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Format all src C files

This commit is contained in:
Roman971 2020-03-22 22:19:43 +01:00
parent 251aea64ab
commit 8cfe7cce9f
652 changed files with 12488 additions and 19093 deletions

View file

@ -1,6 +1,6 @@
#include "z_en_dog.h"
#define ROOM 0x00
#define ROOM 0x00
#define FLAGS 0x00000000
static void EnDog_Init(EnDog* this, GlobalContext* globalCtx);
@ -15,8 +15,7 @@ static void EnDog_RunAway(EnDog* this, GlobalContext* globalCtx);
static void EnDog_FaceLink(EnDog* this, GlobalContext* globalCtx);
static void EnDog_Wait(EnDog* this, GlobalContext* globalCtx);
const ActorInit En_Dog_InitVars =
{
const ActorInit En_Dog_InitVars = {
ACTOR_EN_DOG,
ACTORTYPE_NPC,
ROOM,
@ -29,68 +28,48 @@ const ActorInit En_Dog_InitVars =
(ActorFunc)EnDog_Draw,
};
static ColliderCylinderInit cylinderInit =
{
0x06, 0x00, 0x09, 0x39,
0x10, 0x01, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00,
0x00000000,
0x00, 0x00, 0x00, 0x00,
0xFFCFFFFF,
0x00, 0x00, 0x00, 0x00,
0x00, 0x01, 0x01, 0x00,
static ColliderCylinderInit cylinderInit = {
0x06, 0x00, 0x09, 0x39, 0x10, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00000000,
0x00, 0x00, 0x00, 0x00, 0xFFCFFFFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x01, 0x00,
0x0010,
0x0014,
0x0000,
0x0000, 0x0000, 0x0000,
0x0010, 0x0014, 0x0000, 0x0000, 0x0000, 0x0000,
};
// There are multiple versions of sub98 init structs
// Keeping these local until z_collision_check is decompiled
typedef struct
{
typedef struct {
/* 0x00 */ u8 health;
/* 0x02 */ s16 unk_10;
/* 0x04 */ s16 unk_12;
/* 0x06 */ u16 unk_14;
/* 0x08 */ u8 mass;
}sub98Init;
} sub98Init;
static sub98Init sub98Data =
{
0x00, //health
0x0000, //unk_10
0x0000, //unk_12
0x0000, //unk_14
0x32, //mass
static sub98Init sub98Data = {
0x00, // health
0x0000, // unk_10
0x0000, // unk_12
0x0000, // unk_14
0x32, // mass
};
static struct_80034EC0_Entry animations[]=
{
{0x06001368, 1.0f, 0.0f, -1.0f, 0x00, 0.0f},
{0x06001368, 1.0f, 0.0f, -1.0f, 0x00, -6.0f},
{0x06000D78, 1.0f, 0.0f, -1.0f, 0x00, -6.0f},
{0x06000278, 1.0f, 0.0f, -1.0f, 0x00, -6.0f},
{0x06001150, 1.0f, 0.0f, 4.0f, 0x02, -6.0f},
{0x06001150, 1.0f, 5.0f, 25.0f,0x04, -6.0f},
{0x06000928, 1.0f, 0.0f, 6.0f, 0x02, -6.0f},
{0x06000C28, 1.0f, 0.0f, -1.0f, 0x00, -6.0f},
static struct_80034EC0_Entry animations[] = {
{ 0x06001368, 1.0f, 0.0f, -1.0f, 0x00, 0.0f }, { 0x06001368, 1.0f, 0.0f, -1.0f, 0x00, -6.0f },
{ 0x06000D78, 1.0f, 0.0f, -1.0f, 0x00, -6.0f }, { 0x06000278, 1.0f, 0.0f, -1.0f, 0x00, -6.0f },
{ 0x06001150, 1.0f, 0.0f, 4.0f, 0x02, -6.0f }, { 0x06001150, 1.0f, 5.0f, 25.0f, 0x04, -6.0f },
{ 0x06000928, 1.0f, 0.0f, 6.0f, 0x02, -6.0f }, { 0x06000C28, 1.0f, 0.0f, -1.0f, 0x00, -6.0f },
};
// Bandaid fix for a lw vs lh issue in EnDog_FollowPath. Roman will look at it later.
typedef union
{
typedef union {
/* 0x00 */ s32 entry;
struct
{
struct {
s16 unk_0;
s16 unk_2;
};
}s16ArrEntry;
} s16ArrEntry;
typedef enum
{
typedef enum {
/* 0x00 */ DOG_WALK,
/* 0x01 */ DOG_RUN,
/* 0x02 */ DOG_BARK,
@ -105,127 +84,105 @@ extern UNK_PTR D_06001368;
extern UNK_PTR D_06000D78;
extern UNK_PTR D_06000278;
static void EnDog_PlayWalkSFX(EnDog* this)
{
static void EnDog_PlayWalkSFX(EnDog* this) {
u32* walk = &D_06001368;
if (this->skelAnime.animCurrent == walk)
{
if ((this->skelAnime.animCurrentFrame == 1.0f) || (this->skelAnime.animCurrentFrame == 7.0f))
{
if (this->skelAnime.animCurrent == walk) {
if ((this->skelAnime.animCurrentFrame == 1.0f) || (this->skelAnime.animCurrentFrame == 7.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHIBI_WALK);
}
}
}
static void EnDog_PlayRunSFX(EnDog* this)
{
static void EnDog_PlayRunSFX(EnDog* this) {
u32* run = &D_06000D78;
if (this->skelAnime.animCurrent == run)
{
if ((this->skelAnime.animCurrentFrame == 2.0f) || (this->skelAnime.animCurrentFrame == 4.0f))
{
if (this->skelAnime.animCurrent == run) {
if ((this->skelAnime.animCurrentFrame == 2.0f) || (this->skelAnime.animCurrentFrame == 4.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHIBI_WALK);
}
}
}
static void EnDog_PlayBarkSFX(EnDog* this)
{
static void EnDog_PlayBarkSFX(EnDog* this) {
u32* bark = &D_06000278;
if (this->skelAnime.animCurrent == bark)
{
if ((this->skelAnime.animCurrentFrame == 13.0f) || (this->skelAnime.animCurrentFrame == 19.0f))
{
if (this->skelAnime.animCurrent == bark) {
if ((this->skelAnime.animCurrentFrame == 13.0f) || (this->skelAnime.animCurrentFrame == 19.0f)) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_SMALL_DOG_BARK);
}
}
}
static s32 EnDog_PlayAnimAndSFX(EnDog* this)
{
static s32 EnDog_PlayAnimAndSFX(EnDog* this) {
s32 animation;
if (this->behavior != this->nextBehavior)
{
if (this->nextBehavior == DOG_SIT_2)
{
if (this->behavior != this->nextBehavior) {
if (this->nextBehavior == DOG_SIT_2) {
this->nextBehavior = DOG_SIT;
}
if (this->nextBehavior == DOG_BOW_2)
{
if (this->nextBehavior == DOG_BOW_2) {
this->nextBehavior = DOG_BOW;
}
this->behavior = this->nextBehavior;
switch(this->behavior)
{
case DOG_WALK:
animation = 1;
switch (this->behavior) {
case DOG_WALK:
animation = 1;
break;
case DOG_RUN:
animation = 2;
case DOG_RUN:
animation = 2;
break;
case DOG_BARK:
animation = 3;
case DOG_BARK:
animation = 3;
break;
case DOG_SIT:
animation = 4;
animation = 4;
break;
case DOG_BOW:
animation = 6;
case DOG_BOW:
animation = 6;
break;
}
func_80034EC0(&this->skelAnime, &animations, animation);
}
switch(this->behavior)
{
case DOG_SIT:
if (func_800A56C8(&this->skelAnime, this->skelAnime.animFrameCount) != 0)
{
switch (this->behavior) {
case DOG_SIT:
if (func_800A56C8(&this->skelAnime, this->skelAnime.animFrameCount) != 0) {
func_80034EC0(&this->skelAnime, &animations, 5);
this->behavior = this->nextBehavior = DOG_SIT_2;
}
break;
case DOG_BOW:
if (func_800A56C8(&this->skelAnime, this->skelAnime.animFrameCount) != 0)
{
case DOG_BOW:
if (func_800A56C8(&this->skelAnime, this->skelAnime.animFrameCount) != 0) {
func_80034EC0(&this->skelAnime, &animations, 7);
this->behavior = this->nextBehavior = DOG_BOW_2;
}
break;
case DOG_WALK:
EnDog_PlayWalkSFX(this);
case DOG_WALK:
EnDog_PlayWalkSFX(this);
break;
case DOG_RUN:
case DOG_RUN:
EnDog_PlayRunSFX(this);
break;
case DOG_BARK:
case DOG_BARK:
EnDog_PlayBarkSFX(this);
if (this){} // needed for regalloc
if (this) {} // needed for regalloc
break;
}
return 0;
}
static s8 EnDog_CanFollow(EnDog* this, GlobalContext* globalCtx)
{
if ((this->collider.base.collideFlags & 2))
{
static s8 EnDog_CanFollow(EnDog* this, GlobalContext* globalCtx) {
if ((this->collider.base.collideFlags & 2)) {
this->collider.base.collideFlags &= ~2;
return 2;
}
if (globalCtx->sceneNum == SCENE_MARKET_DAY)
{
if (globalCtx->sceneNum == SCENE_MARKET_DAY) {
return 0;
}
if ((this->collider.base.maskB & 1))
{
if ((this->collider.base.maskB & 1)) {
this->collider.base.maskB &= ~1;
if (gSaveContext.dogParams != 0)
{
if (gSaveContext.dogParams != 0) {
return 0;
}
gSaveContext.dogParams = (this->actor.params & 0x7FFF);
@ -235,37 +192,27 @@ static s8 EnDog_CanFollow(EnDog* this, GlobalContext* globalCtx)
return 0;
}
static EnDog_UpdateWaypoint(EnDog* this, GlobalContext* globalCtx)
{
static EnDog_UpdateWaypoint(EnDog* this, GlobalContext* globalCtx) {
s32 change;
if (this->path == NULL)
{
if (this->path == NULL) {
return 0;
}
if (this->reverse)
{
if (this->reverse) {
change = -1;
}
else
{
} else {
change = 1;
}
this->waypoint += change;
if (this->reverse)
{
if (this->waypoint < 0)
{
if (this->reverse) {
if (this->waypoint < 0) {
this->waypoint = this->path->count - 1;
}
}
else
{
if ((this->path->count - 1) < this->waypoint)
{
} else {
if ((this->path->count - 1) < this->waypoint) {
this->waypoint = 0;
}
}
@ -273,26 +220,21 @@ static EnDog_UpdateWaypoint(EnDog* this, GlobalContext* globalCtx)
return 1;
}
static s32 EnDog_Orient(EnDog* this, GlobalContext* globalCtx)
{
static s32 EnDog_Orient(EnDog* this, GlobalContext* globalCtx) {
s16 targetYaw;
f32 waypointDistSq;
waypointDistSq = func_8008E520(&this->actor, this->path, this->waypoint, &targetYaw);
Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.y, targetYaw, 10, 1000, 1);
if ((waypointDistSq > 0.0f) && (waypointDistSq < 1000.0f))
{
if ((waypointDistSq > 0.0f) && (waypointDistSq < 1000.0f)) {
return EnDog_UpdateWaypoint(this, globalCtx);
}
else
{
} else {
return 0;
}
}
static void EnDog_Init(EnDog* this, GlobalContext* globalCtx)
{
static void EnDog_Init(EnDog* this, GlobalContext* globalCtx) {
SkelAnime* skelAnime;
s16 followingDog;
ColliderCylinderMain* collider;
@ -302,15 +244,13 @@ static void EnDog_Init(EnDog* this, GlobalContext* globalCtx)
skelAnime = &this->skelAnime;
func_800A46F8(globalCtx, skelAnime, &D_06007290, 0, &this->unk_1F4, &this->unk_242, 13);
func_80034EC0(skelAnime, animations, 0);
if ((this->actor.params & 0x8000) == 0)
{
if ((this->actor.params & 0x8000) == 0) {
this->actor.params = (this->actor.params & 0xF0FF) | ((((this->actor.params & 0x0F00) >> 8) + 1) << 8);
}
followingDog = ((gSaveContext.dogParams & 0x0F00) >> 8);
if (followingDog == ((this->actor.params & 0x0F00) >> 8) && ((this->actor.params & 0x8000) == 0))
{
if (followingDog == ((this->actor.params & 0x0F00) >> 8) && ((this->actor.params & 0x8000) == 0)) {
Actor_Kill(&this->actor);
return;
}
@ -323,26 +263,20 @@ static void EnDog_Init(EnDog* this, GlobalContext* globalCtx)
this->actor.gravity = -1.0f;
this->path = func_8008E4E0(globalCtx, (s16)((this->actor.params & 0x00F0) >> 4), 0xF);
switch (globalCtx->sceneNum)
{
switch (globalCtx->sceneNum) {
case SCENE_MARKET_NIGHT:
if ((!gSaveContext.dogIsLost) && (((this->actor.params & 0x0F00) >> 8) == 1))
{
if ((!gSaveContext.dogIsLost) && (((this->actor.params & 0x0F00) >> 8) == 1)) {
Actor_Kill(&this->actor);
}
break;
case SCENE_IMPA: // Richard's Home
if ((u32)(this->actor.params & 0x8000) == 0)
{
if (!gSaveContext.dogIsLost)
{
if ((u32)(this->actor.params & 0x8000) == 0) {
if (!gSaveContext.dogIsLost) {
this->nextBehavior = DOG_SIT;
this->actionFunc = EnDog_Wait;
this->actor.speedXZ = 0.0f;
return;
}
else
{
} else {
Actor_Kill(&this->actor);
return;
}
@ -350,44 +284,34 @@ static void EnDog_Init(EnDog* this, GlobalContext* globalCtx)
break;
}
if ((u32)(this->actor.params & 0x8000) != 0)
{
if ((u32)(this->actor.params & 0x8000) != 0) {
this->nextBehavior = DOG_WALK;
this->actionFunc = EnDog_FollowLink;
}
else
{
} else {
this->nextBehavior = DOG_SIT;
this->actionFunc = EnDog_ChooseMovement;
}
}
static void EnDog_Destroy(EnDog* this, GlobalContext* globalCtx)
{
ColliderCylinderMain* collider = &this->collider;
static void EnDog_Destroy(EnDog* this, GlobalContext* globalCtx) {
ColliderCylinderMain* collider = &this->collider;
ActorCollider_FreeCylinder(globalCtx, collider);
}
static void EnDog_FollowPath(EnDog* this, GlobalContext* globalCtx)
{
static void EnDog_FollowPath(EnDog* this, GlobalContext* globalCtx) {
s16ArrEntry behaviors[] = { DOG_SIT, DOG_BOW, DOG_BARK };
s16ArrEntry unused[] = { 40, 80, 20 };
f32 speed;
s32 frame;
if (EnDog_CanFollow(this, globalCtx) == 1)
{
if (EnDog_CanFollow(this, globalCtx) == 1) {
this->actionFunc = EnDog_FollowLink;
}
if (DECR(this->behaviorTimer) != 0)
{
if (this->nextBehavior == DOG_WALK)
{
if (DECR(this->behaviorTimer) != 0) {
if (this->nextBehavior == DOG_WALK) {
speed = 1.0f;
}
else
{
} else {
speed = 4.0f;
}
Math_SmoothScaleMaxMinF(&this->actor.speedXZ, speed, 0.4f, 1.0f, 0.0f);
@ -396,19 +320,14 @@ static void EnDog_FollowPath(EnDog* this, GlobalContext* globalCtx)
// Used to change between two text boxes for Richard's owner in the Market Day scene
// depending on where he is on his path. En_Hy checks these event flags.
if (this->waypoint < 9)
{
if (this->waypoint < 9) {
// Richard is close to her, text says something about his coat
gSaveContext.event_inf[3] |= 1;
}
else
{
} else {
// Richard is far, text says something about running fast
gSaveContext.event_inf[3] &= ~1;
}
}
else
{
} else {
frame = globalCtx->state.frames % 3;
this->nextBehavior = behaviors[frame].entry;
// no clue why they're using the action id to calculate timer. possibly meant to use the unused array?
@ -417,27 +336,20 @@ static void EnDog_FollowPath(EnDog* this, GlobalContext* globalCtx)
}
}
static void EnDog_ChooseMovement(EnDog* this, GlobalContext* globalCtx)
{
if (EnDog_CanFollow(this, globalCtx) == 1)
{
static void EnDog_ChooseMovement(EnDog* this, GlobalContext* globalCtx) {
if (EnDog_CanFollow(this, globalCtx) == 1) {
this->actionFunc = EnDog_FollowLink;
}
if (DECR(this->behaviorTimer) == 0)
{
if (DECR(this->behaviorTimer) == 0) {
this->behaviorTimer = Math_Rand_S16Offset(200, 100);
if (globalCtx->state.frames % 2)
{
if (globalCtx->state.frames % 2) {
this->nextBehavior = DOG_WALK;
}
else
{
} else {
this->nextBehavior = DOG_RUN;
}
if (this->nextBehavior == DOG_RUN)
{
if (this->nextBehavior == DOG_RUN) {
this->behaviorTimer /= 2;
}
this->actionFunc = EnDog_FollowPath;
@ -445,81 +357,63 @@ static void EnDog_ChooseMovement(EnDog* this, GlobalContext* globalCtx)
Math_SmoothScaleMaxMinF(&this->actor.speedXZ, 0.0f, 0.4f, 1.0f, 0.0f);
}
static void EnDog_FollowLink(EnDog* this, GlobalContext* globalCtx)
{
static void EnDog_FollowLink(EnDog* this, GlobalContext* globalCtx) {
f32 speed;
if (gSaveContext.dogParams == 0)
{
if (gSaveContext.dogParams == 0) {
this->nextBehavior = DOG_SIT;
this->actionFunc = EnDog_Wait;
this->actor.speedXZ = 0.0f;
return;
return;
}
if (this->actor.xzDistanceFromLink > 400.0f)
{
if (this->nextBehavior != DOG_SIT && this->nextBehavior != DOG_SIT_2)
{
if (this->actor.xzDistanceFromLink > 400.0f) {
if (this->nextBehavior != DOG_SIT && this->nextBehavior != DOG_SIT_2) {
this->nextBehavior = DOG_BOW;
}
gSaveContext.dogParams = 0;
speed = 0.0f;
}
else if (this->actor.xzDistanceFromLink > 100.0f)
{
} else if (this->actor.xzDistanceFromLink > 100.0f) {
this->nextBehavior = DOG_RUN;
speed = 4.0f;
}
else if (this->actor.xzDistanceFromLink < 40.0f)
{
if (this->nextBehavior != DOG_BOW && this->nextBehavior != DOG_BOW_2)
{
} else if (this->actor.xzDistanceFromLink < 40.0f) {
if (this->nextBehavior != DOG_BOW && this->nextBehavior != DOG_BOW_2) {
this->nextBehavior = DOG_BOW;
}
speed = 0.0f;
}
else
{
} else {
this->nextBehavior = DOG_WALK;
speed = 1.0f;
}
Math_SmoothScaleMaxF(&this->actor.speedXZ, speed, 0.6f, 1.0f);
if (!(this->actor.xzDistanceFromLink > 400.0f))
{
if (!(this->actor.xzDistanceFromLink > 400.0f)) {
Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.y, this->actor.rotTowardsLinkY, 10, 1000, 1);
this->actor.shape.rot = this->actor.posRot.rot;
}
}
static void EnDog_RunAway(EnDog* this, GlobalContext* globalCtx)
{
if (this->actor.xzDistanceFromLink < 200.0f)
{
static void EnDog_RunAway(EnDog* this, GlobalContext* globalCtx) {
if (this->actor.xzDistanceFromLink < 200.0f) {
Math_SmoothScaleMaxF(&this->actor.speedXZ, 4.0f, 0.6f, 1.0f);
Math_SmoothScaleMaxMinS(&this->actor.posRot.rot.y, (this->actor.rotTowardsLinkY ^ 0x8000), 10, 1000, 1);
}
else
{
} else {
this->actionFunc = EnDog_FaceLink;
}
this->actor.shape.rot = this->actor.posRot.rot;
}
static void EnDog_FaceLink(EnDog* this, GlobalContext* globalCtx)
{
static void EnDog_FaceLink(EnDog* this, GlobalContext* globalCtx) {
s16 rotTowardLink;
s16 prevRotY;
f32 absAngleDiff;
// if the dog is more than 200 units away from Link, turn to face him then wait
if (200.0f <= this->actor.xzDistanceFromLink)
{
if (200.0f <= this->actor.xzDistanceFromLink) {
this->nextBehavior = DOG_WALK;
Math_SmoothScaleMaxF(&this->actor.speedXZ, 1.0f, 0.6f, 1.0f);
Math_SmoothScaleMaxF(&this->actor.speedXZ, 1.0f, 0.6f, 1.0f);
rotTowardLink = this->actor.rotTowardsLinkY;
prevRotY = this->actor.posRot.rot.y;
@ -528,62 +422,51 @@ static void EnDog_FaceLink(EnDog* this, GlobalContext* globalCtx)
absAngleDiff = this->actor.posRot.rot.y;
absAngleDiff -= prevRotY;
absAngleDiff = fabsf(absAngleDiff);
if (absAngleDiff < 200.0f)
{
if (absAngleDiff < 200.0f) {
this->nextBehavior = DOG_SIT;
this->actionFunc = EnDog_Wait;
this->actor.speedXZ = 0.0f;
}
}
else
{
} else {
this->nextBehavior = DOG_RUN;
this->actionFunc = EnDog_RunAway;
}
this->actor.shape.rot = this->actor.posRot.rot;
}
static void EnDog_Wait(EnDog* this, GlobalContext* globalCtx)
{
static void EnDog_Wait(EnDog* this, GlobalContext* globalCtx) {
this->unusedAngle = (this->actor.rotTowardsLinkY - this->actor.shape.rot.y);
// If another dog is following Link and he gets within 200 units of waiting dog, run away
if ((gSaveContext.dogParams != 0) && (this->actor.xzDistanceFromLink < 200.0f))
{
if ((gSaveContext.dogParams != 0) && (this->actor.xzDistanceFromLink < 200.0f)) {
this->nextBehavior = DOG_RUN;
this->actionFunc = EnDog_RunAway;
}
}
static void EnDog_Update(EnDog* this, GlobalContext* globalCtx)
{
static void EnDog_Update(EnDog* this, GlobalContext* globalCtx) {
s32 pad1;
s32 pad2;
EnDog_PlayAnimAndSFX(this);
SkelAnime_FrameUpdateMatrix(&this->skelAnime);
func_8002E4B4(globalCtx, &this->actor, this->collider.dim.radius,
this->collider.dim.height * 0.5f, 0.0f, 5);
func_8002E4B4(globalCtx, &this->actor, this->collider.dim.radius, this->collider.dim.height * 0.5f, 0.0f, 5);
Actor_MoveForward(&this->actor);
this->actionFunc(this, globalCtx);
ActorCollider_Cylinder_Update(&this->actor, &this->collider);
Actor_CollisionCheck_SetOT(globalCtx, &globalCtx->sub_11E60, &this->collider);
}
static UNK_TYPE EnDog_Callback1(UNK_TYPE unused1, UNK_TYPE unused2, UNK_TYPE unused3, UNK_TYPE unused4)
{
static UNK_TYPE EnDog_Callback1(UNK_TYPE unused1, UNK_TYPE unused2, UNK_TYPE unused3, UNK_TYPE unused4) {
return 0;
}
static void EnDog_Callback2(UNK_TYPE unused1, UNK_TYPE unused2, UNK_TYPE unused3, UNK_TYPE unused4)
{
static void EnDog_Callback2(UNK_TYPE unused1, UNK_TYPE unused2, UNK_TYPE unused3, UNK_TYPE unused4) {
}
static void EnDog_Draw(EnDog* this, GlobalContext* globalCtx)
{
static void EnDog_Draw(EnDog* this, GlobalContext* globalCtx) {
s32 pad;
Color_RGBA8 colors[] = { {0xFF, 0xFF, 0xC8, 0x00}, {0x96, 0x64, 0x32, 0x00} };
Color_RGBA8 colors[] = { { 0xFF, 0xFF, 0xC8, 0x00 }, { 0x96, 0x64, 0x32, 0x00 } };
GraphicsContext* gfxCtx;
s32 pad2[2];
Gfx* gfxArr[2];
@ -593,11 +476,10 @@ static void EnDog_Draw(EnDog* this, GlobalContext* globalCtx)
func_80093D18(globalCtx->state.gfxCtx);
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++,
colors[this->actor.params & 0xF].r, colors[this->actor.params & 0xF].g,
gDPSetEnvColor(gfxCtx->polyOpa.p++, colors[this->actor.params & 0xF].r, colors[this->actor.params & 0xF].g,
colors[this->actor.params & 0xF].b, colors[this->actor.params & 0xF].a);
func_800A1AC8(globalCtx, this->skelAnime.limbIndex, this->skelAnime.actorDrawTbl,
this->skelAnime.dListCount, EnDog_Callback1, EnDog_Callback2, &this->actor);
func_800A1AC8(globalCtx, this->skelAnime.limbIndex, this->skelAnime.actorDrawTbl, this->skelAnime.dListCount,
EnDog_Callback1, EnDog_Callback2, &this->actor);
func_800C6B54(gfxArr, globalCtx->state.gfxCtx, "../z_en_dog.c", 994);
}