &= ~1;
@ -198,7 +198,7 @@ void func_809ECA50(EnDha* this, GlobalContext* globalCtx) {
s32 pad;
s32 pad2;
Vec3f playerPos = player->actor.world.pos;
Vec3s test;
Vec3s unkRot;
s16 result;
s32 resultAbs;
@ -210,7 +210,7 @@ void func_809ECA50(EnDha* this, GlobalContext* globalCtx) {
playerPos.y += 56.0f;
}
if (this->actor.xzDistToPlayer <= 100.0f) {
this->unk_1D6.x = this->unk_1D0.z = this->unk_1D0.y = 0;
this->unk_1D4.y = this->unk_1D4.x = this->unk_1CE.z = 0;
if (Math_Vec3f_DistXYZ(&playerPos, &this->unk_1DC) <= 12.0f) {
if (this->unk_1CC == 0) {
if (globalCtx->grabPlayer(globalCtx, player)) {
@ -223,7 +223,7 @@ void func_809ECA50(EnDha* this, GlobalContext* globalCtx) {
}
} else {
this->unk_1CA += 0x1194;
this->unk_1D0.y = Math_SinS(this->unk_1CA) * 1820.0f;
this->unk_1CE.z = Math_SinS(this->unk_1CA) * 1820.0f;
if (!(player->stateFlags2 & 0x80)) {
this->unk_1CC = 0;
func_809ECF60(this);
@ -233,9 +233,9 @@ void func_809ECA50(EnDha* this, GlobalContext* globalCtx) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_GRIP);
}
}
func_80035844(&this->unk_1E8, &playerPos, &this->unk_1D0.z, 0);
this->unk_1D6.x -= this->actor.shape.rot.y + this->unk_1D0.y;
this->unk_1D0.z -= this->actor.shape.rot.x + this->unk_1CE + this->unk_1D0.x;
func_80035844(&this->unk_1E8, &playerPos, &this->unk_1D4, 0);
this->unk_1D4.y -= this->actor.shape.rot.y + this->unk_1CE.z;
this->unk_1D4.x -= this->actor.shape.rot.x + this->unk_1CE.x + this->unk_1CE.y;
} else {
if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
player->stateFlags2 &= ~0x80;
@ -251,24 +251,24 @@ void func_809ECA50(EnDha* this, GlobalContext* globalCtx) {
Math_SmoothStepToF(&this->unk_1DC.x, playerPos.x, 1.0f, 16.0f, 0.0f);
Math_SmoothStepToF(&this->unk_1DC.y, playerPos.y, 1.0f, 16.0f, 0.0f);
Math_SmoothStepToF(&this->unk_1DC.z, playerPos.z, 1.0f, 16.0f, 0.0f);
func_80035844(&this->unk_1F4, &this->unk_1DC, &test.x, 0);
func_80035844(&this->unk_1F4, &this->unk_1DC, &unkRot, 0);
Matrix_Translate(this->unk_1DC.x, this->unk_1DC.y, this->unk_1DC.z, MTXMODE_NEW);
Matrix_RotateRPY(test.x, test.y, 0, MTXMODE_APPLY);
Matrix_RotateRPY(unkRot.x, unkRot.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809ED758, &this->unk_1F4);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
func_80035844(&this->actor.world.pos, &this->unk_1F4, &test.x, 0);
Matrix_RotateRPY(test.x, test.y, 0, MTXMODE_APPLY);
func_80035844(&this->actor.world.pos, &this->unk_1F4, &unkRot, 0);
Matrix_RotateRPY(unkRot.x, unkRot.y, 0, MTXMODE_APPLY);
Matrix_MultVec3f(&D_809ED74C, &this->unk_1F4);
this->unk_1CE = Math_Vec3f_Pitch(&this->actor.world.pos, &this->unk_1F4);
this->unk_1CE.x = Math_Vec3f_Pitch(&this->actor.world.pos, &this->unk_1F4);
result = Math_Vec3f_Yaw(&this->actor.world.pos, &this->unk_1F4) - this->actor.shape.rot.y;
resultAbs = ABS(result);
if (resultAbs >= 0x4000) {
this->unk_1CE = -0x8000 - this->unk_1CE;
this->unk_1CE.x = -0x8000 - this->unk_1CE.x;
}
this->unk_1D0.x = (Math_Vec3f_Pitch(&this->unk_1F4, &this->unk_1DC) - this->unk_1CE);
if (this->unk_1D0.x < 0) {
this->unk_1CE += this->unk_1D0.x * 2;
this->unk_1D0.x *= -2;
this->unk_1CE.y = (Math_Vec3f_Pitch(&this->unk_1F4, &this->unk_1DC) - this->unk_1CE.x);
if (this->unk_1CE.y < 0) {
this->unk_1CE.x += this->unk_1CE.y * 2;
this->unk_1CE.y *= -2;
}
} else {
if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
@ -277,8 +277,8 @@ void func_809ECA50(EnDha* this, GlobalContext* globalCtx) {
player->unk_850 = 200;
}
this->actor.home.rot.z = 1;
Math_SmoothStepToS(&this->unk_1D0.x, 0, 1, 0x3E8, 0);
Math_SmoothStepToS(&this->unk_1CE, -0x4000, 1, 0x3E8, 0);
Math_SmoothStepToS(&this->unk_1CE.y, 0, 1, 0x3E8, 0);
Math_SmoothStepToS(&this->unk_1CE.x, -0x4000, 1, 0x3E8, 0);
SkelAnime_Update(&this->skelAnime);
}
}
@ -296,9 +296,9 @@ void func_809ECF8C(EnDha* this, GlobalContext* globalCtx) {
player->actor.parent = NULL;
player->unk_850 = 200;
}
Math_SmoothStepToS(&this->unk_1D0.x, 0, 1, 2000, 0);
Math_SmoothStepToS(&this->unk_1D0.y, 0, 1, 600, 0);
Math_SmoothStepToS(&this->unk_1CE, -0x4000, 1, 2000, 0);
Math_SmoothStepToS(&this->unk_1CE.y, 0, 1, 2000, 0);
Math_SmoothStepToS(&this->unk_1CE.z, 0, 1, 600, 0);
Math_SmoothStepToS(&this->unk_1CE.x, -0x4000, 1, 2000, 0);
SkelAnime_Update(&this->skelAnime);
this->unk_1C8--;
if (this->unk_1C8 == 0) {
@ -331,8 +331,8 @@ void EnDha_Die(EnDha* this, GlobalContext* globalCtx) {
player->actor.parent = NULL;
player->unk_850 = 200;
}
Math_SmoothStepToS(&this->unk_1D0.x, 0, 1, 0x7D0, 0);
result = Math_SmoothStepToS(&this->unk_1CE, -0x4000, 1, 0x7D0, 0);
Math_SmoothStepToS(&this->unk_1CE.y, 0, 1, 0x7D0, 0);
result = Math_SmoothStepToS(&this->unk_1CE.x, -0x4000, 1, 0x7D0, 0);
SkelAnime_Update(&this->skelAnime);
if (result == 0) {
vector = this->actor.world.pos;
@ -398,14 +398,14 @@ s32 EnDha_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
EnDha* this = THIS;
if (limbIndex == 1) {
rot->y = -(s16)(this->unk_1CE + 0x4000);
rot->z += this->unk_1D0.y;
rot->y = -(s16)(this->unk_1CE.x + 0x4000);
rot->z += this->unk_1CE.z;
} else if (limbIndex == 2) {
rot->z = this->unk_1D0.x;
rot->y -= this->unk_1D0.y;
rot->z = this->unk_1CE.y;
rot->y -= this->unk_1CE.z;
} else if (limbIndex == 3) {
rot->y = -this->unk_1D6.x;
rot->z = -this->unk_1D0.z;
rot->y = -this->unk_1D4.y;
rot->z = -this->unk_1D4.x;
}
return false;
}

View file

@ -18,9 +18,8 @@ typedef struct EnDha {
/* 0x01C8 */ s16 unk_1C8;
/* 0x01CA */ s16 unk_1CA;
/* 0x01CC */ u8 unk_1CC;
/* 0x01CE */ s16 unk_1CE;
/* 0x01D0 */ Vec3s unk_1D0;
/* 0x01D6 */ Vec3s unk_1D6;
/* 0x01CE */ Vec3s unk_1CE;
/* 0x01D4 */ Vec3s unk_1D4;
/* 0x01DC */ Vec3f unk_1DC;
/* 0x01E8 */ Vec3f unk_1E8;
/* 0x01F4 */ Vec3f unk_1F4;