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https://github.com/zeldaret/oot.git
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Suggested changes
This commit is contained in:
parent
edd9879159
commit
6f3db36b42
1 changed files with 27 additions and 27 deletions
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@ -140,13 +140,13 @@ void EnRu2_Destroy(Actor* thisx, PlayState* play) {
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Collider_DestroyCylinder(play, &this->collider);
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Collider_DestroyCylinder(play, &this->collider);
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}
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}
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void EnRu2_UpdateEyeTextures(EnRu2* this) {
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void EnRu2_UpdateEyes(EnRu2* this) {
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s32 pad[3];
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s32 pad[3];
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s16* eyeTextureFrame = &this->eyeTextureFrame;
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s16* eyeTextureFrame = &this->eyeTextureFrame;
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s16* eyeTextureIndex = &this->eyeTextureIndex;
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s16* eyeTextureIndex = &this->eyeTextureIndex;
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if (DECR(*eyeTextureFrame) == 0) {
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if (DECR(*eyeTextureFrame) == 0) {
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*eyeTextureFrame = Rand_S16Offset(0x3C, 0x3C);
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*eyeTextureFrame = Rand_S16Offset(60, 60);
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}
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}
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*eyeTextureIndex = *eyeTextureFrame;
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*eyeTextureIndex = *eyeTextureFrame;
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@ -155,13 +155,13 @@ void EnRu2_UpdateEyeTextures(EnRu2* this) {
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}
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}
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}
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}
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s32 EnRu2_GetParamsHighByte(EnRu2* this) {
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s32 EnRu2_GetSwitchFlag(EnRu2* this) {
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s32 params_shift = PARAMS_GET_U(this->actor.params, 8, 8);
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s32 params_shift = PARAMS_GET_U(this->actor.params, 8, 8);
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return params_shift;
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return params_shift;
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}
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}
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s32 EnRu2_GetParamsLowByte(EnRu2* this) {
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s32 EnRu2_GetType(EnRu2* this) {
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s32 params = PARAMS_GET_U(this->actor.params, 0, 8);
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s32 params = PARAMS_GET_U(this->actor.params, 0, 8);
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return params;
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return params;
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@ -215,7 +215,7 @@ CsCmdActorCue* EnRu2_GetCue(PlayState* play, s32 cueChannel) {
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return NULL;
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return NULL;
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}
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}
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s32 EnRu2_CheckCueIs(EnRu2* this, PlayState* play, u16 cueId, s32 cueChannel) {
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s32 EnRu2_CheckCueMatchingID(EnRu2* this, PlayState* play, u16 cueId, s32 cueChannel) {
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CsCmdActorCue* cue = EnRu2_GetCue(play, cueChannel);
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CsCmdActorCue* cue = EnRu2_GetCue(play, cueChannel);
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if ((cue != NULL) && (cue->id == cueId)) {
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if ((cue != NULL) && (cue->id == cueId)) {
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@ -224,7 +224,7 @@ s32 EnRu2_CheckCueIs(EnRu2* this, PlayState* play, u16 cueId, s32 cueChannel) {
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return false;
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return false;
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}
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}
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s32 EnRu2_CheckCueIsNot(EnRu2* this, PlayState* play, u16 cueId, s32 cueChannel) {
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s32 EnRu2_CheckCueNotMatchingID(EnRu2* this, PlayState* play, u16 cueId, s32 cueChannel) {
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CsCmdActorCue* cue = EnRu2_GetCue(play, cueChannel);
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CsCmdActorCue* cue = EnRu2_GetCue(play, cueChannel);
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if ((cue != NULL) && (cue->id != cueId)) {
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if ((cue != NULL) && (cue->id != cueId)) {
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@ -395,14 +395,14 @@ void EnRu2_Action01(EnRu2* this, PlayState* play) {
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void EnRu2_Action02(EnRu2* this, PlayState* play) {
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void EnRu2_Action02(EnRu2* this, PlayState* play) {
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EnRu2_Rise(this, play);
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EnRu2_Rise(this, play);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateEyeTextures(this);
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EnRu2_UpdateEyes(this);
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EnRu2_EndRise(this);
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EnRu2_EndRise(this);
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}
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}
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void EnRu2_Action03(EnRu2* this, PlayState* play) {
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void EnRu2_Action03(EnRu2* this, PlayState* play) {
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateEyeTextures(this);
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EnRu2_UpdateEyes(this);
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EnRu2_RaiseArms(this, play);
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EnRu2_RaiseArms(this, play);
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}
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}
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@ -411,21 +411,21 @@ void EnRu2_Action04(EnRu2* this, PlayState* play) {
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateBgCheckInfo(this, play);
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shouldHold = EnRu2_UpdateSkelAnime(this);
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shouldHold = EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateEyeTextures(this);
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EnRu2_UpdateEyes(this);
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EnRu2_HoldArmsUp(this, shouldHold);
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EnRu2_HoldArmsUp(this, shouldHold);
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}
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}
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void EnRu2_Action05(EnRu2* this, PlayState* play) {
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void EnRu2_Action05(EnRu2* this, PlayState* play) {
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateEyeTextures(this);
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EnRu2_UpdateEyes(this);
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EnRu2_CheckWaterMedallion(this, play);
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EnRu2_CheckWaterMedallion(this, play);
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}
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}
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void EnRu2_Action06(EnRu2* this, PlayState* play) {
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void EnRu2_Action06(EnRu2* this, PlayState* play) {
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateEyeTextures(this);
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EnRu2_UpdateEyes(this);
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}
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}
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/* Sets up Ruto in her arms-crossing pose. Used in the Water Trial in Ganon's Castle and in the
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/* Sets up Ruto in her arms-crossing pose. Used in the Water Trial in Ganon's Castle and in the
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@ -448,7 +448,7 @@ void EnRu2_SpawnLightBall(EnRu2* this, PlayState* play) {
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/* Checks to see if it's time for Ruto to fade in while crossing her arms. */
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/* Checks to see if it's time for Ruto to fade in while crossing her arms. */
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void EnRu2_CheckFadeIn(EnRu2* this, PlayState* play) {
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void EnRu2_CheckFadeIn(EnRu2* this, PlayState* play) {
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if (EnRu2_CheckCueIs(this, play, 4, 3)) {
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if (EnRu2_CheckCueMatchingID(this, play, 4, 3)) {
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this->action = ENRU2_CROSSING_ARMS_FADE;
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this->action = ENRU2_CROSSING_ARMS_FADE;
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this->drawConfig = ENRU2_DRAW_SKELETON_FLEXIBLE;
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this->drawConfig = ENRU2_DRAW_SKELETON_FLEXIBLE;
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this->alpha = 0;
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this->alpha = 0;
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@ -463,7 +463,7 @@ void EnRu2_Fade(EnRu2* this, PlayState* play) {
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f32* fadeTimer = &this->fadeTimer;
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f32* fadeTimer = &this->fadeTimer;
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s32 alpha;
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s32 alpha;
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if (EnRu2_CheckCueIs(this, play, 4, 3)) {
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if (EnRu2_CheckCueMatchingID(this, play, 4, 3)) {
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*fadeTimer += 1.0f;
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*fadeTimer += 1.0f;
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if (*fadeTimer >= kREG(5) + 10.0f) {
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if (*fadeTimer >= kREG(5) + 10.0f) {
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this->action = ENRU2_AWAIT_SPAWN_LIGHT_BALL;
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this->action = ENRU2_AWAIT_SPAWN_LIGHT_BALL;
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@ -491,7 +491,7 @@ void EnRu2_Fade(EnRu2* this, PlayState* play) {
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/* Checks to see if it's time for Ruto to fade out while her arms are crossed. */
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/* Checks to see if it's time for Ruto to fade out while her arms are crossed. */
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void EnRu2_CheckFadeOut(EnRu2* this, PlayState* play) {
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void EnRu2_CheckFadeOut(EnRu2* this, PlayState* play) {
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if (EnRu2_CheckCueIsNot(this, play, 4, 3)) {
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if (EnRu2_CheckCueNotMatchingID(this, play, 4, 3)) {
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this->action = ENRU2_CROSSING_ARMS_FADE;
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this->action = ENRU2_CROSSING_ARMS_FADE;
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this->drawConfig = ENRU2_DRAW_SKELETON_FLEXIBLE;
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this->drawConfig = ENRU2_DRAW_SKELETON_FLEXIBLE;
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this->fadeTimer = kREG(5) + 10.0f;
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this->fadeTimer = kREG(5) + 10.0f;
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@ -514,7 +514,7 @@ void EnRu2_Action07(EnRu2* this, PlayState* play) {
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void EnRu2_Action08(EnRu2* this, PlayState* play) {
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void EnRu2_Action08(EnRu2* this, PlayState* play) {
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateEyeTextures(this);
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EnRu2_UpdateEyes(this);
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EnRu2_Fade(this, play);
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EnRu2_Fade(this, play);
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#if OOT_DEBUG
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#if OOT_DEBUG
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func_80AF26D0(this, play);
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func_80AF26D0(this, play);
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@ -524,7 +524,7 @@ void EnRu2_Action08(EnRu2* this, PlayState* play) {
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void EnRu2_Action09(EnRu2* this, PlayState* play) {
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void EnRu2_Action09(EnRu2* this, PlayState* play) {
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateEyeTextures(this);
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EnRu2_UpdateEyes(this);
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EnRu2_CheckFadeOut(this, play);
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EnRu2_CheckFadeOut(this, play);
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#if OOT_DEBUG
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#if OOT_DEBUG
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func_80AF26D0(this, play);
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func_80AF26D0(this, play);
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@ -641,7 +641,7 @@ void EnRu2_Action10(EnRu2* this, PlayState* play) {
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void EnRu2_Action11(EnRu2* this, PlayState* play) {
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void EnRu2_Action11(EnRu2* this, PlayState* play) {
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateEyeTextures(this);
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EnRu2_UpdateEyes(this);
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EnRu2_FadeInCredits(this);
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EnRu2_FadeInCredits(this);
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EnRu2_CheckVisibleInCredits(this);
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EnRu2_CheckVisibleInCredits(this);
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}
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}
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@ -649,7 +649,7 @@ void EnRu2_Action11(EnRu2* this, PlayState* play) {
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void EnRu2_Action12(EnRu2* this, PlayState* play) {
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void EnRu2_Action12(EnRu2* this, PlayState* play) {
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateEyeTextures(this);
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EnRu2_UpdateEyes(this);
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EnRu2_NextCreditsAction(this, play);
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EnRu2_NextCreditsAction(this, play);
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}
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}
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@ -658,18 +658,18 @@ void EnRu2_Action13(EnRu2* this, PlayState* play) {
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateBgCheckInfo(this, play);
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lookingDownLeft = EnRu2_UpdateSkelAnime(this);
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lookingDownLeft = EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateEyeTextures(this);
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EnRu2_UpdateEyes(this);
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EnRu2_LookingDownLeft(this, lookingDownLeft);
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EnRu2_LookingDownLeft(this, lookingDownLeft);
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}
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}
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/* Sets the switch indicating that Link met Ruto in the Water Temple. */
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/* Sets the switch indicating that Link met Ruto in the Water Temple. */
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void EnRu2_MarkEncounterOccurred(EnRu2* this, PlayState* play) {
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void EnRu2_MarkEncounterOccurred(EnRu2* this, PlayState* play) {
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Flags_SetSwitch(play, EnRu2_GetParamsHighByte(this));
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Flags_SetSwitch(play, EnRu2_GetSwitchFlag(this));
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}
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}
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/* Returns whether Link met Ruto in the Water Temple. */
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/* Returns whether Link met Ruto in the Water Temple. */
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s32 EnRu2_EncounterOccurred(EnRu2* this, PlayState* play) {
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s32 EnRu2_EncounterOccurred(EnRu2* this, PlayState* play) {
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return Flags_GetSwitch(play, EnRu2_GetParamsHighByte(this));
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return Flags_GetSwitch(play, EnRu2_GetSwitchFlag(this));
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}
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}
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/* Initializes Ruto's actor in the Water Temple, or destroys it if the encounter already happened. */
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/* Initializes Ruto's actor in the Water Temple, or destroys it if the encounter already happened. */
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@ -796,7 +796,7 @@ void EnRu2_Action15(EnRu2* this, PlayState* play) {
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateCollider(this, play);
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EnRu2_UpdateCollider(this, play);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateEyeTextures(this);
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EnRu2_UpdateEyes(this);
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Actor_SetFocus(&this->actor, 50.0f);
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Actor_SetFocus(&this->actor, 50.0f);
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EnRu2_TriggerEncounter(this, play);
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EnRu2_TriggerEncounter(this, play);
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}
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}
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@ -804,7 +804,7 @@ void EnRu2_Action15(EnRu2* this, PlayState* play) {
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void EnRu2_Action16(EnRu2* this, PlayState* play) {
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void EnRu2_Action16(EnRu2* this, PlayState* play) {
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateEyeTextures(this);
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EnRu2_UpdateEyes(this);
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Actor_SetFocus(&this->actor, 50.0f);
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Actor_SetFocus(&this->actor, 50.0f);
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EnRu2_BeginEncounter(this, play);
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EnRu2_BeginEncounter(this, play);
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}
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}
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@ -812,7 +812,7 @@ void EnRu2_Action16(EnRu2* this, PlayState* play) {
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void EnRu2_Action17(EnRu2* this, PlayState* play) {
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void EnRu2_Action17(EnRu2* this, PlayState* play) {
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateEyeTextures(this);
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EnRu2_UpdateEyes(this);
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Actor_SetFocus(&this->actor, 50.0f);
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Actor_SetFocus(&this->actor, 50.0f);
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EnRu2_DialogCameraHandler(this, play);
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EnRu2_DialogCameraHandler(this, play);
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}
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}
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@ -820,7 +820,7 @@ void EnRu2_Action17(EnRu2* this, PlayState* play) {
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void EnRu2_Action18(EnRu2* this, PlayState* play) {
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void EnRu2_Action18(EnRu2* this, PlayState* play) {
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateEyeTextures(this);
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EnRu2_UpdateEyes(this);
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Actor_SetFocus(&this->actor, 50.0f);
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Actor_SetFocus(&this->actor, 50.0f);
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EnRu2_StartSwimmingUp(this, play);
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EnRu2_StartSwimmingUp(this, play);
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}
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}
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@ -829,7 +829,7 @@ void EnRu2_Action19(EnRu2* this, PlayState* play) {
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EnRu2_AccelerateUp(this);
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EnRu2_AccelerateUp(this);
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateBgCheckInfo(this, play);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateSkelAnime(this);
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EnRu2_UpdateEyeTextures(this);
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EnRu2_UpdateEyes(this);
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Actor_SetFocus(&this->actor, 50.0f);
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Actor_SetFocus(&this->actor, 50.0f);
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EnRu2_EndSwimmingUp(this, play);
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EnRu2_EndSwimmingUp(this, play);
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}
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}
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@ -852,7 +852,7 @@ void EnRu2_Init(Actor* thisx, PlayState* play) {
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EnRu2_InitCollider(thisx, play);
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EnRu2_InitCollider(thisx, play);
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SkelAnime_InitFlex(play, &this->skelAnime, &gAdultRutoSkel, NULL, this->jointTable, this->morphTable, 23);
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SkelAnime_InitFlex(play, &this->skelAnime, &gAdultRutoSkel, NULL, this->jointTable, this->morphTable, 23);
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switch (EnRu2_GetParamsLowByte(this)) {
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switch (EnRu2_GetType(this)) {
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case 2:
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case 2:
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EnRu2_InitCrossingArms(this, play);
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EnRu2_InitCrossingArms(this, play);
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break;
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break;
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