mirror of
https://github.com/zeldaret/oot.git
synced 2024-11-14 05:19:36 +00:00
cleaned up a bit
This commit is contained in:
parent
d852f291e4
commit
8f9ea21511
3 changed files with 170 additions and 255 deletions
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@ -1,12 +1,18 @@
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/*
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* File: z_en_ani.c
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* Overlay: ovl_En_Ani
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* Description: Kakariko Roof Guy
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*/
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#include "z_en_ani.h"
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#define ROOM 0x00
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#define FLAGS 0x00000009
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void func_809B0370(EnAni* this, ActorFunc actionFunc);
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void EnAni_SetupAction(EnAni* this, ActorFunc actionFunc);
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void EnAni_Init(EnAni* this, GlobalContext* globalCtx);
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void EnAni_Destroy(EnAni* this, GlobalContext* globalCtx);
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s32 func_809B04B4(EnAni* this, GlobalContext* globalCtx, u16 arg2);
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s32 EnAni_SetText(EnAni* this, GlobalContext* globalCtx, u16 textId);
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void func_809B04F0(EnAni* this, GlobalContext* globalCtx);
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void func_809B0524(EnAni* this, GlobalContext* globalCtx);
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void func_809B0558(EnAni* this, GlobalContext* globalCtx);
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@ -18,18 +24,16 @@ void func_809B0994(EnAni* this, GlobalContext* globalCtx);
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void func_809B0A28(EnAni* this, GlobalContext* globalCtx);
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void func_809B0A6C(EnAni* this, GlobalContext* globalCtx);
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void EnAni_Update(EnAni* this, GlobalContext* globalCtx);
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s32 func_809B0D90(s32 arg0, s32 arg1, s32 arg2, s32 arg3, Vec3s* arg4, EnAni* arg5);
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void func_809B0DD4(s32 arg0, s32 arg1, s32 arg2, s32 arg3, EnAni* this);
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s32 EnAni_UpdateMtxFunc(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, EnAni* enAni);
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void EnAni_LimbAppendDList(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, EnAni* enAni);
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void EnAni_Draw(EnAni* this, GlobalContext* globalCtx);
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extern SkeletonHeader D_060000F0;
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extern AnimationHeader D_060067B8;
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extern AnimationHeader D_060070F0;
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extern AnimationHeader D_060076EC;
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extern void* D_8002B5EC; //shadowDrawFunc
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const ActorInit En_Ani_InitVars =
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{
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const ActorInit En_Ani_InitVars = {
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ACTOR_EN_ANI,
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ACTORTYPE_NPC,
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ROOM,
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@ -51,8 +55,7 @@ static ColliderCylinderInit cylinderInitData = {
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0xFFCFFFFF,
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0x00, 0x00, 0x00, 0x00,
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0x00, 0x01, 0x01, 0x00,
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0x001E, 0x0028,
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0x00000000000000000000,
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0x001E, 0x0028, 0x0000,
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};
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static InitChainEntry initChain[] = {
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@ -61,7 +64,9 @@ static InitChainEntry initChain[] = {
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};
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static Vec3f EnAniVec = {
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800.0f, 500.0f, 0.0f,
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800.0f,
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500.0f,
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0.0f,
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};
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UNK_PTR D_809B0F80[] = {
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@ -71,32 +76,26 @@ UNK_PTR D_809B0F80[] = {
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0x00000000,
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};
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//EnAni_SetupAction
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void func_809B0370(EnAni* this, ActorFunc actionFunc)
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{
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void EnAni_SetupAction(EnAni* this, ActorFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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void EnAni_Init(EnAni* this, GlobalContext* globalCtx)
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{
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void EnAni_Init(EnAni* this, GlobalContext* globalCtx) {
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AnimationHeader* anim;
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u32 pad;
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anim = &D_060076EC;
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Actor_ProcessInitChain(&this->actor, initChain);
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ActorShape_Init(&this->actor.shape, -2800.0f, &D_8002B5EC, 36.0f);
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ActorShape_Init(&this->actor.shape, -2800.0f, ActorShadow_DrawFunc_Circle, 36.0f);
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SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_060000F0, anim, &this->unk_1DC, &this->unk_23C, 0x10);
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SkelAnime_ChangeAnimDefaultStop(&this->skelAnime, anim);
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ActorCollider_AllocCylinder(globalCtx, &this->collider);
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ActorCollider_InitCylinder(globalCtx, &this->collider, &this->actor, &cylinderInitData);
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this->actor.sub_98.mass = 0xFF;
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if (LINK_IS_CHILD)
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{
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func_809B0370(this, func_809B064C);
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}
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else
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{
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func_809B0370(this, func_809B07F8);
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if (LINK_IS_CHILD) {
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EnAni_SetupAction(this, func_809B064C);
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} else {
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EnAni_SetupAction(this, func_809B07F8);
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}
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this->unk_2AA = 0;
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this->unk_2A8 = 0;
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@ -104,49 +103,38 @@ void EnAni_Init(EnAni* this, GlobalContext* globalCtx)
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this->actor.velocity.y = -1.0f;
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}
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void EnAni_Destroy(EnAni* this, GlobalContext* globalCtx)
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{
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ColliderCylinderMain *new_var;
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new_var = &this->collider;
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void EnAni_Destroy(EnAni* this, GlobalContext* globalCtx) {
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ColliderCylinderMain* collider;
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collider = &this->collider;
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ActorCollider_FreeCylinder(globalCtx, &this->collider);
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}
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s32 func_809B04B4(EnAni* this, GlobalContext* globalCtx, u16 textId)
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{
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s32 EnAni_SetText(EnAni* this, GlobalContext* globalCtx, u16 textId) {
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this->actor.textId = textId;
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this->unk_2A8 = (this->unk_2A8 | 1);
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this->unk_2A8 |= 1;
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func_8002F2CC(&this->actor, globalCtx, 100.0f);
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return 0;
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}
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void func_809B04F0(EnAni* this, GlobalContext* globalCtx)
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{
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if (func_8002F334(&this->actor, globalCtx) != 0)
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{
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func_809B0370(this, func_809B064C);
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void func_809B04F0(EnAni* this, GlobalContext* globalCtx) {
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if (func_8002F334(&this->actor, globalCtx) != 0) {
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EnAni_SetupAction(this, func_809B064C);
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}
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}
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void func_809B0524(EnAni* this, GlobalContext* globalCtx)
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{
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if (func_8002F334(&this->actor, globalCtx) != 0)
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{
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func_809B0370(this, func_809B07F8);
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void func_809B0524(EnAni* this, GlobalContext* globalCtx) {
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if (func_8002F334(&this->actor, globalCtx) != 0) {
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EnAni_SetupAction(this, func_809B07F8);
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}
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}
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void func_809B0558(EnAni* this, GlobalContext* globalCtx)
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{
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if (func_8002F410(&this->actor, globalCtx) != 0)
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{
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void func_809B0558(EnAni* this, GlobalContext* globalCtx) {
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if (func_8002F410(&this->actor, globalCtx) != 0) {
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this->actor.attachedA = 0;
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if (LINK_IS_CHILD)
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{
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func_809B0370(this, func_809B04F0);
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}
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else
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{
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func_809B0370(this, func_809B0524);
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if (LINK_IS_CHILD) {
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EnAni_SetupAction(this, func_809B04F0);
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} else {
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EnAni_SetupAction(this, func_809B0524);
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}
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gSaveContext.item_get_inf[1] = gSaveContext.item_get_inf[1] | 0x20;
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return;
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@ -154,223 +142,160 @@ void func_809B0558(EnAni* this, GlobalContext* globalCtx)
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func_8002F434(&this->actor, globalCtx, GI_HEART_PIECE, 10000.0f, 200.0f);
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}
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void func_809B05F0(EnAni* this, GlobalContext* globalCtx)
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{
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if (func_8002F334(this, globalCtx) != 0)
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{
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func_809B0370(this, func_809B0558);
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void func_809B05F0(EnAni* this, GlobalContext* globalCtx) {
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if (func_8002F334(this, globalCtx) != 0) {
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EnAni_SetupAction(this, func_809B0558);
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}
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func_8002F434(this, globalCtx, GI_HEART_PIECE, 10000.0f, 200.0f);
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}
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void func_809B064C(EnAni* this, GlobalContext* globalCtx)
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{
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u16 phi_a2;
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s16 temp_v1;
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s32 temp_ret;
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void func_809B064C(EnAni* this, GlobalContext* globalCtx) {
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u16 textId;
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s16 rotDiff;
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u16 textId2;
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temp_ret = Text_GetFaceReaction(globalCtx, 0xA);
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phi_a2 = temp_ret & 0xffff;
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textId2 = Text_GetFaceReaction(globalCtx, 0xA);
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textId = textId2 & 0xffff;
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if (!phi_a2) {}
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if (!textId) {}
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if (temp_ret == 0)
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{
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phi_a2 = gSaveContext.night_flag ? 0x5051U : 0x5050U;
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if (textId2 == 0) {
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textId = gSaveContext.night_flag ? 0x5051 : 0x5050; // "...all I can do is look at the stars."
