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Decompile En_Dha (#130)
* Decompile En_Dha * Removed original reloc data and fixed actor struct * Update z_en_dha.c - Removed unnecessary line breaks - Changed `colliderSphere` to `collider` and `colliderSphereItem` to `colliderItem` - Removed unnecessary & pointers - Renamed various functions * Update z_en_dha.h Changed collider names * Fixed all issues with `En_Dha` * Update src/overlays/actors/ovl_En_Dha/z_en_dha.c Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * Update src/overlays/actors/ovl_En_Dha/z_en_dha.c Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * Update src/overlays/actors/ovl_En_Dha/z_en_dha.c Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * Update src/overlays/actors/ovl_En_Dha/z_en_dha.c Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * Update src/overlays/actors/ovl_En_Dha/z_en_dha.c Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * Update src/overlays/actors/ovl_En_Dha/z_en_dha.c Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * All suggested changes applied * Update z_en_dha.c Fixed unresolved changes that were marked as resolved. Whoops! Co-authored-by: Zelllll <elijah@DESKTOP-QDIECM7.localdomain> Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
This commit is contained in:
parent
b9999bbb13
commit
785011c33c
22 changed files with 386 additions and 1049 deletions
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@ -15,7 +15,17 @@ void EnDha_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnDha_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnDha_Draw(Actor* thisx, GlobalContext* globalCtx);
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/*
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void func_809EC9C8(EnDha* this);
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void func_809ECA50(EnDha* this, GlobalContext* globalCtx);
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void func_809ECF60(EnDha* this);
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void func_809ECF8C(EnDha* this, GlobalContext* globalCtx);
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void EnDha_SetupDeath(EnDha* this);
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void EnDha_Die(EnDha* this, GlobalContext* globalCtx);
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void EnDha_UpdateHealth(EnDha* this, GlobalContext* globalCtx);
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extern SkeletonHeader D_06000BD8;
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extern AnimationHeader D_060015B0;
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const ActorInit En_Dha_InitVars = {
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ACTOR_EN_DHA,
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ACTORTYPE_ENEMY,
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@ -27,31 +37,364 @@ const ActorInit En_Dha_InitVars = {
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(ActorFunc)EnDha_Update,
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(ActorFunc)EnDha_Draw,
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};
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*/
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dha/func_809EC880.s")
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dha/EnDha_Init.s")
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static DamageTable damageTable = { {
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0x00, 0xF2, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF2, 0xF2, 0xF4, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF2, 0xF4, 0xF2, 0xF4, 0xF8, 0xF4, 0x00, 0x00, 0xF4, 0x00,
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} };
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dha/EnDha_Destroy.s")
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static ColliderJntSphItemInit colliderItemsInit[] = {
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{
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x00 },
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{ 1, { { 0, 0, 0 }, 12 }, 100 },
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},
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{
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
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{ 2, { { 3200, 0, 0 }, 10 }, 100 },
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},
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{
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
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{ 3, { { 1200, 0, 0 }, 10 }, 100 },
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},
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{
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x00 },
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{ 4, { { 2700, 0, 0 }, 10 }, 100 },
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},
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{
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
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{ 5, { { 1200, 0, 0 }, 10 }, 100 },
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},
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};
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dha/func_809EC9C8.s")
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static ColliderJntSphInit colliderInit = {
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{ COLTYPE_UNK6, 0x00, 0x09, 0x19, 0x10, COLSHAPE_JNTSPH },
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5,
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&colliderItemsInit,
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};
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dha/func_809ECA50.s")
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static InitChainEntry initChain[] = {
