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En_anubice OK (#688)

* init, func_809B1120, and func_809B11C0 OK
Also migrate data to c

* Match Destroy, func_809B142C, func_809B1524, func_809B15CC
Start on func_809B16AC, but float register diffs :(

* Everything OK but func_809B16AC
and what a devil it is...

* Work on func_809B16AC
What an ugly function

* Do some documentation

* More documentation

* Run formatter

* Rename a few things

* Address PR comments

* Missed a couple angle macro opportunities

* Update src/overlays/actors/ovl_En_Anubice/z_en_anubice.c

Co-authored-by: mzxrules <mzxrules@gmail.com>

* Anubice OK

* Deleted the wrong part of the spec

* A curtain was missed

* Forgot a comment
I changed the declaration but not the reference :I

* More PR comments

Co-authored-by: mzxrules <mzxrules@gmail.com>
This commit is contained in:
nfaltermeier 2021-02-15 15:27:22 -06:00 committed by GitHub
parent ecedc4f059
commit 88b05cd9a2
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
23 changed files with 474 additions and 1383 deletions

View file

@ -5,6 +5,9 @@
*/
#include "z_en_anubice.h"
#include "overlays/actors/ovl_En_Anubice_Tag/z_en_anubice_tag.h"
#include "overlays/actors/ovl_Bg_Hidan_Curtain/z_bg_hidan_curtain.h"
#include "vt.h"
#define FLAGS 0x00000015
@ -15,13 +18,20 @@ void EnAnubice_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnAnubice_Update(Actor* thisx, GlobalContext* globalCtx);
void EnAnubice_Draw(Actor* thisx, GlobalContext* globalCtx);
extern UNK_TYPE D_06000348;
extern UNK_TYPE D_0600078C;
extern UNK_TYPE D_06000F74;
extern UNK_TYPE D_06003468;
extern UNK_TYPE D_06003990;
void EnAnubice_FindFlameCircles(EnAnubice* this, GlobalContext* globalCtx);
void EnAnubice_SetupIdle(EnAnubice* this, GlobalContext* globalCtx);
void EnAnubice_Idle(EnAnubice* this, GlobalContext* globalCtx);
void EnAnubice_GoToHome(EnAnubice* this, GlobalContext* globalCtx);
void EnAnubis_SetupShootFireball(EnAnubice* this, GlobalContext* globalCtx);
void EnAnubis_ShootFireball(EnAnubice* this, GlobalContext* globalCtx);
void EnAnubice_Die(EnAnubice* this, GlobalContext* globalCtx);
extern AnimationHeader D_06000348;
extern AnimationHeader D_0600078C;
extern AnimationHeader D_06000F74;
extern Gfx D_06003468[];
extern SkeletonHeader D_06003990;
/*
const ActorInit En_Anubice_InitVars = {
ACTOR_EN_ANUBICE,
ACTORCAT_ENEMY,
@ -34,7 +44,7 @@ const ActorInit En_Anubice_InitVars = {
(ActorFunc)EnAnubice_Draw,
};
static ColliderCylinderInit D_809B22D0 = {
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_NONE,
AT_NONE,
@ -53,35 +63,438 @@ static ColliderCylinderInit D_809B22D0 = {
},
{ 29, 103, 0, { 0, 0, 0 } },
};
*/
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Anubice/func_809B1120.s")
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Anubice/func_809B11C0.s")
static DamageTable sDamageTable[] = {
/* Deku nut */ DMG_ENTRY(0, 0x0),
/* Deku stick */ DMG_ENTRY(0, 0xF),
/* Slingshot */ DMG_ENTRY(0, 0xF),
/* Explosive */ DMG_ENTRY(0, 0xF),
/* Boomerang */ DMG_ENTRY(0, 0xF),
/* Normal arrow */ DMG_ENTRY(0, 0xF),
/* Hammer swing */ DMG_ENTRY(1, 0xF),
/* Hookshot */ DMG_ENTRY(2, 0xF),
/* Kokiri sword */ DMG_ENTRY(0, 0xF),
/* Master sword */ DMG_ENTRY(2, 0xF),
/* Giant's Knife */ DMG_ENTRY(6, 0xF),
/* Fire arrow */ DMG_ENTRY(2, 0x2),
/* Ice arrow */ DMG_ENTRY(0, 0xF),
/* Light arrow */ DMG_ENTRY(0, 0xF),
