diff --git a/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c b/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c index 248357509c..3b7d2ee86c 100644 --- a/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c +++ b/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c @@ -1293,8 +1293,8 @@ void BossGanondrof_Update(Actor* thisx, PlayState* play) { s32 pad2; s16 i; s32 pad; - BossGanondrof* this = (BossGanondrof*)thisx; EnfHG* horse; + BossGanondrof* this = (BossGanondrof*)thisx; PRINTF("MOVE START %d\n", this->actor.params); this->actor.flags &= ~ACTOR_FLAG_10; @@ -1303,8 +1303,8 @@ void BossGanondrof_Update(Actor* thisx, PlayState* play) { Actor_Kill(&this->actor); return; } - this->work[GND_VARIANCE_TIMER]++; horse = (EnfHG*)this->actor.child; + this->work[GND_VARIANCE_TIMER]++; PRINTF("MOVE START EEEEEEEEEEEEEEEEEEEEEE%d\n", this->actor.params); this->actionFunc(this, play); @@ -1520,6 +1520,7 @@ void BossGanondrof_Draw(Actor* thisx, PlayState* play) { BossGanondrof_PostLimbDraw, this); PRINTF("DRAW 22\n"); POLY_OPA_DISP = Play_SetFog(play, POLY_OPA_DISP); + if (1) {} CLOSE_DISPS(play->state.gfxCtx, "../z_boss_ganondrof.c", 3814); PRINTF("DRAW END %d\n", this->actor.params); } diff --git a/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c b/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c index cb7f787c62..4de75e45a5 100644 --- a/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c +++ b/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c @@ -672,7 +672,8 @@ void BossGoma_SetupEncounterState4(BossGoma* this, PlayState* play) { void BossGoma_Encounter(BossGoma* this, PlayState* play) { Camera* mainCam; Player* player = GET_PLAYER(play); - s32 pad[2]; + f32 s; + s32 pad; Math_ApproachZeroF(&this->actor.speed, 0.5f, 2.0f); @@ -761,7 +762,8 @@ void BossGoma_Encounter(BossGoma* this, PlayState* play) { } if (this->frameCount >= 228) { - mainCam = Play_GetCamera(play, CAM_ID_MAIN); + Camera* mainCam = Play_GetCamera(play, CAM_ID_MAIN); + mainCam->eye = this->subCamEye; mainCam->eyeNext = this->subCamEye; mainCam->at = this->subCamAt; @@ -909,8 +911,7 @@ void BossGoma_Encounter(BossGoma* this, PlayState* play) { this->subCamAt.z = this->actor.world.pos.z; if (this->framesUntilNextAction != 0) { - f32 s = sinf(this->framesUntilNextAction * 3.1415f * 0.5f); - + s = sinf(this->framesUntilNextAction * 3.1415f * 0.5f); this->subCamAt.y = this->framesUntilNextAction * s * 0.7f + this->actor.world.pos.y; } else { Math_ApproachF(&this->subCamAt.y, this->actor.focus.pos.y, 0.1f, 10.0f); @@ -2047,9 +2048,8 @@ void BossGoma_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* r static Vec3f zero = { 0.0f, 0.0f, 0.0f }; Vec3f childPos; Vec3s childRot; - EnGoma* babyGohma; BossGoma* this = (BossGoma*)thisx; - s32 pad; + s32 pad[2]; MtxF mtx; if (limbIndex == BOSSGOMA_LIMB_TAIL4) { // tail end/last part @@ -2073,6 +2073,8 @@ void BossGoma_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* r } if (this->deadLimbsState[limbIndex] == 1) { + EnGoma* babyGohma; + this->deadLimbsState[limbIndex] = 2; Matrix_MultVec3f(&zero, &childPos); Matrix_Get(&mtx); diff --git a/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c b/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c index 99447a19bb..eeedcb4e24 100644 --- a/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c +++ b/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c @@ -407,51 +407,14 @@ void BossMo_SetupTentacle(BossMo* this, PlayState* play) { } void BossMo_Tentacle(BossMo* this, PlayState* play) { - s16 tentXrot; - s16 sp1B4 = 0; - s32 buttons; - Player* player = GET_PLAYER(play); - s16 indS0; s16 indS1; - Camera* mainCam1; - Camera* mainCam2; - BossMo* otherTent = (BossMo*)this->otherTent; - f32 maxSwingRateX; - f32 maxSwingLagX; - f32 maxSwingSizeX; - f32 maxSwingRateZ; - f32 maxSwingLagZ; - f32 maxSwingSizeZ; - f32 swingRateAccel; - f32 swingSizeAccel; - s16 rippleCount; - s16 indT5; - Vec3f ripplePos; - f32 randAngle; - f32 randFloat; + s16 sp1B4 = 0; + Player* player = GET_PLAYER(play); f32 tempf1; f32 tempf2; f32 sin; f32 cos; - f32 temp; - f32 dx; - f32 dy; - f32 dz; - Vec3f sp138; - Vec3f sp12C; - Vec3f sp120; - s32 pad11C; - s32 pad118; - s32 pad114; - s32 pad110; - s32 pad10C; - s32 pad108; - Vec3f spFC; - Vec3f spF0; - f32 padEC; - Vec3f spE0; - Vec3f spD4; - Vec3f spC8; + BossMo* otherTent = (BossMo*)this->otherTent; if (this->work[MO_TENT_ACTION_STATE] <= MO_TENT_DEATH_3) { this->actor.world.pos.y = MO_WATER_LEVEL(play); @@ -460,6 +423,15 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { (this->work[MO_TENT_ACTION_STATE] >= MO_TENT_DEATH_START) || (this->work[MO_TENT_ACTION_STATE] == MO_TENT_RETREAT) || (this->work[MO_TENT_ACTION_STATE] == MO_TENT_SWING) || (this->work[MO_TENT_ACTION_STATE] == MO_TENT_SHAKE)) { + f32 maxSwingRateX; + f32 maxSwingLagX; + f32 maxSwingSizeX; + f32 maxSwingRateZ; + f32 maxSwingLagZ; + f32 maxSwingSizeZ; + f32 swingRateAccel; + f32 swingSizeAccel; + if (this->work[MO_TENT_ACTION_STATE] == MO_TENT_READY) { if (sMorphaCore->csState != MO_BATTLE) { maxSwingRateX = 2000.0f; @@ -570,25 +542,33 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { this->timers[0] = 60; } } - if (this->timers[0] > 50) { - rippleCount = 1; - } else if (this->timers[0] > 40) { - rippleCount = 3; - } else if (this->timers[0] > 30) { - rippleCount = 5; - } else if (this->timers[0] > 20) { - rippleCount = 8; - } else { - rippleCount = 3; - } - for (indS1 = 0; indS1 < rippleCount; indS1++) { - randFloat = Rand_ZeroFloat(50.0f); - randAngle = Rand_ZeroFloat(0x10000); - ripplePos = this->actor.world.pos; - ripplePos.x += sinf(randAngle) * randFloat; - ripplePos.z += cosf(randAngle) * randFloat; - ripplePos.y = MO_WATER_LEVEL(play); - BossMo_SpawnRipple(play->specialEffects, &ripplePos, 40.0f, 110.0f, 80, 290, MO_FX_SMALL_RIPPLE); + if (1) { + s16 rippleCount; + Vec3f ripplePos; + f32 randAngle; + f32 randFloat; + s32 pad; + + if (this->timers[0] > 50) { + rippleCount = 1; + } else if (this->timers[0] > 40) { + rippleCount = 3; + } else if (this->timers[0] > 30) { + rippleCount = 5; + } else if (this->timers[0] > 20) { + rippleCount = 8; + } else { + rippleCount = 3; + } + for (indS1 = 0; indS1 < rippleCount; indS1++) { + randFloat = Rand_ZeroFloat(50.0f); + randAngle = Rand_ZeroFloat(0x10000); + ripplePos = this->actor.world.pos; + ripplePos.x += sinf(randAngle) * randFloat; + ripplePos.z += cosf(randAngle) * randFloat; + ripplePos.y = MO_WATER_LEVEL(play); + BossMo_SpawnRipple(play->specialEffects, &ripplePos, 40.0f, 110.0f, 80, 290, MO_FX_SMALL_RIPPLE); + } } break; case MO_TENT_READY: @@ -634,7 +614,8 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { this->attackAngleMod = Rand_CenteredFloat(0x1000); } } else { - tentXrot = this->tentRot[28].x; + s16 tentXrot = this->tentRot[28].x; + if ((this->timers[0] == 0) && (tentXrot >= 0) && (sp1B4 < 0)) { this->work[MO_TENT_ACTION_STATE] = MO_TENT_ATTACK; if (this == sMorphaTent1) { @@ -661,9 +642,10 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { Math_ApproachF(&this->tentMaxAngle, 0.5f, 1.0f, 0.01); Math_ApproachF(&this->tentSpeed, 160.0f, 1.0f, 50.0f); if ((this->timers[0] == 0) || (this->playerHitTimer != 0)) { - dx = this->tentPos[22].x - player->actor.world.pos.x; - dy = this->tentPos[22].y - player->actor.world.pos.y; - dz = this->tentPos[22].z - player->actor.world.pos.z; + f32 dx = this->tentPos[22].x - player->actor.world.pos.x; + f32 dy = this->tentPos[22].y - player->actor.world.pos.y; + f32 dz = this->tentPos[22].z - player->actor.world.pos.z; + if ((fabsf(dy) < 50.0f) && !HAS_LINK(otherTent) && (sqrtf(SQ(dx) + SQ(dy) + SQ(dz)) < 120.0f)) { this->tentMaxAngle = .001f; this->work[MO_TENT_ACTION_STATE] = MO_TENT_CURL; @@ -765,7 +747,8 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { Math_ApproachS(&player->actor.shape.rot.y, this->grabPosRot.rot.y, 2, 0x7D0); Math_ApproachS(&player->actor.shape.rot.z, this->grabPosRot.rot.z, 2, 0x7D0); if (this->timers[0] == 0) { - mainCam1 = Play_GetCamera(play, CAM_ID_MAIN); + Camera* mainCam = Play_GetCamera(play, CAM_ID_MAIN); + this->work[MO_TENT_ACTION_STATE] = MO_TENT_SHAKE; this->tentMaxAngle = .001f; this->fwork[MO_TENT_SWING_RATE_X] = this->fwork[MO_TENT_SWING_RATE_Z] = @@ -778,8 +761,8 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { this->subCamId = Play_CreateSubCamera(play); Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT); Play_ChangeCameraStatus(play, this->subCamId, CAM_STAT_ACTIVE); - this->subCamEye = mainCam1->eye; - this->subCamAt = mainCam1->at; + this->subCamEye = mainCam->eye; + this->subCamAt = mainCam->at; this->subCamYaw = Math_FAtan2F(this->subCamEye.x - this->actor.world.pos.x, this->subCamEye.z - this->actor.world.pos.z); this->subCamYawRate = 0; @@ -798,12 +781,14 