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ICHAIN_S8(naviEnemyId, 0x2E, ICHAIN_CONTINUE),
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ICHAIN_F32(unk_4C, 2000, ICHAIN_CONTINUE),
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ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_STOP),
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};
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dha/func_809ECF60.s")
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void EnDha_SetupAction(EnDha* this, EnDhaActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dha/func_809ECF8C.s")
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void EnDha_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnDha* this = THIS;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dha/func_809ED054.s")
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Actor_ProcessInitChain(&this->actor, initChain);
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this->actor.colChkInfo.damageTable = &damageTable;
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SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06000BD8, &D_060015B0, this->limbDrawTable,
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this->transitionDrawTable, 4);
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ActorShape_Init(&this->actor.shape, 0, ActorShadow_DrawFunc_Teardrop, 90.0f);
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this->actor.posRot2.pos = this->actor.posRot.pos;
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this->actor.posRot2.pos.y += 50.0f;
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this->actor.colChkInfo.mass = 0xFE;
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this->actor.colChkInfo.health = 8;
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this->unk_1CE = -0x4000;
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Collider_InitJntSph(globalCtx, &this->collider);
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Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &colliderInit, &this->colliderItem);
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this->actor.flags &= ~1;
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func_809EC9C8(this);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dha/func_809ED0C4.s")
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void EnDha_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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EnDha* this = THIS;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dha/func_809ED27C.s")
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Collider_DestroyJntSph(globalCtx, &this->collider);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dha/EnDha_Update.s")
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void func_809EC9C8(EnDha* this) {
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SkelAnime_ChangeAnimDefaultRepeat(&this->skelAnime, &D_060015B0);
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this->unk_1C0 = 0;
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this->unk_1C8 = ((Math_Rand_ZeroOne() * 10.0f) + 5.0f);
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this->actor.speedXZ = 0.0f;
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this->actor.posRot.rot.y = this->actor.shape.rot.y;
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this->actor.initPosRot.rot.z = 1;
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EnDha_SetupAction(this, func_809ECA50);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dha/func_809ED414.s")
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void func_809ECA50(EnDha* this, GlobalContext* globalCtx) {
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Vec3f D_809ED740 = { 0.0f, 0.0f, 0.0f };
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Vec3f D_809ED74C = { 0.0f, 0.0f, 55.0f };
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Vec3f D_809ED758 = { 0.0f, 0.0f, -54.0f };
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Player* player = PLAYER;
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s32 pad;
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s32 unkVar;
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Vec3f playerPos;
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s32 pad2;
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s16 unkVar2;
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s16 unkVar3;
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s32 result;
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s32 resultAbs;
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s32 pad3;
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playerPos = player->actor.posRot.pos;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dha/func_809ED4B8.s")
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playerPos.x += (Math_Sins(player->actor.shape.rot.y) * -5.0f);
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playerPos.z += (Math_Coss(player->actor.shape.rot.y) * -5.0f);
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if (LINK_IS_CHILD) {
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playerPos.y += 38.0f;
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} else {
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playerPos.y += 56.0f;
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}
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if (this->actor.xzDistanceFromLink <= 100.0f) {
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this->unk_1D0.y = 0;
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this->unk_1D0.z = this->unk_1D0.y;
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this->unk_1D6.x = this->unk_1D0.y;
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if (Math_Vec3f_DistXYZ(&playerPos, &this->unk_1DC) <= 12.0f) {