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// "...all I can do is look at Death Mountain."
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}
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temp_v1 = (this->actor.rotTowardsLinkY - this->actor.shape.rot.y);
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if (func_8002F194(&this->actor, globalCtx) != 0)
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{
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if (this->actor.textId == 0x5056) // "To get a good view..."
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{
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func_809B0370(this, func_809B04F0);
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return;
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}
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if (this->actor.textId == 0x5055) // "...I'll give you this as a memento."
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{
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func_809B0370(this, func_809B05F0);
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return;
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}
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func_809B0370(this, func_809B04F0);
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return;
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}
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if (temp_v1 >= -0x36AF)
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{
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if (temp_v1 < 0)
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{
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if (this->actor.xzDistanceFromLink < 150.0f)
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{
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if (-80.0f < this->actor.yDistanceFromLink)
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{
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if ((gSaveContext.item_get_inf[1] & 0x20) != 0)
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{
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func_809B04B4(this, globalCtx, 0x5056); // "To get a good view..."
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return;
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}
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func_809B04B4(this, globalCtx, 0x5055); // "...I'll give you this as a memento."
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return;
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}
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}
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}
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}
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if (temp_v1 >= -0x3e7)
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{
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if (temp_v1 < 0x36b0)
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{
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if (this->actor.xzDistanceFromLink < 350.0f)
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{
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func_809B04B4(this, globalCtx, phi_a2);
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rotDiff = this->actor.rotTowardsLinkY - this->actor.shape.rot.y;
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if (func_8002F194(&this->actor, globalCtx) != 0) {
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if (this->actor.textId == 0x5056) { // "To get a good view..."
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EnAni_SetupAction(this, func_809B04F0);
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} else if (this->actor.textId == 0x5055) { // "...I'll give you this as a memento."
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EnAni_SetupAction(this, func_809B05F0);
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} else {
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EnAni_SetupAction(this, func_809B04F0);
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}
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} else if (rotDiff >= -0x36AF && rotDiff < 0 && this->actor.xzDistanceFromLink < 150.0f
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&& -80.0f < this->actor.yDistanceFromLink) {
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if ((gSaveContext.item_get_inf[1] & 0x20) != 0) {
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EnAni_SetText(this, globalCtx, 0x5056); // "To get a good view..."
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} else {
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EnAni_SetText(this, globalCtx, 0x5055); // "...I'll give you this as a memento."
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}
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} else if (rotDiff >= -0x3E7 && rotDiff < 0x36B0 && this->actor.xzDistanceFromLink < 350.0f) {
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EnAni_SetText(this, globalCtx, textId);
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}
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}
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void func_809B07F8(EnAni* this, GlobalContext* globalCtx)
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{
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void func_809B07F8(EnAni* this, GlobalContext* globalCtx) {
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s16 pad;
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s16 rotDiff;
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u16 textId;
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rotDiff = (this->actor.rotTowardsLinkY - this->actor.shape.rot.y);
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if (func_8002F194(&this->actor, globalCtx) != 0)
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{
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if (this->actor.textId == 0x5056) // "To get a good view..."
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{
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func_809B0370(this, func_809B0524);
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return;
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rotDiff = this->actor.rotTowardsLinkY - this->actor.shape.rot.y;
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if (func_8002F194(&this->actor, globalCtx) != 0) {
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if (this->actor.textId == 0x5056) { // "To get a good view..."
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EnAni_SetupAction(this, func_809B0524);
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} else if (this->actor.textId == 0x5055) { // "...I'll give you this as a memento."
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EnAni_SetupAction(this, func_809B05F0);
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} else {
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EnAni_SetupAction(this, func_809B0524);
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}
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if (this->actor.textId == 0x5055) // "...I'll give you this as a memento."
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{
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func_809B0370(this, func_809B05F0);
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return;
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} else if (rotDiff >= -0x36AF && rotDiff < 0 && this->actor.xzDistanceFromLink < 150.0f
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&& -80.0f < this->actor.yDistanceFromLink) {
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if ((gSaveContext.item_get_inf[1] & 0x20) != 0) {
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EnAni_SetText(this, globalCtx, 0x5056); // "To get a good view..."
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} else {
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EnAni_SetText(this, globalCtx, 0x5055); // "...I'll give you this as a memento."
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}
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func_809B0370(this, func_809B0524);
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return;
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}
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if (rotDiff >= -0x36AF)
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{
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if (rotDiff < 0)
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{
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if (this->actor.xzDistanceFromLink < 150.0f)
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{
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if (-80.0f < this->actor.yDistanceFromLink)
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{
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if ((gSaveContext.item_get_inf[1] & 0x20) != 0)
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{
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func_809B04B4(this, globalCtx, 0x5056); // "To get a good view..."
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return;
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}
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func_809B04B4(this, globalCtx, 0x5055); // "...I'll give you this as a memento."
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return;
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}
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}
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}
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}
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if (rotDiff >= -0x3E7)
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{
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if (rotDiff < 0x36B0)
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{
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if (this->actor.xzDistanceFromLink < 350.0f)
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{
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if ((gSaveContext.event_chk_inf[2] & 0x8000) == 0)
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{
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} else if (rotDiff >= -0x3E7 && rotDiff < 0x36B0 && this->actor.xzDistanceFromLink < 350.0f) {
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if ((gSaveContext.event_chk_inf[2] & 0x8000) == 0) {
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textId = 0x5052; // "...Something is happening on Death Mountain!"
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}
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else
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{
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} else {
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textId = (gSaveContext.item_get_inf[1] & 0x20) ? 0x5054 : 0x5053; // "I don't feel like getting down..."
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// "...Death Mountain is back to normal!"
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}
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func_809B04B4(this, globalCtx, textId);
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}
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}
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EnAni_SetText(this, globalCtx, textId);
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}
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}
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void func_809B0988(EnAni* this, GlobalContext* globalCtx) { }
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void func_809B0988(EnAni* this, GlobalContext* globalCtx) {
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}
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void func_809B0994(EnAni* this, GlobalContext* globalCtx)
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{
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GenericAnimationHeader *objSegFrameCount = &D_060070F0.genericHeader;
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AnimationHeader *objSegChangeAnime = &D_060070F0;
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void func_809B0994(EnAni* this, GlobalContext* globalCtx) {
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GenericAnimationHeader* objSegFrameCount = &D_060070F0.genericHeader;
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AnimationHeader* objSegChangeAnime = &D_060070F0;
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if (globalCtx->csCtx.actorActions[0]->action == 4)
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{
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SkelAnime_ChangeAnim(&this->skelAnime, objSegChangeAnime, 1.0f, 0.0f, (f32) SkelAnime_GetFrameCount(objSegFrameCount), 2, -4.0f);
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if (globalCtx->csCtx.actorActions[0]->action == 4) {
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SkelAnime_ChangeAnim(&this->skelAnime, objSegChangeAnime, 1.0f, 0.0f,
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(f32)SkelAnime_GetFrameCount(objSegFrameCount), 2, -4.0f);
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this->unk_2AA += 1;
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this->actor.shape.shadowDrawFunc = &D_8002B5EC;
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this->actor.shape.shadowDrawFunc = ActorShadow_DrawFunc_Circle;
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}
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}
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void func_809B0A28(EnAni* this, GlobalContext* globalCtx)
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{
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime) != 0)
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{
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void func_809B0A28(EnAni* this, GlobalContext* globalCtx) {
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime) != 0) {
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this->unk_2AA += 1;
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}
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}
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void func_809B0A6C(EnAni* this, GlobalContext* globalCtx)
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{
|
||||
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;
|
||||
|
@ -432,7 +349,7 @@ void EnAni_Draw(EnAni* this, GlobalContext* globalCtx)
|
|||
|
||||
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);
|
||||
}
|
||||
|
|
|
@ -4,8 +4,7 @@
|
|||
#include <ultra64.h>
|
||||
#include <global.h>
|
||||
|
||||
typedef struct
|
||||
{
|
||||
typedef struct {
|
||||
/* 0x0000 */ Actor actor;
|
||||
/* 0x014C */ ColliderCylinderMain collider;
|
||||
/* 0x0198 */ SkelAnime skelAnime;
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in a new issue