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cleaned up a bit

This commit is contained in:
chandler 2020-04-07 19:42:33 -04:00
parent d852f291e4
commit 8f9ea21511
3 changed files with 170 additions and 255 deletions

View file

@ -1,12 +1,18 @@
/*
* File: z_en_ani.c
* Overlay: ovl_En_Ani
* Description: Kakariko Roof Guy
*/
#include "z_en_ani.h"
#define ROOM 0x00
#define ROOM 0x00
#define FLAGS 0x00000009
void func_809B0370(EnAni* this, ActorFunc actionFunc);
void EnAni_SetupAction(EnAni* this, ActorFunc actionFunc);
void EnAni_Init(EnAni* this, GlobalContext* globalCtx);
void EnAni_Destroy(EnAni* this, GlobalContext* globalCtx);
s32 func_809B04B4(EnAni* this, GlobalContext* globalCtx, u16 arg2);
s32 EnAni_SetText(EnAni* this, GlobalContext* globalCtx, u16 textId);
void func_809B04F0(EnAni* this, GlobalContext* globalCtx);
void func_809B0524(EnAni* this, GlobalContext* globalCtx);
void func_809B0558(EnAni* this, GlobalContext* globalCtx);
@ -18,18 +24,16 @@ void func_809B0994(EnAni* this, GlobalContext* globalCtx);
void func_809B0A28(EnAni* this, GlobalContext* globalCtx);
void func_809B0A6C(EnAni* this, GlobalContext* globalCtx);
void EnAni_Update(EnAni* this, GlobalContext* globalCtx);
s32 func_809B0D90(s32 arg0, s32 arg1, s32 arg2, s32 arg3, Vec3s* arg4, EnAni* arg5);
void func_809B0DD4(s32 arg0, s32 arg1, s32 arg2, s32 arg3, EnAni* this);
s32 EnAni_UpdateMtxFunc(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, EnAni* enAni);
void EnAni_LimbAppendDList(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, EnAni* enAni);
void EnAni_Draw(EnAni* this, GlobalContext* globalCtx);
extern SkeletonHeader D_060000F0;
extern AnimationHeader D_060067B8;
extern AnimationHeader D_060070F0;
extern AnimationHeader D_060076EC;
extern void* D_8002B5EC; //shadowDrawFunc
const ActorInit En_Ani_InitVars =
{
const ActorInit En_Ani_InitVars = {
ACTOR_EN_ANI,
ACTORTYPE_NPC,
ROOM,
@ -44,15 +48,14 @@ const ActorInit En_Ani_InitVars =
static ColliderCylinderInit cylinderInitData = {
0x0A, 0x00, 0x11, 0x39,
0x10, 0x01, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00,
0x10, 0x01, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00,
0x00000000,
0x00, 0x00, 0x00, 0x00,
0xFFCFFFFF,
0x00, 0x00, 0x00, 0x00,
0x00, 0x01, 0x01, 0x00,
0x001E, 0x0028,
0x00000000000000000000,
0x00, 0x00, 0x00, 0x00,
0xFFCFFFFF,
0x00, 0x00, 0x00, 0x00,
0x00, 0x01, 0x01, 0x00,
0x001E, 0x0028, 0x0000,
};
static InitChainEntry initChain[] = {
@ -61,42 +64,38 @@ static InitChainEntry initChain[] = {
};
static Vec3f EnAniVec = {
800.0f, 500.0f, 0.0f,
800.0f,
500.0f,
0.0f,
};
UNK_PTR D_809B0F80[] = {
0x06000408,
0x06001518,
0x06001D18,
0x06000408,
0x06001518,
0x06001D18,
0x00000000,
};
//EnAni_SetupAction
void func_809B0370(EnAni* this, ActorFunc actionFunc)
{
void EnAni_SetupAction(EnAni* this, ActorFunc actionFunc) {
this->actionFunc = actionFunc;
}
void EnAni_Init(EnAni* this, GlobalContext* globalCtx)
{
void EnAni_Init(EnAni* this, GlobalContext* globalCtx) {
AnimationHeader* anim;
u32 pad;
anim = &D_060076EC;
Actor_ProcessInitChain(&this->actor, initChain);
ActorShape_Init(&this->actor.shape, -2800.0f, &D_8002B5EC, 36.0f);
ActorShape_Init(&this->actor.shape, -2800.0f, ActorShadow_DrawFunc_Circle, 36.0f);
SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_060000F0, anim, &this->unk_1DC, &this->unk_23C, 0x10);
SkelAnime_ChangeAnimDefaultStop(&this->skelAnime, anim);
ActorCollider_AllocCylinder(globalCtx, &this->collider);
ActorCollider_InitCylinder(globalCtx, &this->collider, &this->actor, &cylinderInitData);
this->actor.sub_98.mass = 0xFF;
if (LINK_IS_CHILD)
{
func_809B0370(this, func_809B064C);
}
else
{
func_809B0370(this, func_809B07F8);
if (LINK_IS_CHILD) {
EnAni_SetupAction(this, func_809B064C);
} else {
EnAni_SetupAction(this, func_809B07F8);
}
this->unk_2AA = 0;
this->unk_2A8 = 0;
@ -104,49 +103,38 @@ void EnAni_Init(EnAni* this, GlobalContext* globalCtx)
this->actor.velocity.y = -1.0f;
}
void EnAni_Destroy(EnAni* this, GlobalContext* globalCtx)
{
ColliderCylinderMain *new_var;
new_var = &this->collider;
void EnAni_Destroy(EnAni* this, GlobalContext* globalCtx) {
ColliderCylinderMain* collider;
collider = &this->collider;
ActorCollider_FreeCylinder(globalCtx, &this->collider);
}
s32 func_809B04B4(EnAni* this, GlobalContext* globalCtx, u16 textId)
{
s32 EnAni_SetText(EnAni* this, GlobalContext* globalCtx, u16 textId) {
this->actor.textId = textId;
this->unk_2A8 = (this->unk_2A8 | 1);
this->unk_2A8 |= 1;
func_8002F2CC(&this->actor, globalCtx, 100.0f);
return 0;
}
void func_809B04F0(EnAni* this, GlobalContext* globalCtx)
{
if (func_8002F334(&this->actor, globalCtx) != 0)
{
func_809B0370(this, func_809B064C);
void func_809B04F0(EnAni* this, GlobalContext* globalCtx) {
if (func_8002F334(&this->actor, globalCtx) != 0) {
EnAni_SetupAction(this, func_809B064C);
}
}
void func_809B0524(EnAni* this, GlobalContext* globalCtx)
{
if (func_8002F334(&this->actor, globalCtx) != 0)
{
func_809B0370(this, func_809B07F8);
void func_809B0524(EnAni* this, GlobalContext* globalCtx) {
if (func_8002F334(&this->actor, globalCtx) != 0) {
EnAni_SetupAction(this, func_809B07F8);
}
}
void func_809B0558(EnAni* this, GlobalContext* globalCtx)
{
if (func_8002F410(&this->actor, globalCtx) != 0)
{
void func_809B0558(EnAni* this, GlobalContext* globalCtx) {
if (func_8002F410(&this->actor, globalCtx) != 0) {
this->actor.attachedA = 0;
if (LINK_IS_CHILD)
{
func_809B0370(this, func_809B04F0);
}
else
{
func_809B0370(this, func_809B0524);
if (LINK_IS_CHILD) {
EnAni_SetupAction(this, func_809B04F0);
} else {
EnAni_SetupAction(this, func_809B0524);
}
gSaveContext.item_get_inf[1] = gSaveContext.item_get_inf[1] | 0x20;
return;
@ -154,223 +142,160 @@ void func_809B0558(EnAni* this, GlobalContext* globalCtx)
func_8002F434(&this->actor, globalCtx, GI_HEART_PIECE, 10000.0f, 200.0f);
}
void func_809B05F0(EnAni* this, GlobalContext* globalCtx)
{
if (func_8002F334(this, globalCtx) != 0)
{
func_809B0370(this, func_809B0558);
void func_809B05F0(EnAni* this, GlobalContext* globalCtx) {
if (func_8002F334(this, globalCtx) != 0) {
EnAni_SetupAction(this, func_809B0558);
}
func_8002F434(this, globalCtx, GI_HEART_PIECE, 10000.0f, 200.0f);
}
void func_809B064C(EnAni* this, GlobalContext* globalCtx)
{
u16 phi_a2;
s16 temp_v1;
s32 temp_ret;
void func_809B064C(EnAni* this, GlobalContext* globalCtx) {
u16 textId;
s16 rotDiff;
u16 textId2;
temp_ret = Text_GetFaceReaction(globalCtx, 0xA);
phi_a2 = temp_ret & 0xffff;
textId2 = Text_GetFaceReaction(globalCtx, 0xA);
textId = textId2 & 0xffff;
if (!phi_a2) {}
if (!textId) {}
if (temp_ret == 0)
{
phi_a2 = gSaveContext.night_flag ? 0x5051U : 0x5050U;
if (textId2 == 0) {
textId = gSaveContext.night_flag ? 0x5051 : 0x5050; // "...all I can do is look at the stars."
// "...all I can do is look at Death Mountain."
}
temp_v1 = (this->actor.rotTowardsLinkY - this->actor.shape.rot.y);
if (func_8002F194(&this->actor, globalCtx) != 0)
{
if (this->actor.textId == 0x5056) // "To get a good view..."
{
func_809B0370(this, func_809B04F0);
return;
rotDiff = this->actor.rotTowardsLinkY - this->actor.shape.rot.y;
if (func_8002F194(&this->actor, globalCtx) != 0) {
if (this->actor.textId == 0x5056) { // "To get a good view..."
EnAni_SetupAction(this, func_809B04F0);
} else if (this->actor.textId == 0x5055) { // "...I'll give you this as a memento."
EnAni_SetupAction(this, func_809B05F0);
} else {
EnAni_SetupAction(this, func_809B04F0);
}
if (this->actor.textId == 0x5055) // "...I'll give you this as a memento."
{
func_809B0370(this, func_809B05F0);
return;
}
func_809B0370(this, func_809B04F0);
return;
}
if (temp_v1 >= -0x36AF)
{
if (temp_v1 < 0)
{
if (this->actor.xzDistanceFromLink < 150.0f)
{
if (-80.0f < this->actor.yDistanceFromLink)
{
if ((gSaveContext.item_get_inf[1] & 0x20) != 0)
{
func_809B04B4(this, globalCtx, 0x5056); // "To get a good view..."
return;
}
func_809B04B4(this, globalCtx, 0x5055); // "...I'll give you this as a memento."
return;
}
}
}
}
if (temp_v1 >= -0x3e7)
{
if (temp_v1 < 0x36b0)
{
if (this->actor.xzDistanceFromLink < 350.0f)
{
func_809B04B4(this, globalCtx, phi_a2);
}
} else if (rotDiff >= -0x36AF && rotDiff < 0 && this->actor.xzDistanceFromLink < 150.0f
&& -80.0f < this->actor.yDistanceFromLink) {
if ((gSaveContext.item_get_inf[1] & 0x20) != 0) {
EnAni_SetText(this, globalCtx, 0x5056); // "To get a good view..."
} else {
EnAni_SetText(this, globalCtx, 0x5055); // "...I'll give you this as a memento."
}
} else if (rotDiff >= -0x3E7 && rotDiff < 0x36B0 && this->actor.xzDistanceFromLink < 350.0f) {
EnAni_SetText(this, globalCtx, textId);
}
}
void func_809B07F8(EnAni* this, GlobalContext* globalCtx)
{
void func_809B07F8(EnAni* this, GlobalContext* globalCtx) {
s16 pad;
s16 rotDiff;
u16 textId;
rotDiff = (this->actor.rotTowardsLinkY - this->actor.shape.rot.y);
if (func_8002F194(&this->actor, globalCtx) != 0)
{
if (this->actor.textId == 0x5056) // "To get a good view..."
{
func_809B0370(this, func_809B0524);
return;
rotDiff = this->actor.rotTowardsLinkY - this->actor.shape.rot.y;
if (func_8002F194(&this->actor, globalCtx) != 0) {
if (this->actor.textId == 0x5056) { // "To get a good view..."
EnAni_SetupAction(this, func_809B0524);
} else if (this->actor.textId == 0x5055) { // "...I'll give you this as a memento."
EnAni_SetupAction(this, func_809B05F0);
} else {
EnAni_SetupAction(this, func_809B0524);
}
if (this->actor.textId == 0x5055) // "...I'll give you this as a memento."
{
func_809B0370(this, func_809B05F0);
return;
} else if (rotDiff >= -0x36AF && rotDiff < 0 && this->actor.xzDistanceFromLink < 150.0f
&& -80.0f < this->actor.yDistanceFromLink) {
if ((gSaveContext.item_get_inf[1] & 0x20) != 0) {
EnAni_SetText(this, globalCtx, 0x5056); // "To get a good view..."
} else {
EnAni_SetText(this, globalCtx, 0x5055); // "...I'll give you this as a memento."
}
func_809B0370(this, func_809B0524);
return;
}
if (rotDiff >= -0x36AF)
{
if (rotDiff < 0)
{
if (this->actor.xzDistanceFromLink < 150.0f)
{
if (-80.0f < this->actor.yDistanceFromLink)
{
if ((gSaveContext.item_get_inf[1] & 0x20) != 0)
{
func_809B04B4(this, globalCtx, 0x5056); // "To get a good view..."
return;
}
func_809B04B4(this, globalCtx, 0x5055); // "...I'll give you this as a memento."
return;
}
}
}
}
if (rotDiff >= -0x3E7)
{
if (rotDiff < 0x36B0)
{
if (this->actor.xzDistanceFromLink < 350.0f)
{
if ((gSaveContext.event_chk_inf[2] & 0x8000) == 0)
{
textId = 0x5052; // "...Something is happening on Death Mountain!"
}
else
{
textId = (gSaveContext.item_get_inf[1] & 0x20) ? 0x5054 : 0x5053; // "I don't feel like getting down..."
// "...Death Mountain is back to normal!"
}
func_809B04B4(this, globalCtx, textId);
}
} else if (rotDiff >= -0x3E7 && rotDiff < 0x36B0 && this->actor.xzDistanceFromLink < 350.0f) {
if ((gSaveContext.event_chk_inf[2] & 0x8000) == 0) {
textId = 0x5052; // "...Something is happening on Death Mountain!"
} else {
textId = (gSaveContext.item_get_inf[1] & 0x20) ? 0x5054 : 0x5053; // "I don't feel like getting down..."
// "...Death Mountain is back to normal!"
}
EnAni_SetText(this, globalCtx, textId);
}
}
void func_809B0988(EnAni* this, GlobalContext* globalCtx) { }
void func_809B0988(EnAni* this, GlobalContext* globalCtx) {
}
void func_809B0994(EnAni* this, GlobalContext* globalCtx)
{
GenericAnimationHeader *objSegFrameCount = &D_060070F0.genericHeader;
AnimationHeader *objSegChangeAnime = &D_060070F0;
void func_809B0994(EnAni* this, GlobalContext* globalCtx) {
GenericAnimationHeader* objSegFrameCount = &D_060070F0.genericHeader;
AnimationHeader* objSegChangeAnime = &D_060070F0;
if (globalCtx->csCtx.actorActions[0]->action == 4)
{
SkelAnime_ChangeAnim(&this->skelAnime, objSegChangeAnime, 1.0f, 0.0f, (f32) SkelAnime_GetFrameCount(objSegFrameCount), 2, -4.0f);
if (globalCtx->csCtx.actorActions[0]->action == 4) {
SkelAnime_ChangeAnim(&this->skelAnime, objSegChangeAnime, 1.0f, 0.0f,
(f32)SkelAnime_GetFrameCount(objSegFrameCount), 2, -4.0f);
this->unk_2AA += 1;
this->actor.shape.shadowDrawFunc = &D_8002B5EC;
this->actor.shape.shadowDrawFunc = ActorShadow_DrawFunc_Circle;
}
}
void func_809B0A28(EnAni* this, GlobalContext* globalCtx)
{
if (SkelAnime_FrameUpdateMatrix(&this->skelAnime) != 0)
{
void func_809B0A28(EnAni* this, GlobalContext* globalCtx) {
if (SkelAnime_FrameUpdateMatrix(&this->skelAnime) != 0) {
this->unk_2AA += 1;
}
}
void func_809B0A6C(EnAni* this, GlobalContext* globalCtx)
{
if (SkelAnime_FrameUpdateMatrix(&this->skelAnime) != 0)
{
void func_809B0A6C(EnAni* this, GlobalContext* globalCtx) {
if (SkelAnime_FrameUpdateMatrix(&this->skelAnime) != 0) {
this->skelAnime.animCurrentFrame = 0.0f;
}
if (globalCtx->csCtx.actorActions[0]->action == 2)
{
SkelAnime_ChangeAnim(&this->skelAnime, &D_060067B8, 1.0f, 0.0f, SkelAnime_GetFrameCount(&D_060067B8.genericHeader), 2, 0.0f);
if (globalCtx->csCtx.actorActions[0]->action == 2) {
SkelAnime_ChangeAnim(&this->skelAnime, &D_060067B8, 1.0f, 0.0f,
SkelAnime_GetFrameCount(&D_060067B8.genericHeader), 2, 0.0f);
this->actor.shape.shadowDrawFunc = NULL;
this->unk_2AA++;
}
}
void EnAni_Update(EnAni* this, GlobalContext* globalCtx)
{
ColliderCylinderMain* temp_a2;
void EnAni_Update(EnAni* this, GlobalContext* globalCtx) {
ColliderCylinderMain* collider;
u32 phi_v0;
u32 pad;
u32 pad2;
temp_a2 = &this->collider;
ActorCollider_Cylinder_Update(&this->actor, temp_a2);
Actor_CollisionCheck_SetOT(globalCtx, &globalCtx->sub_11E60, temp_a2);
collider = &this->collider;
ActorCollider_Cylinder_Update(&this->actor, collider);
Actor_CollisionCheck_SetOT(globalCtx, &globalCtx->sub_11E60, collider);
Actor_MoveForward(&this->actor);
func_8002E4B4(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
if ((globalCtx->csCtx.state != 0) && (globalCtx->csCtx.actorActions[0] != 0))
{
switch(this->unk_2AA){
case 0 : func_809B0A6C(this, globalCtx); break;
case 1 : func_809B0A28(this, globalCtx); break;
case 2 : func_809B0994(this, globalCtx); break;
case 3 : func_809B0A28(this, globalCtx); break;
case 4 : func_809B0988(this, globalCtx); break;
if ((globalCtx->csCtx.state != 0) && (globalCtx->csCtx.actorActions[0] != 0)) {
switch (this->unk_2AA) {
case 0:
func_809B0A6C(this, globalCtx);
break;
case 1:
func_809B0A28(this, globalCtx);
break;
case 2:
func_809B0994(this, globalCtx);
break;
case 3:
func_809B0A28(this, globalCtx);
break;
case 4:
func_809B0988(this, globalCtx);
break;
}
if (globalCtx->csCtx.frames == 0x64)
{
if (globalCtx->csCtx.frames == 0x64) {
func_800788CC(NA_SE_IT_EARTHQUAKE);
}
}
else
{
if (SkelAnime_FrameUpdateMatrix(&this->skelAnime) != 0)
{
} else {
if (SkelAnime_FrameUpdateMatrix(&this->skelAnime) != 0) {
this->skelAnime.animCurrentFrame = 0.0f;
}
this->actionFunc(this, globalCtx);
}
if ((this->unk_2A8 & 1) != 0)
{
if ((this->unk_2A8 & 1) != 0) {
func_80038290(globalCtx, &this->actor, &this->unk_29C, &this->unk_2A2, this->actor.posRot2.pos);
this->unk_2A2.z = 0;
this->unk_2A2.y = this->unk_2A2.z;
this->unk_2A2.x = this->unk_2A2.z;
}
else
{
} else {
Math_SmoothScaleMaxMinS(&this->unk_29C.x, 0, 6, 6200, 100);
Math_SmoothScaleMaxMinS(&this->unk_29C.y, 0, 6, 6200, 100);
Math_SmoothScaleMaxMinS(&this->unk_2A2.x, 0, 6, 6200, 100);
@ -379,46 +304,38 @@ void EnAni_Update(EnAni* this, GlobalContext* globalCtx)
if (this->unk_2AE == 0) {
phi_v0 = 0;
}
else {
} else {
this->unk_2AE -= 1;
phi_v0 = this->unk_2AE;
}
if (phi_v0 == 0)
{
if (phi_v0 == 0) {
this->unk_2AE = Math_Rand_S16Offset(0x3c, 0x3c);
}
this->unk_2AC = this->unk_2AE;
if (this->unk_2AC >= 3)
{
if (this->unk_2AC >= 3) {
this->unk_2AC = 0;
}
}
s32 func_809B0D90(s32 arg0, s32 arg1, s32 arg2, s32 arg3, Vec3s* arg4, EnAni* arg5)
{
EnAni *new_var;
new_var = arg5;
s32 EnAni_UpdateMtxFunc(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, EnAni* enAni) {
EnAni* temp;
if (arg1 == 0xf)
{
arg4->x += arg5->unk_29C.y;
arg4->z += arg5->unk_29C.x;
temp = enAni;
if (limbIndex == 0xf) {
rot->x += temp->unk_29C.y;
rot->z += temp->unk_29C.x;
}
return 0;
}
void func_809B0DD4(s32 arg0, s32 arg1, s32 arg2, s32 arg3, EnAni* this)
{
if (arg1 == 0xf)
{
Matrix_MultVec3f(&EnAniVec, &this->actor.posRot2.pos);
void EnAni_LimbAppendDList(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, EnAni* enAni) {
if (limbIndex == 0xf) {
Matrix_MultVec3f(&EnAniVec, &enAni->actor.posRot2.pos);
}
}
void EnAni_Draw(EnAni* this, GlobalContext* globalCtx)
{
void EnAni_Draw(EnAni* this, GlobalContext* globalCtx) {
UNK_PTR* temp;
u32 pad;
GraphicsContext* gfxCtx;
@ -431,8 +348,8 @@ void EnAni_Draw(EnAni* this, GlobalContext* globalCtx)
func_800943C8(globalCtx->state.gfxCtx);
gSPSegment(gfxCtx->polyOpa.p++, 0x08, SEGMENTED_TO_VIRTUAL(temp[this->unk_2AC]));
SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.actorDrawTbl,
this->skelAnime.dListCount, func_809B0D90, func_809B0DD4, &this->actor);
SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.actorDrawTbl, this->skelAnime.dListCount,
EnAni_UpdateMtxFunc, EnAni_LimbAppendDList, &this->actor);
Graph_CloseDisps(dispRefs, globalCtx->state.gfxCtx, "../z_en_ani.c", 0x2E0);
}

View file

@ -4,21 +4,20 @@
#include <ultra64.h>
#include <global.h>
typedef struct
{
typedef struct {
/* 0x0000 */ Actor actor;
/* 0x014C */ ColliderCylinderMain collider;
/* 0x0198 */ SkelAnime skelAnime;
/* 0x01DC */ u8 unk_1DC;
/* 0x01DC */ u8 unk_1DC;
/* 0x01DD */ char unk_1DD[0x5F];
/* 0x023C */ u16 unk_23C;
/* 0x023C */ u16 unk_23C;
/* 0x023E */ char unk_23E[0x5E];
/* 0x029C */ Vec3s unk_29C;
/* 0x02A2 */ Vec3s unk_2A2;
/* 0x02A8 */ u16 unk_2A8;
/* 0x02AA */ u16 unk_2AA;
/* 0x02AC */ s16 unk_2AC;
/* 0x02AE */ s16 unk_2AE;
/* 0x02A8 */ u16 unk_2A8;
/* 0x02AA */ u16 unk_2AA;
/* 0x02AC */ s16 unk_2AC;
/* 0x02AE */ s16 unk_2AE;
/* 0x02B0 */ ActorFunc actionFunc;
} EnAni; // size = 0x02B4

View file

@ -485,8 +485,7 @@ D_05009940 = 0x05009940;
D_0600DA80 = 0x0600DA80;
// z_en_ani
D_060067B8 = 0x060067B8;
D_060070F0 = 0x060070F0;
D_8002B5EC = 0x8002B5EC;
D_060076EC = 0x060076EC;
D_060000F0 = 0x060000F0;
D_060067B8 = 0x060067B8;
D_060076EC = 0x060076EC;
D_060070F0 = 0x060070F0;