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if (this->unk_1CC == 0) {
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if (globalCtx->unk_11D4C(globalCtx, player) != 0) {
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this->unk_1CA = 0;
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this->unk_1CC++;
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if (this->actor.attachedA != NULL) {
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this->actor.attachedA->params = 1;
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_GRIP);
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}
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} else {
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this->unk_1CA += 0x1194;
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this->unk_1D0.y = (Math_Sins(this->unk_1CA) * 1820.0f);
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if (!(player->stateFlags2 & 0x80)) {
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this->unk_1CC = 0;
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func_809ECF60(this);
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return;
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}
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if (this->unk_1CA < -0x6E6B) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_GRIP);
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}
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}
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func_80035844(&this->unk_1E8, &playerPos, &this->unk_1D0.z, 0);
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this->unk_1D6.x = ((this->unk_1D6.x - this->actor.shape.rot.y) - this->unk_1D0.y);
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this->unk_1D0.z = (((this->unk_1D0.z - this->actor.shape.rot.x) - this->unk_1CE) - this->unk_1D0.x);
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} else {
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if (player->stateFlags2 & 0x80) {
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if (&this->actor == player->actor.attachedA) {
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player->stateFlags2 &= ~0x80;
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player->actor.attachedA = NULL;
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player->unk_850 = 200;
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}
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}
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if (this->actor.initPosRot.rot.z != 0) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HAND_AT);
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this->actor.initPosRot.rot.z = 0;
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}
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}
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this->actor.shape.rot.y = Math_Vec3f_Yaw(&this->actor.posRot, &playerPos);
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Math_SmoothScaleMaxMinF(&this->unk_1DC, playerPos.x, 1.0f, 16.0f, 0.0f);
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Math_SmoothScaleMaxMinF(&this->unk_1DC.y, playerPos.y, 1.0f, 16.0f, 0.0f);
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Math_SmoothScaleMaxMinF(&this->unk_1DC.z, playerPos.z, 1.0f, 16.0f, 0.0f);
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func_80035844(&this->unk_1F4, &this->unk_1DC, &unkVar3, 0);
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Matrix_Translate(this->unk_1DC.x, this->unk_1DC.y, this->unk_1DC.z, 0);
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Matrix_RotateRPY(unkVar3, unkVar2, 0, 1);
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Matrix_MultVec3f(&D_809ED758, &this->unk_1F4);
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Matrix_Translate(this->actor.posRot.pos.x, this->actor.posRot.pos.y, this->actor.posRot.pos.z, 0);
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func_80035844(&this->actor.posRot, &this->unk_1F4, &unkVar3, 0);
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Matrix_RotateRPY(unkVar3, unkVar2, 0, 1);
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Matrix_MultVec3f(&D_809ED74C, &this->unk_1F4);
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this->unk_1CE = Math_Vec3f_Pitch(&this->actor.posRot, &this->unk_1F4);
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result = (s16)(Math_Vec3f_Yaw(&this->actor.posRot, &this->unk_1F4) - this->actor.shape.rot.y);
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resultAbs = ABS(result);
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if (resultAbs >= 0x4000) {
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this->unk_1CE = -0x8000 - this->unk_1CE;
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}
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this->unk_1D0.x = (Math_Vec3f_Pitch(&this->unk_1F4, &this->unk_1DC) - this->unk_1CE);
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if (this->unk_1D0.x < 0) {
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this->unk_1CE += (this->unk_1D0.x * 2);
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this->unk_1D0.x *= -2;
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return;
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}
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} else {
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unkVar = ~0x80;
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if (player->stateFlags2 & 0x80) {
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if (&this->actor == player->actor.attachedA) {
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player->stateFlags2 &= unkVar;
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player->actor.attachedA = NULL;