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { } Math_ApproachF(&this->waterLevelMod, -5.0f, 0.1f, 0.4f); sp1B4 = this->tentRot[15].x; - buttons = play->state.input[0].press.button; - if (CHECK_BTN_ALL(buttons, BTN_A) || CHECK_BTN_ALL(buttons, BTN_B)) { + if (CHECK_BTN_ALL(play->state.input[0].press.button, BTN_A) || + CHECK_BTN_ALL(play->state.input[0].press.button, BTN_B)) { this->mashCounter++; } for (indS1 = 0; indS1 < 41; indS1++) { if (indS1 < 20) { + f32 temp; + sin = Math_SinS(((s16)this->fwork[MO_TENT_SWING_LAG_X] * indS1) + this->xSwing); tempf1 = this->fwork[MO_TENT_SWING_SIZE_X] * (indS1 * 0.025f * sin); cos = Math_SinS(((s16)this->fwork[MO_TENT_SWING_LAG_Z] * indS1) + this->zSwing); @@ -828,7 +813,8 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { Math_ApproachF(&this->tentSpeed, 480.0f, 1.0f, 10.0f); Math_ApproachF(&this->tentPulse, 0.3f, 0.5f, 0.03f); if ((this->mashCounter >= 40) || (this->timers[0] == 0)) { - tentXrot = this->tentRot[15].x; + s16 tentXrot = this->tentRot[15].x; + if ((tentXrot < 0) && (sp1B4 >= 0)) { this->work[MO_TENT_ACTION_STATE] = MO_TENT_RETREAT; this->work[MO_TENT_INVINC_TIMER] = 50; @@ -844,6 +830,9 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { } } if (this->subCamId != SUB_CAM_ID_DONE) { + Vec3f sp138; + Vec3f sp12C; + sp138.x = 0; sp138.y = 100.0f; sp138.z = 200.0f; @@ -869,6 +858,12 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { } Math_ApproachF(&this->tentRippleSize, 0.15f, 0.5f, 0.01); if (this->meltIndex < 41) { + Vec3f sp120; + s16 indS0; + s32 pad118; + s32 pad114; + s32 pad110; + for (indS0 = 0; indS0 < 10; indS0++) { sp120 = this->tentPos[this->meltIndex]; sp120.x += Rand_CenteredFloat(30.0f); @@ -895,10 +890,11 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { Math_ApproachF(&this->subCamAt.z, player->actor.world.pos.z, 0.5f, 50.0f); Play_SetCameraAtEye(play, this->subCamId, &this->subCamAt, &this->subCamEye); if (player->actor.world.pos.y <= 42.0f) { - mainCam2 = Play_GetCamera(play, CAM_ID_MAIN); - mainCam2->eye = this->subCamEye; - mainCam2->eyeNext = this->subCamEye; - mainCam2->at = this->subCamAt; + Camera* mainCam = Play_GetCamera(play, CAM_ID_MAIN); + + mainCam->eye = this->subCamEye; + mainCam->eyeNext = this->subCamEye; + mainCam->at = this->subCamAt; Play_ReturnToMainCam(play, this->subCamId, 0); this->subCamId = SUB_CAM_ID_DONE; Cutscene_StopManual(play, &play->csCtx); @@ -917,11 +913,14 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { Math_ApproachF(&this->tentMaxAngle, 0.5f, 1.0f, 0.01); Math_ApproachF(&this->tentSpeed, 320.0f, 1.0f, 50.0f); if (this->timers[0] == 0) { + s16 indS0; + Vec3f spFC; + Vec3f spF0; + this->actor.flags &= ~ACTOR_FLAG_0; Math_ApproachF(&this->baseAlpha, 0.0, 1.0f, 5.0f); for (indS1 = 0; indS1 < 40; indS1++) { - indT5 = Rand_ZeroFloat(20.9f); - indS0 = sTentSpawnIndex[indT5]; + indS0 = sTentSpawnIndex[(s16)Rand_ZeroFloat(20.9f)]; spFC.x = 0; spFC.y = 0; spFC.z = 0; @@ -1067,6 +1066,8 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { Math_ApproachF(&this->tentSpeed, 0.1f, 1.0f, 0.005f); this->actor.velocity.y = 0.0; } else { + f32 padEC; + this->fwork[MO_TENT_MAX_STRETCH] = 0.2f; this->fwork[MO_TENT_MAX_STRETCH] += Math_SinS(this->work[MO_TENT_MOVE_TIMER] * 0x2000) * 0.05f; padEC = Math_CosS(this->work[MO_TENT_MOVE_TIMER] * 0x2000) * 0.0005f; @@ -1081,6 +1082,10 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { this->timers[0] = 60; Sfx_PlaySfxAtPos(&this->tentTipPos, NA_SE_EN_MOFER_CORE_JUMP); for (indS1 = 0; indS1 < 300; indS1++) { + Vec3f spE0; + Vec3f spD4; + Vec3f spC8; + spC8.x = 0.0; spC8.y = 0.0; spC8.z = indS1 * 0.03f; @@ -1137,11 +1142,11 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { void BossMo_TentCollisionCheck(BossMo* this, PlayState* play) { s16 i1; + s16 i2; + ColliderElement* acHitElem; for (i1 = 0; i1 < ARRAY_COUNT(this->tentElements); i1++) { if (this->tentCollider.elements[i1].base.bumperFlags & BUMP_HIT) { - s16 i2; - ColliderElement* acHitElem; for (i2 = 0; i2 < 19; i2++) { this->tentCollider.elements[i2].base.bumperFlags &= ~BUMP_HIT; @@ -1352,13 +1357,14 @@ void BossMo_IntroCs(BossMo* this, PlayState* play) { this->work[MO_TENT_ACTION_STATE] = MO_CORE_INTRO_REVEAL; this->actor.flags &= ~ACTOR_FLAG_0; sMorphaTent1->actor.flags |= ACTOR_FLAG_0; - } else { - sMorphaTent1->xSwing = 0xCEC; - sMorphaTent1->fwork[MO_TENT_SWING_RATE_X] = 0.0f; - sMorphaTent1->fwork[MO_TENT_SWING_LAG_X] = 1000.0f; - sMorphaTent1->fwork[MO_TENT_SWING_SIZE_X] = 2500.0f; - break; + goto intro_reveal; } + sMorphaTent1->xSwing = 0xCEC; + sMorphaTent1->fwork[MO_TENT_SWING_RATE_X] = 0.0f; + sMorphaTent1->fwork[MO_TENT_SWING_LAG_X] = 1000.0f; + sMorphaTent1->fwork[MO_TENT_SWING_SIZE_X] = 2500.0f; + break; + intro_reveal: case MO_INTRO_REVEAL: if (this->timers[2] >= 160) { this->subCamEye.x = 150.0f; @@ -1858,13 +1864,6 @@ void BossMo_Core(BossMo* this, PlayState* play) { s16 index; // not on stack f32 sp88; s32 pad84; - f32 sp80; - f32 sp7C; - Vec3f sp70; - Vec3f sp64; - f32 sp60; - f32 sp5C; - f32 sp58; this->waterTex1x += -1.0f; this->waterTex1y += -1.0f; @@ -2028,6 +2027,11 @@ void BossMo_Core(BossMo* this, PlayState* play) { Math_ApproachF(&this->actor.world.pos.z, this->targetPos.z, 0.5f, this->actor.speed); Math_ApproachF(&this->actor.speed, 30.0f, 1.0f, 1.0f); } else { + f32 sp80; + f32 sp7C; + Vec3f sp70; + Vec3f sp64; + switch (this->work[MO_TENT_ACTION_STATE]) { case MO_CORE_MOVE: sp80 = Math_SinS(this->work[MO_TENT_VAR_TIMER] * 0x800) * 100.0f; @@ -2165,6 +2169,9 @@ void BossMo_Core(BossMo* this, PlayState* play) { } else { this->timers[3] = 8; for (i = 0; i < 10; i++) { + f32 sp60; + f32 sp5C; + sp5C = Rand_ZeroFloat(3.14f); sp60 = Rand_ZeroFloat(0.6f) + 1.6f; effectVelocity.x = Math_SinS(((i * (f32)0x10000) / 10.0f) + sp5C) * sp60; @@ -2187,6 +2194,8 @@ void BossMo_Core(BossMo* this, PlayState* play) { } if ((this->actor.world.pos.y < MO_WATER_LEVEL(play)) || (this->work[MO_TENT_ACTION_STATE] >= MO_CORE_ATTACK)) { for (i = 0; i < 3; i++) { + f32 sp58; + effectAccel.x = effectAccel.z = 0.0f; effectVelocity.x = effectVelocity.y = effectVelocity.z = 0.0f; if (this->work[MO_TENT_ACTION_STATE] >= MO_CORE_ATTACK) { @@ -2725,7 +2734,6 @@ void BossMo_DrawTent(Actor* thisx, PlayState* play) { u16 texCoordScale; OPEN_DISPS(play->state.gfxCtx, "../z_boss_mo.c", 6958); - if (1) {} Gfx_SetupDL_25Opa(play->state.gfxCtx); gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, (s8)(this->baseAlpha * 1.5f)); gDPSetEnvColor(POLY_OPA_DISP++, 150, 150, 150, 0); @@ -2743,6 +2751,7 @@ void BossMo_DrawTent(Actor* thisx, PlayState* play) { if (this->drawActor) { BossMo_DrawTentacle(this, play); } + if (1) {} CLOSE_DISPS(play->state.gfxCtx, "../z_boss_mo.c", 7023); } diff --git a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c index df893e790e..b36c58bd7e 100644 --- a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c +++ b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c @@ -363,10 +363,11 @@ void BossSst_HeadSetupIntro(BossSst* this, PlayState* play) { player->actor.world.pos.x = sRoomCenter.x; player->actor.world.pos.y = ROOM_CENTER_Y + 1000.0f; player->actor.world.pos.z = sRoomCenter.z; - player->speedXZ = player->actor.velocity.y = 0.0f; + player->speedXZ = 0.0f; player->actor.shape.rot.y = -0x8000; player->zTargetYaw = -0x8000; player->yaw = -0x8000; + player->actor.velocity.y = 0.0f; player->fallStartHeight = 0; player->stateFlags1 |= PLAYER_STATE1_5; @@ -654,8 +655,10 @@ void BossSst_HeadNeutral(BossSst* this, PlayState* play) { } if (this->timer == 0) { - if ((GET_PLAYER(play)->actor.world.pos.y > -50.0f) && - !(GET_PLAYER(play)->stateFlags1 & (PLAYER_STATE1_7 | PLAYER_STATE1_13 | PLAYER_STATE1_14))) { + Player* player = GET_PLAYER(play); + + if ((player->actor.world.pos.y > -50.0f) && + !(player->stateFlags1 & (PLAYER_STATE1_7 | PLAYER_STATE1_13 | PLAYER_STATE1_14))) { sHands[Rand_ZeroOne() <= 0.5f]->ready = true; BossSst_HeadSetupWait(this); } else { @@ -825,9 +828,8 @@ void BossSst_HeadSetupStunned(BossSst* this) { } void BossSst_HeadStunned(BossSst* this, PlayState* play) { - f32 bounce; - s32 animFinish; f32 currentFrame; + s32 animFinish; Math_StepToF(&sHandOffsets[LEFT].z, 600.0f, 20.0f); Math_StepToF(&sHandOffsets[RIGHT].z, 600.0f, 20.0f); @@ -837,7 +839,8 @@ void BossSst_HeadStunned(BossSst* this, PlayState* play) { animFinish = SkelAnime_Update(&this->skelAnime); currentFrame = this->skelAnime.curFrame; if (currentFrame <= 6.0f) { - bounce = (sinf((M_PI / 11) * currentFrame) * 100.0f) + (this->actor.home.pos.y - 180.0f); + f32 bounce = (sinf((M_PI / 11) * currentFrame) * 100.0f) + (this->actor.home.pos.y - 180.0f); + if (this->actor.world.pos.y < bounce) { this->actor.world.pos.y = bounce; } @@ -1565,7 +1568,6 @@ void BossSst_HandSetupSweep(BossSst* this) { void