/* Unk arrow 1 */ DMG_ENTRY(0, 0xF),
/* Unk arrow 2 */ DMG_ENTRY(0, 0xF),
/* Unk arrow 3 */ DMG_ENTRY(0, 0xF),
/* Fire magic */ DMG_ENTRY(3, 0x2),
/* Ice magic */ DMG_ENTRY(0, 0x0),
/* Light magic */ DMG_ENTRY(0, 0x0),
/* Shield */ DMG_ENTRY(0, 0x0),
/* Mirror Ray */ DMG_ENTRY(0, 0x0),
/* Kokiri spin */ DMG_ENTRY(0, 0xF),
/* Giant spin */ DMG_ENTRY(6, 0xF),
/* Master spin */ DMG_ENTRY(2, 0xF),
/* Kokiri jump */ DMG_ENTRY(0, 0xF),
/* Giant jump */ DMG_ENTRY(12, 0xF),
/* Master jump */ DMG_ENTRY(4, 0xF),
/* Unknown 1 */ DMG_ENTRY(0, 0x0),
/* Unblockable */ DMG_ENTRY(0, 0x0),
/* Hammer jump */ DMG_ENTRY(0, 0x0),
/* Unknown 2 */ DMG_ENTRY(0, 0x0),
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Anubice/EnAnubice_Init.s")
Vec3f D_809B231C = { 0.0f, 0.0f, 0.0f };
Vec3f D_809B2328 = { 0.0f, 0.0f, 0.0f };
Vec3f D_809B2334 = { 0.0f, 0.0f, 0.0f };
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Anubice/EnAnubice_Destroy.s")
void EnAnubice_Hover(EnAnubice* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Anubice/func_809B142C.s")
this->hoverVelocityTimer += 1500.0f;
this->targetHeight = player->actor.world.pos.y + this->playerHeightOffset;
Math_ApproachF(&this->actor.world.pos.y, this->targetHeight, 0.1f, 10.0f);
Math_ApproachF(&this->playerHeightOffset, 10.0f, 0.1f, 0.5f);
this->actor.velocity.y = Math_SinS(this->hoverVelocityTimer);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Anubice/func_809B1524.s")
void EnAnubice_SetFireballRot(EnAnubice* this, GlobalContext* globalCtx) {
f32 xzdist;
f32 x;
f32 y;
f32 z;
Player* player = PLAYER;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Anubice/func_809B15CC.s")
x = player->actor.world.pos.x - this->fireballPos.x;
y = player->actor.world.pos.y + 10.0f - this->fireballPos.y;
z = player->actor.world.pos.z - this->fireballPos.z;
xzdist = sqrtf(SQ(x) + SQ(z));
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Anubice/func_809B16AC.s")
this->fireballRot.x = -RADF_TO_BINANG(Math_FAtan2F(y, xzdist));
this->fireballRot.y = RADF_TO_BINANG(Math_FAtan2F(x, z));
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Anubice/func_809B17FC.s")
void EnAnubice_Init(Actor* thisx, GlobalContext* globalCtx) {
EnAnubice* this = THIS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Anubice/func_809B1884.s")
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 20.0f);
SkelAnime_Init(globalCtx, &this->skelAnime, &D_06003990, &D_06000F74, this->jointTable, this->morphTable, 16);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Anubice/func_809B1984.s")
osSyncPrintf("\n\n");
// ☆☆☆☆☆ Anubis occurence ☆☆☆☆☆
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ アヌビス発生 ☆☆☆☆☆ \n" VT_RST);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Anubice/func_809B1A54.s")
this->actor.naviEnemyId = 0x3A;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Anubice/EnAnubice_Update.s")
Collider_InitCylinder(globalCtx, &this->col);
Collider_SetCylinder(globalCtx, &this->col, &this->actor, &sCylinderInit);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Anubice/func_809B2104.s")
Actor_SetScale(&this->actor, 0.015f);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Anubice/func_809B2150.s")
this->actor.colChkInfo.damageTable = sDamageTable;
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->actor.shape.yOffset = -4230.0f;
this->focusHeightOffset = 0.0f;
this->actor.flags &= ~1;
this->home = this->actor.world.pos;
this->actor.targetMode = 3;
this->actionFunc = EnAnubice_FindFlameCircles;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Anubice/EnAnubice_Draw.s")
void EnAnubice_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnAnubice* this = THIS;
EnAnubiceTag* temp_v1;
Collider_DestroyCylinder(globalCtx, &this->col);
if (this->actor.params != 0) {
if (this->actor.parent) {}
temp_v1 = (EnAnubiceTag*)this->actor.parent;
if (temp_v1 != NULL && temp_v1->actor.update != NULL) {
temp_v1->anubis = NULL;
}
}
}
void EnAnubice_FindFlameCircles(EnAnubice* this, GlobalContext* globalCtx) {
Actor* currentProp;
s32 flameCirclesFound;
if (this->isMirroringLink) {
if (!this->hasSearchedForFlameCircles) {
flameCirclesFound = 0;
currentProp = globalCtx->actorCtx.actorLists[ACTORCAT_PROP].head;
while (currentProp != NULL) {
if (currentProp->id != ACTOR_BG_HIDAN_CURTAIN) {
currentProp = currentProp->next;
} else {
this->flameCircles[flameCirclesFound] = (BgHidanCurtain*)currentProp;
// ☆☆☆☆☆ How many fires? ☆☆☆☆☆
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 火は幾つ? ☆☆☆☆☆ %d\n" VT_RST, flameCirclesFound);
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ 火は幾つ? ☆☆☆☆☆ %x\n" VT_RST,
this->flameCircles[flameCirclesFound]);
if (flameCirclesFound < 4) {
flameCirclesFound++;
}
currentProp = currentProp->next;
}
}
this->hasSearchedForFlameCircles = true;
}
this->actor.flags |= 1;
this->actionFunc = EnAnubice_SetupIdle;
}
}
void EnAnubice_SetupIdle(EnAnubice* this, GlobalContext* globalCtx) {
f32 lastFrame = Animation_GetLastFrame(&D_06000F74);
Animation_Change(&this->skelAnime, &D_06000F74, 1.0f, 0.0f, (s16)lastFrame, 0, -10.0f);
this->actionFunc = EnAnubice_Idle;
this->actor.velocity.x = this->actor.velocity.z = this->actor.gravity = 0.0f;
}
void EnAnubice_Idle(EnAnubice* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
SkelAnime_Update(&this->skelAnime);
Math_ApproachZeroF(&this->actor.shape.yOffset, 0.5f, 300.0f);
Math_ApproachF(&this->focusHeightOffset, 70.0f, 0.5f, 5.0f);
if (!this->isKnockedback) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 5, 3000, 0);
}
if (this->actor.shape.yOffset > -2.0f) {
this->actor.shape.yOffset = 0.0f;
if (player->swordState != 0) {
this->actionFunc = EnAnubis_SetupShootFireball;
} else if (this->isLinkOutOfRange) {
this->actor.velocity.y = 0.0f;
this->actor.gravity = -1.0f;
this->actionFunc = EnAnubice_GoToHome;
}
}
}
void EnAnubice_GoToHome(EnAnubice* this, GlobalContext* globalCtx) {
f32 xzdist;
f32 xRatio;
f32 zRatio;
f32 x;
f32 z;
SkelAnime_Update(&this->skelAnime);
Math_ApproachF(&this->actor.shape.yOffset, -4230.0f, 0.5f, 300.0f);
Math_ApproachZeroF(&this->focusHeightOffset, 0.5f, 5.0f);
if (!this->isKnockedback) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 5, 3000, 0);
}
if (fabsf(this->home.x - this->actor.world.pos.x) > 3.0f && fabsf(this->home.z - this->actor.world.pos.z) > 3.0f) {
x = this->home.x - this->actor.world.pos.x;
z = this->home.z - this->actor.world.pos.z;
xzdist = sqrtf(SQ(x) + SQ(z));
xRatio = ((x) / xzdist);
zRatio = ((z) / xzdist);
this->actor.world.pos.x += (xRatio * 8);
this->actor.world.pos.z += (zRatio * 8.0f);
} else if (this->actor.shape.yOffset < -4220.0f) {
this->actor.shape.yOffset = -4230.0f;
this->isMirroringLink = this->isLinkOutOfRange = false;
this->actionFunc = EnAnubice_FindFlameCircles;
this->actor.gravity = 0.0f;
}
}
void EnAnubis_SetupShootFireball(EnAnubice* this, GlobalContext* globalCtx) {
f32 lastFrame = Animation_GetLastFrame(&D_0600078C);
this->animLastFrame = lastFrame;
Animation_Change(&this->skelAnime, &D_0600078C, 1.0f, 0.0f, lastFrame, 2, -10.0f);
this->actionFunc = EnAnubis_ShootFireball;
this->actor.velocity.x = this->actor.velocity.z = 0.0f;
}
void EnAnubis_ShootFireball(EnAnubice* this, GlobalContext* globalCtx) {
f32 curFrame = this->skelAnime.curFrame;
SkelAnime_Update(&this->skelAnime);
if (!this->isKnockedback) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 5, 3000, 0);
}
EnAnubice_SetFireballRot(this, globalCtx);
if (curFrame == 12.0f) {
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ANUBICE_FIRE, this->fireballPos.x,
this->fireballPos.y + 15.0f, this->fireballPos.z, this->fireballRot.x, this->fireballRot.y, 0, 0);
}
if (this->animLastFrame <= curFrame) {
this->actionFunc = EnAnubice_SetupIdle;
}
}
void EnAnubice_SetupDie(EnAnubice* this, GlobalContext* globalCtx) {
f32 lastFrame = Animation_GetLastFrame(&D_06000348);
this->animLastFrame = lastFrame;
Animation_Change(&this->skelAnime, &D_06000348, 1.0f, 0.0f, lastFrame, 2, -20.0f);
this->unk_256 = false;
this->unk_258 = 0;
this->deathTimer = 20;
this->actor.velocity.x = this->actor.velocity.z = 0.0f;
this->actor.gravity = -1.0f;
if (BgCheck_SphVsFirstPoly(&globalCtx->colCtx, &this->fireballPos, 70.0f)) {
this->unk_256 = true;
this->unk_258 = this->actor.shape.rot.x - 0x7F00;
}
this->actionFunc = EnAnubice_Die;
}
void EnAnubice_Die(EnAnubice* this, GlobalContext* globalCtx) {
f32 curFrame;
f32 phi_f2;
Vec3f sp4C = D_809B231C;
Vec3f fireEffectPos = D_809B2328;
s32 pad;
SkelAnime_Update(&this->skelAnime);
Math_ApproachZeroF(&this->actor.shape.shadowScale, 0.4f, 0.25f);
if (this->unk_256) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->unk_258, 1, 10000, 0);
if (fabsf(this->actor.shape.rot.y - this->unk_258) < 100.0f) {
this->unk_256 = false;
}
}
curFrame = this->skelAnime.curFrame;
phi_f2 = curFrame * -3000.0f;
phi_f2 = CLAMP_MIN(phi_f2, -11000.0f);
Matrix_RotateY(BINANG_TO_RAD(this->actor.shape.rot.y), MTXMODE_NEW);
Matrix_RotateX(BINANG_TO_RAD(phi_f2), MTXMODE_APPLY);
sp4C.y = Rand_CenteredFloat(10.0f) + 30.0f;
Matrix_MultVec3f(&sp4C, &fireEffectPos);
fireEffectPos.x += this->actor.world.pos.x + Rand_CenteredFloat(40.0f);
fireEffectPos.y += this->actor.world.pos.y + Rand_CenteredFloat(40.0f);
fireEffectPos.z += this->actor.world.pos.z + Rand_CenteredFloat(30.0f);
Actor_SetColorFilter(&this->actor, 0x4000, 0x80, 0, 8);
EffectSsEnFire_SpawnVec3f(globalCtx, &this->actor, &fireEffectPos, 100, 0, 0, -1);
if (this->animLastFrame <= curFrame && (this->actor.bgCheckFlags & 1)) {
Math_ApproachF(&this->actor.shape.yOffset, -4230.0f, 0.5f, 300.0f);
if (this->actor.shape.yOffset < -2000.0f) {
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0xC0);
Actor_Kill(&this->actor);
}
}
}
void EnAnubice_Update(Actor* thisx, GlobalContext* globalCtx) {
f32 zero;
BgHidanCurtain* flameCircle;
s32 i;
Vec3f sp48;
Vec3f sp3C;
EnAnubice* this = THIS;
if (this->actionFunc != EnAnubice_SetupDie && this->actionFunc != EnAnubice_Die &&
this->actor.shape.yOffset == 0.0f) {
EnAnubice_Hover(this, globalCtx);
for (i = 0; i < 5; i++) {
flameCircle = this->flameCircles[i];
if (flameCircle != NULL && fabsf(flameCircle->actor.world.pos.x - this->actor.world.pos.x) < 60.0f &&
fabsf(this->flameCircles[i]->actor.world.pos.z - this->actor.world.pos.z) < 60.0f &&
flameCircle->timer != 0) {
Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_PROP);
this->actor.flags &= ~1;
func_80032C7C(globalCtx, &this->actor);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_ANUBIS_DEAD);
this->actionFunc = EnAnubice_SetupDie;
return;
}
}
if (this->col.base.acFlags & 2) {
this->col.base.acFlags &= ~2;
if (this->actor.colChkInfo.damageEffect == 2) {
Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_PROP);
this->actor.flags &= ~1;
func_80032C7C(globalCtx, &this->actor);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_ANUBIS_DEAD);
this->actionFunc = EnAnubice_SetupDie;
return;
}
if (!this->isKnockedback) {
this->knockbackTimer = 10;
this->isKnockedback = true;
sp48.x = 0.0f;
sp48.y = 0.0f;
sp48.z = -10.0f;
sp3C.x = 0.0f;
sp3C.y = 0.0f;
sp3C.z = 0.0f;
Matrix_RotateY(BINANG_TO_RAD(this->actor.shape.rot.y), MTXMODE_NEW);
Matrix_MultVec3f(&sp48, &sp3C);
this->actor.velocity.x = sp3C.x;
this->actor.velocity.z = sp3C.z;
this->knockbackRecoveryVelocity.x = -sp3C.x;
this->knockbackRecoveryVelocity.z = -sp3C.z;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_NUTS_CUTBODY);
}
}
if (this->isKnockedback) {
this->actor.shape.rot.y += 6500;
Math_ApproachF(&this->actor.velocity.x, this->knockbackRecoveryVelocity.x, 0.3f, 1.0f);
Math_ApproachF(&this->actor.velocity.z, this->knockbackRecoveryVelocity.z, 0.3f, 1.0f);
zero = 0.0f;
if (zero) {}
if (this->knockbackTimer == 0) {
this->actor.velocity.x = this->actor.velocity.z = 0.0f;
this->knockbackRecoveryVelocity.x = this->knockbackRecoveryVelocity.z = 0.0f;
this->isKnockedback = false;
}
}
}
this->timeAlive++;
if (this->knockbackTimer != 0) {
this->knockbackTimer--;
}
if (this->deathTimer != 0) {
this->deathTimer--;
}
this->actionFunc(this, globalCtx);
this->actor.velocity.y += this->actor.gravity;
func_8002D7EC(&this->actor);
if (!this->isLinkOutOfRange) {
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 5.0f, 10.0f, 0x1D);
} else {
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 5.0f, 5.0f, 10.0f, 0x1C);
}
if (this->actionFunc != EnAnubice_SetupDie && this->actionFunc != EnAnubice_Die) {
Actor_SetFocus(&this->actor, this->focusHeightOffset);
Collider_UpdateCylinder(&this->actor, &this->col);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->col.base);
if (!this->isKnockedback && this->actor.shape.yOffset == 0.0f) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->col.base);
}
}
}
s32 EnAnubis_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void* thisx) {
EnAnubice* this = THIS;
if (limbIndex == 13) {
rot->z += this->unk_278;
}
return false;
}
void EnAnubis_PostLimbDraw(struct GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
EnAnubice* this = THIS;
Vec3f sp38 = D_809B2334;
if (limbIndex == 13) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_anubice.c", 853);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_anubice.c", 856),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, D_06003468);
Matrix_MultVec3f(&sp38, &this->fireballPos);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_anubice.c", 868);
}
}
void EnAnubice_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnAnubice* this = THIS;
func_80093D84(globalCtx->state.gfxCtx);
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, EnAnubis_OverrideLimbDraw,
EnAnubis_PostLimbDraw, this);
}

View file

@ -3,18 +3,40 @@
#include "ultra64.h"
#include "global.h"
#include "overlays/actors/ovl_Bg_Hidan_Curtain/z_bg_hidan_curtain.h"
struct EnAnubice;
typedef void (*EnAnubiceActionFunc)(struct EnAnubice*, struct GlobalContext*);
typedef struct EnAnubice {
/* 0x0000 */ Actor actor;
/* 0x014C */ char unk_14C[0x10E];
/* 0x025A */ s16 unk_25A;
/* 0x025C */ char unk_25C[0x2];
/* 0x025E */ s16 unk_25E;
/* 0x0260 */ s16 unk_260;
/* 0x0262 */ s16 unk_262;
/* 0x0264 */ char unk_264[0xB0];
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ Vec3s jointTable[16];
/* 0x01F0 */ Vec3s morphTable[16];
/* 0x0250 */ EnAnubiceActionFunc actionFunc;
/* 0x0254 */ s16 timeAlive;
/* 0x0256 */ s16 unk_256;
/* 0x0258 */ s16 unk_258;
/* 0x025A */ s16 deathTimer;
/* 0x025C */ s16 knockbackTimer;
/* 0x025E */ s16 isMirroringLink;
/* 0x0260 */ s16 isLinkOutOfRange;
/* 0x0262 */ s16 isKnockedback;
/* 0x0264 */ s16 hasSearchedForFlameCircles;
/* 0x0268 */ f32 hoverVelocityTimer;
/* 0x026C */ f32 animLastFrame;
/* 0x0270 */ f32 targetHeight;
/* 0x0274 */ f32 playerHeightOffset; // How high above the player to hover at
/* 0x0278 */ f32 unk_278;
/* 0x027C */ f32 focusHeightOffset;
/* 0x0280 */ Vec3f fireballPos;
/* 0x028C */ Vec3f fireballRot;
/* 0x0298 */ Vec3f home;
/* 0x02A4 */ Vec3f knockbackRecoveryVelocity;
/* 0x02B0 */ BgHidanCurtain* flameCircles[4];
/* 0x02C0 */ char unk_2C0[0x8];
/* 0x02C8 */ ColliderCylinder col;
} EnAnubice; // size = 0x0314
extern const ActorInit En_Anubice_InitVars;