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player->unk_850 = 200;
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}
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}
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this->actor.initPosRot.rot.z = 1;
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Math_SmoothScaleMaxMinS(&this->unk_1D0, 0, 1, 0x3E8, 0);
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Math_SmoothScaleMaxMinS(&this->unk_1CE, -0x4000, 1, 0x3E8, 0);
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Dha/EnDha_Draw.s")
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void func_809ECF60(EnDha* this) {
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this->unk_1C8 = 15;
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EnDha_SetupAction(this, func_809ECF8C);
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}
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void func_809ECF8C(EnDha* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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if (player->stateFlags2 & 0x80) {
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if (&this->actor == player->actor.attachedA) {
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player->stateFlags2 &= ~0x80;
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player->actor.attachedA = NULL;
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player->unk_850 = 200;
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}
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}
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Math_SmoothScaleMaxMinS(&this->unk_1D0.x, 0, 1, 2000, 0);
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Math_SmoothScaleMaxMinS(&this->unk_1D0.y, 0, 1, 600, 0);
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Math_SmoothScaleMaxMinS(&this->unk_1CE, -0x4000, 1, 2000, 0);
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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this->unk_1C8--;
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if (this->unk_1C8 == 0) {
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func_809EC9C8(this);
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}
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}
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void EnDha_SetupDeath(EnDha* this) {
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this->unk_1C0 = 8;
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this->unk_1C8 = 300;
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if (this->actor.attachedA != NULL) {
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if (this->actor.attachedA->params != 0xA) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_HAND_DEAD);
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}
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if (this->actor.attachedA->params <= 0) {
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this->actor.attachedA->params--;
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}
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}
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EnDha_SetupAction(this, EnDha_Die);
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}
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void EnDha_Die(EnDha* this, GlobalContext* globalCtx) {
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s16 result;
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Vec3f vector;
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Player* player = PLAYER;
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if (player->stateFlags2 & 0x80) {
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if (&this->actor == player->actor.attachedA) {
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player->stateFlags2 &= ~0x80;
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player->actor.attachedA = NULL;
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player->unk_850 = 200;
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}
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}
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Math_SmoothScaleMaxMinS(&this->unk_1D0, 0, 1, 0x7D0, 0);
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result = Math_SmoothScaleMaxMinS(&this->unk_1CE, -0x4000, 1, 0x7D0, 0);
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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if (result == 0) {
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vector = this->actor.posRot.pos;
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if (this->unk_1C8 != 0) {
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if (-12000.0f < this->actor.shape.unk_08) {
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this->actor.shape.unk_08 -= 1000.0f;
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func_80033480(globalCtx, &vector, 7.0f, 1, 0x5A, 0x14, 1);
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return;
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}
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this->unk_1C8--;
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if (this->actor.attachedA != 0) {
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if (this->actor.attachedA->params == 0xA) {
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Actor_Kill(&this->actor);
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return;
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}
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}
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} else {
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this->actor.shape.unk_08 += 500.0f;
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func_80033480(globalCtx, &vector, 7.0f, 1, 0x5A, 0x14, 1);