BossSst_HandSweep(BossSst* this, PlayState* play) { Player* player = GET_PLAYER(play); - s16 newTargetYaw; SkelAnime_Update(&this->skelAnime); this->handAngSpeed += 0x60; @@ -1575,6 +1577,8 @@ void BossSst_HandSweep(BossSst* this, PlayState* play) { this->colliderJntSph.base.ocFlags1 &= ~OC1_NO_PUSH; BossSst_HandSetupRetreat(this); } else if (this->colliderJntSph.base.atFlags & AT_HIT) { + s16 newTargetYaw; + this->colliderJntSph.base.atFlags &= ~(AT_ON | AT_HIT); this->ready = true; func_8002F71C(play, &this->actor, 5.0f, this->actor.shape.rot.y - (this->vParity * 0x3800), 0.0f); @@ -2772,57 +2776,41 @@ void BossSst_DrawHand(Actor* thisx, PlayState* play) { s32 BossSst_OverrideHeadDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx, Gfx** gfx) { BossSst* this = (BossSst*)thisx; - s32 shakeAmp; - s32 pad; - s32 timer12; - f32 shakeMod; if (!CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_REACT_TO_LENS) && this->vVanish) { *dList = NULL; } else if (this->actionFunc == BossSst_HeadThrash) { // Animation modifications for death cutscene - shakeAmp = (this->timer / 10) + 1; + s32 shakeAmp = (this->timer / 10) + 1; + if ((limbIndex == 3) || (limbIndex == 39) || (limbIndex == 42)) { - - shakeMod = sinf(this->timer * (M_PI / 5)); - rot->x += ((0x500 * Rand_ZeroOne() + 0xA00) / 0x10) * shakeAmp * shakeMod; - - shakeMod = sinf((this->timer % 5) * (M_PI / 5)); - rot->z -= ((0x800 * Rand_ZeroOne() + 0x1000) / 0x10) * shakeAmp * shakeMod + 0x1000; + rot->x += ((0x500 * Rand_ZeroOne() + 0xA00) / 0x10) * shakeAmp * sinf(this->timer * (M_PI / 5)); + rot->z -= + ((0x800 * Rand_ZeroOne() + 0x1000) / 0x10) * shakeAmp * sinf((this->timer % 5) * (M_PI / 5)) + 0x1000; if (limbIndex == 3) { - - shakeMod = sinf(this->timer * (M_PI / 5)); - rot->y += ((0x500 * Rand_ZeroOne() + 0xA00) / 0x10) * shakeAmp * shakeMod; + rot->y += ((0x500 * Rand_ZeroOne() + 0xA00) / 0x10) * shakeAmp * sinf(this->timer * (M_PI / 5)); } } else if ((limbIndex == 5) || (limbIndex == 6)) { - - shakeMod = sinf((this->timer % 5) * (M_PI / 5)); - rot->z -= ((0x280 * Rand_ZeroOne() + 0x500) / 0x10) * shakeAmp * shakeMod + 0x500; + rot->z -= + ((0x280 * Rand_ZeroOne() + 0x500) / 0x10) * shakeAmp * sinf((this->timer % 5) * (M_PI / 5)) + 0x500; if (limbIndex == 5) { - - shakeMod = sinf(this->timer * (M_PI / 5)); - rot->x += ((0x500 * Rand_ZeroOne() + 0xA00) / 0x10) * shakeAmp * shakeMod; - - shakeMod = sinf(this->timer * (M_PI / 5)); - rot->y += ((0x500 * Rand_ZeroOne() + 0xA00) / 0x10) * shakeAmp * shakeMod; + rot->x += ((0x500 * Rand_ZeroOne() + 0xA00) / 0x10) * shakeAmp * sinf(this->timer * (M_PI / 5)); + rot->y += ((0x500 * Rand_ZeroOne() + 0xA00) / 0x10) * shakeAmp * sinf(this->timer * (M_PI / 5)); } } else if (limbIndex == 2) { - shakeMod = sinf(this->timer * (M_PI / 5)); - rot->x += ((0x200 * Rand_ZeroOne() + 0x400) / 0x10) * shakeAmp * shakeMod; - - shakeMod = sinf(this->timer * (M_PI / 5)); - rot->y += ((0x200 * Rand_ZeroOne() + 0x400) / 0x10) * shakeAmp * shakeMod; - - shakeMod = sinf((this->timer % 5) * (M_PI / 5)); - rot->z -= ((0x100 * Rand_ZeroOne() + 0x200) / 0x10) * shakeAmp * shakeMod + 0x200; + rot->x += ((0x200 * Rand_ZeroOne() + 0x400) / 0x10) * shakeAmp * sinf(this->timer * (M_PI / 5)); + rot->y += ((0x200 * Rand_ZeroOne() + 0x400) / 0x10) * shakeAmp * sinf(this->timer * (M_PI / 5)); + rot->z -= + ((0x100 * Rand_ZeroOne() + 0x200) / 0x10) * shakeAmp * sinf((this->timer % 5) * (M_PI / 5)) + 0x200; } } else if (this->actionFunc == BossSst_HeadDeath) { + s32 timer12; + if (this->timer > 48) { timer12 = this->timer - 36; } else { - pad = ((this->timer > 6) ? 6 : this->timer); - timer12 = pad * 2; + timer12 = ((this->timer > 6) ? 6 : this->timer) * 2; } if ((limbIndex == 3) || (limbIndex == 39) || (limbIndex == 42)) { @@ -2947,14 +2935,16 @@ void BossSst_SpawnHeadShadow(BossSst* this) { s32 i; f32 sn; f32 cs; + BossSstEffect* shadow; + Vec3f* offset; this->effectMode = BONGO_SHADOW; sn = Math_SinS(this->actor.shape.rot.y); cs = Math_CosS(this->actor.shape.rot.y); for (i = 0; i < 3; i++) { - BossSstEffect* shadow = &this->effects[i]; - Vec3f* offset = &shadowOffset[i]; + shadow = &this->effects[i]; + offset = &shadowOffset[i]; shadow->pos.x = this->actor.world.pos.x + (sn * offset->z) + (cs * offset->x); shadow->pos.y = 0.0f; @@ -2983,12 +2973,13 @@ void BossSst_SpawnShockwave(BossSst* this) { s32 i; s32 scale = 120; s32 alpha = 250; + BossSstEffect* shockwave; Actor_PlaySfx(&this->actor, NA_SE_EN_SHADEST_HAND_WAVE); this->effectMode = BONGO_SHOCKWAVE; for (i = 0; i < 3; i++) { - BossSstEffect* shockwave = &this->effects[i]; + shockwave = &this->effects[i]; Math_Vec3f_Copy(&shockwave->pos, &this->actor.world.pos); shockwave->move = (i + 9) * 2; @@ -3049,6 +3040,7 @@ void BossSst_SpawnIceShard(BossSst* this) { s32 i; Vec3f spawnPos; f32 offXZ; + BossSstEffect* ice; this->effectMode = BONGO_ICE; offXZ = Math_CosS(this->actor.shape.rot.x) * 50.0f; @@ -3057,7 +3049,7 @@ void BossSst_SpawnIceShard(BossSst* this) { spawnPos.z = Math_SinS(this->actor.shape.rot.y) * offXZ + this->actor.world.pos.z; for (i = 0; i < 18; i++) { - BossSstEffect* ice = &this->effects[i]; + ice = &this->effects[i]; Math_Vec3f_Copy(&ice->pos, &spawnPos); ice->status = 1; @@ -3120,9 +3112,12 @@ void BossSst_UpdateEffects(Actor* thisx, PlayState* play) { this->effectMode = BONGO_NULL; } } else if (this->effectMode == BONGO_SHOCKWAVE) { + BossSstEffect* effect2; + s32 scale; + for (i = 0; i < 3; i++) { - BossSstEffect* effect2 = &this->effects[i]; - s32 scale = effect2->move * 2; + effect2 = &this->effects[i]; + scale = effect2->move * 2; effect2->scale += CLAMP_MAX(scale, 20) + i; if (effect2->move != 0) { diff --git a/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c b/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c index c01a1b590e..abf3fc96e5 100644 --- a/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c +++ b/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c @@ -790,7 +790,6 @@ s32 BossTw_BeamHitPlayerCheck(BossTw* this, PlayState* play) { Vec3f offset; Vec3f beamDistFromPlayer; Player* player = GET_PLAYER(play); - s16 i; offset.x = player->actor.world.pos.x - this->beamOrigin.x; offset.y = player->actor.world.pos.y - this->beamOrigin.y; @@ -812,6 +811,8 @@ s32 BossTw_BeamHitPlayerCheck(BossTw* this, PlayState* play) { sFreezeState = 1; } } else if (!player->bodyIsBurning) { + s16 i; + for (i = 0; i < PLAYER_BODYPART_MAX; i++) { player->bodyFlameTimers[i] = Rand_S16Offset(0, 200); } @@ -3301,6 +3302,8 @@ void func_80941BC0(BossTw* this, PlayState* play) { gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaEffectHaloDL)); Matrix_Pop(); + if (1) {} + CLOSE_DISPS(play->state.gfxCtx, "../z_boss_tw.c", 6461); } @@ -3533,9 +3536,10 @@ void BossTw_Draw(Actor* thisx, PlayState* play2) { } if (this->actor.params == TW_KOTAKE) { + Vec3f diff; + if (this->workf[UNK_F9] > 0.0f) { if (this->workf[UNK_F11] > 0.0f) { - Vec3f diff; diff.x = this->groundBlastPos2.x - player->actor.world.pos.x; diff.y = this->groundBlastPos2.y - player->actor.world.pos.y; diff.z = this->groundBlastPos2.z - player->actor.world.pos.z; @@ -3564,6 +3568,8 @@ void BossTw_Draw(Actor* thisx, PlayState* play2) { } } + if (1) {} + CLOSE_DISPS(play->state.gfxCtx, "../z_boss_tw.c", 7123); } @@ -4077,7 +4083,7 @@ void BossTw_BlastFire(BossTw* this, PlayState* play) { break; } - { + if (1) { f32 sp4C = sGroundBlastType == 2 ? 3.0f : 1.0f; Math_ApproachF(&sKoumePtr->workf[UNK_F9], 0.0f, 1.0f, 10.0f * sp4C); @@ -4231,6 +4237,8 @@ void BossTw_BlastIce(BossTw* this, PlayState* play) { case TW_ICE_BLAST_GROUND: if (this->timers[0] != 0) { + s32 pad; + if (this->timers[0] == 1) { sEnvType = 0; } @@ -4242,7 +4250,6 @@ void BossTw_BlastIce(BossTw* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EV_ICE_FREEZE - SFX_FLAG); if (this->timers[0] > (sTwinrovaPtr->actionFunc == BossTw_Wait ? 70 : 20)) { - s32 pad; Vec3f pos; Vec3f velocity; Vec3f accel; @@ -4320,12 +4327,13 @@ void BossTw_BlastIce(BossTw* this, PlayState* play) { s32 BossTw_BlastShieldCheck(BossTw* this, PlayState* play) { Player* player = GET_PLAYER(play); s32 ret = false; - ColliderElement* acHitElem; if (1) {} if (this->csState1 == 1) { if (this->collider.base.acFlags & AC_HIT) { + ColliderElement* acHitElem; + this->collider.base.acFlags &= ~AC_HIT; this->collider.base.atFlags &= ~AT_HIT; acHitElem = this->collider.elem.acHitElem; @@ -4565,17 +4573,6 @@ void BossTw_UpdateEffects(PlayState* play) { s16 j; s16 colorIdx; Vec3f off; - Vec3f spF4; - Vec3f spE8; - Vec3f spDC; - Vec3f spD0; - f32 phi_f22; - Vec3f spC0; - Vec3f spB4; - Vec3f spA8; - s16 spA6; - f32 phi_f0; - Actor* unk44; for (i = 0; i < BOSS_TW_EFFECT_COUNT; i++) { if (eff->type != TWEFF_NONE) { @@ -4654,6 +4651,10 @@ void BossTw_UpdateEffects(PlayState* play) { off.z = sTwinrovaPtr->actor.world.pos.z - eff->pos.z; if (sTwinrovaPtr->actionFunc != BossTw_TwinrovaStun) { + Vec3f spF4; + Vec3f spE8; + Vec3f spDC; + if ((SQ(off.x) + SQ(off.y) + SQ(off.z)) < SQ(60.0f)) { for (j = 0; j < 50; j++) { spF4.x = sTwinrovaPtr->actor.world.pos.x + Rand_CenteredFloat(35.0f); @@ -4715,6 +4716,8 @@ void BossTw_UpdateEffects(PlayState* play) { Math_ApproachF(&eff->workf[EFF_DIST], 1000.0f, 1.0f, 10.0f); if (eff->work[EFF_UNKS1] >= 0x10) { if ((eff->work[EFF_UNKS1] == 16) && (sp113 == 0)) { + Vec3f spD0; + sp113 = 1; spD0 = eff->pos; if (eff->pos.y > 40.0f) { @@ -4722,8 +4725,7 @@ void BossTw_UpdateEffects(PlayState* play) { } else { spD0.y = -50.0f; } - sTwinrovaPtr->groundBlastPos.y = phi_f0 = BossTw_GetFloorY(&spD0); - if (phi_f0 >= 0.0f) { + if ((sTwinrovaPtr->groundBlastPos.y = BossTw_GetFloorY(&spD0)) >= 0.0f) { if (sTwinrovaPtr->groundBlastPos.y != 35.0f) { sTwinrovaPtr->groundBlastPos.x = eff->pos.x; sTwinrovaPtr->groundBlastPos.z = eff->pos.z; @@ -4790,7 +4792,7 @@ void BossTw_UpdateEffects(PlayState* play) { } } else if (eff->type == TWEFF_PLYR_FRZ) { if (eff->work[EFF_ARGS] < eff->frame) { - phi_f0 = 1.0f; + f32 phi_f0 = 1.0f; if (eff->target != NULL || sGroundBlastType == 1) { phi_f0 *= 3.0f; @@ -4834,7 +4836,11 @@ void BossTw_UpdateEffects(PlayState* play) { } if ((eff->workf[EFF_DIST] > 0.4f) && ((eff->frame & 7) == 0)) { - spA6 = Rand_ZeroFloat(PLAYER_BODYPART_MAX - 0.1f); + Vec3f spC0; + Vec3f spB4; + Vec3f spA8; + s16 spA6 = Rand_ZeroFloat(PLAYER_BODYPART_MAX - 0.1f); + f32 phi_f22; if (eff->target == NULL) { spC0.x = player->bodyPartsPos[spA6].x + Rand_CenteredFloat(5.0f); @@ -4842,7 +4848,8 @@ void BossTw_UpdateEffects(PlayState* play) { spC0.z = player->bodyPartsPos[spA6].z + Rand_CenteredFloat(5.0f); phi_f22 = 10.0f; } else { - unk44 = eff->target; + Actor* unk44 = eff->target; + spC0.x = unk44->world.pos.x + Rand_CenteredFloat(40.0f); spC0.y = unk44->world.pos.y + Rand_CenteredFloat(40.0f); spC0.z = unk44->world.pos.z + Rand_CenteredFloat(40.0f); @@ -4899,10 +4906,11 @@ void BossTw_DrawEffects(PlayState* play) { s32 pad; Player* player = GET_PLAYER(play); s16 phi_s4; - BossTwEffect* currentEffect = play->specialEffects; + BossTwEffect* currentEffect; BossTwEffect* effectHead; GraphicsContext* gfxCtx = play->state.gfxCtx; + currentEffect = play->specialEffects; effectHead = currentEffect; OPEN_DISPS(gfxCtx, "../z_boss_tw.c", 9592); @@ -5028,10 +5036,10 @@ void BossTw_DrawEffects(PlayState* play) { currentEffect = effectHead; for (i = 0; i < BOSS_TW_EFFECT_COUNT; i++) { - Actor* actor; - Vec3f off; - if (currentEffect->type == TWEFF_PLYR_FRZ) { + Actor* actor; + Vec3f off; + if (materialFlag == 0) { gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaIceSurroundingPlayerMaterialDL)); gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 195, 225, 235, 255); @@ -5204,7 +5212,7 @@ void BossTw_TwinrovaShootBlast(BossTw* this, PlayState* play) { sEnvType = twMagic->blastType + 1; - { + if (1) { Vec3f velocity = { 0.0f, 0.0f, 0.0f }; Vec3f accel = { 0.0f, 0.0f, 0.0f }; diff --git a/src/overlays/actors/ovl_Boss_Va/z_boss_va.c b/src/overlays/actors/ovl_Boss_Va/z_boss_va.c index 554c45e5ae..7b189e8754 100644 --- a/src/overlays/actors/ovl_Boss_Va/z_boss_va.c +++ b/src/overlays/actors/ovl_Boss_Va/z_boss_va.c @@ -1121,7 +1121,6 @@ void BossVa_SetupBodyPhase2(BossVa* this, PlayState* play) { void BossVa_BodyPhase2(BossVa* this, PlayState* play) { Player* player = GET_PLAYER(play); - Vec3f sp48; if (this->actor.colorFilterTimer == 0) { sPhase2Timer++; @@ -1166,7 +1165,8 @@ void BossVa_BodyPhase2(BossVa* this, PlayState* play) { } if ((sPhase2Timer > 10) && !(sPhase2Timer & 7) && (this->actor.speed == 1.0f)) { - sp48 = this->actor.world.pos; + Vec3f sp48 = this->actor.world.pos; + sp48.y += 310.0f + (this->actor.shape.yOffset * this->actor.scale.y); sp48.x += -10.0f; sp48.z += 220.0f; @@ -1918,19 +1918,6 @@ void BossVa_ZapperAttack(BossVa* this, PlayState* play) { u32 sp88; Vec3f sp7C; s32 pad3; - f32 sp74; - s32 i; - s16 sp6E; - s16 sp6C; - f32 sp68; - f32 sp64; - f32 sp60; - f32 sp5C; - s16 sp5A; - s16 sp58; - s16 sp56; - s16 sp54; - f32 sp50; boomerang = BossVa_FindBoomerang(play); @@ -1939,6 +1926,20 @@ void BossVa_ZapperAttack(BossVa* this, PlayState* play) { sp7C.y += 10.0f; sp8E = 0x3E80; } else { + f32 sp74; + s32 i; + s16 sp6E; + s16 sp6C; + f32 sp68; + f32 sp64; + f32 sp60; + f32 sp5C; + s16 sp5A; + s16 sp58; + s16 sp56; + s16 sp54; + f32 sp50; + sp74 = R_UPDATE_RATE * 0.5f; sp8E = 0x4650; @@ -3148,6 +3149,8 @@ void BossVa_BariPostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* gSPDisplayList(POLY_XLU_DISP++, *dList); } + if (1) {} + CLOSE_DISPS(play->state.gfxCtx, "../z_boss_va.c", 4517); } @@ -3279,10 +3282,6 @@ void BossVa_UpdateEffects(PlayState* play) { s16 spB6; s16 i; f32 spB0; - f32 spAC; - s16 pitch; - BossVa* refActor2; - BossVa* refActor; for (i = 0; i < BOSS_VA_EFFECT_COUNT; i++, effect++) { if (effect->type == VA_NONE) { @@ -3300,15 +3299,16 @@ void BossVa_UpdateEffects(PlayState* play) { effect->velocity.z += effect->accel.z; if ((effect->type == VA_LARGE_SPARK) || (effect->type == VA_SMALL_SPARK)) { - refActor = effect->parent; + BossVa* refActor = effect->parent; effect->rot.z += (s16)(Rand_ZeroOne() * 0x4E20) + 0x2000; effect->rot.y += (s16)(Rand_ZeroOne() * 0x2710) + 0x2000; if ((effect->mode == SPARK_TETHER) || (effect->mode == SPARK_UNUSED)) { - pitch = effect->rot.x - Math_Vec3f_Pitch(&refActor->actor.world.pos, &GET_BODY(refActor)->unk_1D8); - spAC = Math_SinS(refActor->actor.world.rot.y); - effect->pos.x = refActor->actor.world.pos.x - (effect->offset.x * spAC); + s16 pitch = effect->rot.x - Math_Vec3f_Pitch(&refActor->actor.world.pos, &GET_BODY(refActor)->unk_1D8); + + spB0 = Math_SinS(refActor->actor.world.rot.y); + effect->pos.x = refActor->actor.world.pos.x - (effect->offset.x * spB0); spB0 = Math_CosS(refActor->actor.world.rot.y); effect->pos.z = refActor->actor.world.pos.z - (effect->offset.x * spB0); spB0 = Math_CosS(-pitch); @@ -3347,13 +3347,13 @@ void BossVa_UpdateEffects(PlayState* play) { } if (effect->type == VA_SPARK_BALL) { - refActor2 = effect->parent; + BossVa* refActor = effect->parent; effect->rot.z += (s16)(Rand_ZeroOne() * 0x2710) + 0x24A8; - effect->pos.x = effect->offset.x + refActor2->actor.world.pos.x; + effect->pos.x = effect->offset.x + refActor->actor.world.pos.x; effect->pos.y = - refActor2->actor.world.pos.y + 310.0f + (refActor2->actor.shape.yOffset * refActor2->actor.scale.y); - effect->pos.z = effect->offset.z + refActor2->actor.world.pos.z; + refActor->actor.world.pos.y + 310.0f + (refActor->actor.shape.yOffset * refActor->actor.scale.y); + effect->pos.z = effect->offset.z + refActor->actor.world.pos.z; effect->mode = (effect->mode + 1) & 7; if (effect->timer < 100) { @@ -3378,9 +3378,9 @@ void BossVa_UpdateEffects(PlayState* play) { if (effect->type == VA_BLOOD) { if (effect->mode < BLOOD_SPOT) { + f32 floorY; Vec3f checkPos; CollisionPoly* groundPoly; - f32 floorY; checkPos = effect->pos; checkPos.y -= effect->velocity.y + 4.0f; @@ -3415,9 +3415,9 @@ void BossVa_UpdateEffects(PlayState* play) { if (effect->type == VA_GORE) { if (effect->mode == GORE_PERMANENT) { + f32 floorY; Vec3f checkPos; CollisionPoly* groundPoly; - f32 floorY; checkPos = effect->pos; checkPos.y -= effect->velocity.y + 4.0f; @@ -3452,10 +3452,9 @@ void BossVa_UpdateEffects(PlayState* play) { } if (effect->type == VA_TUMOR) { + BossVa* refActor = effect->parent; s16 yaw; - refActor = effect->parent; - effect->rot.z += 0x157C; effect->envColor[3] = (s16)(Math_SinS(effect->rot.z) * 50.0f) + 80; Math_SmoothStepToF(&effect->scale, effect->scaleMod, 1.0f, 0.01f, 0.005f); @@ -3982,7 +3981,7 @@ void BossVa_DrawDoor(PlayState* play, s16 scale) { Matrix_Get(&doorMtx); - for (i = 0; i < 8; i++, segAngle -= M_PI / 4) { + for (i = 0; i < 8; i++) { Matrix_Put(&doorMtx); Matrix_RotateZ(segAngle, MTXMODE_APPLY); Matrix_Translate(0.0f, doorPieceLength[i] * yScale, 0.0f, MTXMODE_APPLY); @@ -3990,6 +3989,7 @@ void BossVa_DrawDoor(PlayState* play, s16 scale) { gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_va.c", 5621), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(POLY_OPA_DISP++, doorPieceDispList[i]); + segAngle -= M_PI / 4; } CLOSE_DISPS(play->state.gfxCtx, "../z_boss_va.c", 5629); diff --git a/tools/disasm/disasm.py b/tools/disasm/disasm.py index 9435f3cd2c..d0affdd485 100755 --- a/tools/disasm/disasm.py +++ b/tools/disasm/disasm.py @@ -88,6 +88,7 @@ def main(): context = spimdisasm.common.Context() context.parseArgs(args) context.changeGlobalSegmentRanges(0x00000000, 0x01000000, 0x8000000, 0x81000000) + context.addBannedSymbolRange(0x0000F000, 0x00010100) context.addBannedSymbolRange(0x10000000, 0x80000300) context.addBannedSymbolRange(0xA0000000, 0xFFFFFFFF)