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if (this->actor.shape.unk_08 == 0.0f) {
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func_809EC9C8(this);
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}
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}
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}
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}
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void EnDha_UpdateHealth(EnDha* this, GlobalContext* globalCtx) {
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if (!((this->unk_1C0 >= 8) || !(this->collider.base.acFlags & 2))) {
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this->collider.base.acFlags &= ~2;
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if (this->actor.colChkInfo.damageEffect == 0 || this->actor.colChkInfo.damageEffect == 6) {
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return;
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} else {
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func_8003426C(&this->actor, 0x4000, 0xFF, 0, 8);
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if (Actor_ApplyDamage(&this->actor) == 0) {
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EnDha_SetupDeath(this);
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this->actor.colChkInfo.health = 8;
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Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.posRot.pos, 0xE0);
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} else {
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Audio_PlayActorSound2(this, NA_SE_EN_DEADHAND_DAMAGE);
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this->unk_1C0 = 9;
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func_809ECF60(this);
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}
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}
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}
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if (this->actor.attachedA != NULL) {
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if (this->actor.attachedA->params == 0xA) {
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EnDha_SetupDeath(this);
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}
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}
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}
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void EnDha_Update(Actor* thisx, GlobalContext* globalCtx) {
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EnDha* this = THIS;
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CollisionCheckContext* colChkCtx;
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colChkCtx = &globalCtx->colChkCtx;
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if (this->actor.attachedA == NULL) {
|
||||
this->actor.attachedA = Actor_FindNearby(globalCtx, &this->actor, ACTOR_EN_DH, ACTORTYPE_ENEMY, 10000.0f);
|
||||
}
|
||||
EnDha_UpdateHealth(this, globalCtx);
|
||||
this->actionFunc(this, globalCtx);
|
||||
CollisionCheck_SetAC(globalCtx, colChkCtx, &this->collider);
|
||||
CollisionCheck_SetOC(globalCtx, colChkCtx, &this->collider);
|
||||
}
|
||||
|
||||
s32 EnDha_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
|
||||
EnDha* this = THIS;
|
||||
s32 retVar;
|
||||
|
||||
if (limbIndex == 1) {
|
||||
rot->y = -(s16)(this->unk_1CE + 0x4000);
|
||||
rot->z += this->unk_1D0.y;
|
||||
retVar = 0;
|
||||
} else if (limbIndex == 2) {
|
||||
rot->z = this->unk_1D0.x;
|
||||
rot->y -= this->unk_1D0.y;
|
||||
retVar = 0;
|
||||
} else if (limbIndex == 3) {
|
||||
rot->y = -(this->unk_1D6.x);
|
||||
rot->z = -(this->unk_1D0.z);
|
||||
retVar = 0;
|
||||
} else {
|
||||
retVar = 0;
|
||||
}
|
||||
return retVar;
|
||||
}
|
||||
|
||||
void EnDha_OverridePostDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
|
||||
Vec3f D_809ED764 = { 1100.0f, 0.0f, 0.0f };
|
||||
Vec3f D_809ED770 = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
EnDha* this = THIS;
|
||||
|
||||
switch (limbIndex) {
|
||||
case 1:
|
||||
func_800628A4(2, &this->collider);
|
||||
func_800628A4(3, &this->collider);
|
||||
break;
|
||||
|
||||
case 2:
|
||||
func_800628A4(4, &this->collider);
|
||||
func_800628A4(5, &this->collider);
|
||||
Matrix_MultVec3f(&D_809ED770, &this->unk_1F4);
|
||||
break;
|
||||
|
||||
case 3:
|
||||
func_800628A4(1, &this->collider);
|
||||
Matrix_MultVec3f(&D_809ED764, &this->unk_1DC);
|
||||
Matrix_MultVec3f(&D_809ED770, &this->unk_1E8);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void EnDha_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||
EnDha* this = THIS;
|
||||
|
||||
func_80093D18(globalCtx->state.gfxCtx);
|
||||
SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
|
||||
EnDha_OverrideLimbDraw, EnDha_OverridePostDraw, &this->actor);
|
||||
}
|
||||
|
|
|
@ -6,9 +6,26 @@
|
|||
|
||||
struct EnDha;
|
||||
|
||||
typedef void (*EnDhaActionFunc)(struct EnDha*, GlobalContext*);
|
||||
|
||||
typedef struct EnDha {
|
||||
/* 0x0000 */ Actor actor;
|
||||
/* 0x014C */ char unk_14C[0x214];
|
||||
/* 0x014C */ SkelAnime skelAnime;
|
||||
/* 0x0190 */ Vec3s limbDrawTable[4];
|
||||
/* 0x01A8 */ Vec3s transitionDrawTable[4];
|
||||
/* 0x01C0 */ u8 unk_1C0;
|
||||
/* 0x01C4 */ EnDhaActionFunc actionFunc;
|
||||
/* 0x01C8 */ s16 unk_1C8;
|
||||
/* 0x01CA */ s16 unk_1CA;
|
||||
/* 0x01CC */ u8 unk_1CC;
|
||||
/* 0x01CE */ s16 unk_1CE;
|
||||
/* 0x01D0 */ Vec3s unk_1D0;
|
||||
/* 0x01D6 */ Vec3s unk_1D6;
|
||||
/* 0x01DC */ Vec3f unk_1DC;
|
||||
/* 0x01E8 */ Vec3f unk_1E8;
|
||||
/* 0x01F4 */ Vec3f unk_1F4;
|
||||
/* 0x0200 */ ColliderJntSph collider;
|
||||
/* 0x0220 */ ColliderJntSphItem colliderItem[5];
|
||||
} EnDha; // size = 0x0360
|
||||
|
||||
extern const ActorInit En_Dha_InitVars;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue