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Match some entity actors H-N (#1827)
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parent
33d8044e45
commit
93295a842b
17 changed files with 219 additions and 179 deletions
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@ -193,6 +193,7 @@ void EnNb_UpdateEyes(EnNb* this) {
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}
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}
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#if OOT_DEBUG
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void func_80AB11EC(EnNb* this) {
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this->action = NB_ACTION_7;
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this->drawMode = NB_DRAW_NOTHING;
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@ -220,6 +221,7 @@ void func_80AB1210(EnNb* this, PlayState* play) {
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}
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}
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}
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#endif
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void func_80AB1284(EnNb* this, PlayState* play) {
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Actor_UpdateBgCheckInfo(play, &this->actor, 75.0f, 30.0f, 30.0f, UPDBGCHECKINFO_FLAG_2);
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@ -530,7 +532,9 @@ void EnNb_SetupLightOrb(EnNb* this, PlayState* play) {
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void EnNb_Hide(EnNb* this, PlayState* play) {
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EnNb_SetupHide(this, play);
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#if OOT_DEBUG
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func_80AB1210(this, play);
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#endif
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}
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void EnNb_Fade(EnNb* this, PlayState* play) {
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@ -538,7 +542,9 @@ void EnNb_Fade(EnNb* this, PlayState* play) {
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EnNb_UpdateSkelAnime(this);
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EnNb_UpdateEyes(this);
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EnNb_CheckToFade(this, play);
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#if OOT_DEBUG
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func_80AB1210(this, play);
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#endif
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}
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void EnNb_CreateLightOrb(EnNb* this, PlayState* play) {
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@ -546,7 +552,9 @@ void EnNb_CreateLightOrb(EnNb* this, PlayState* play) {
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EnNb_UpdateSkelAnime(this);
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EnNb_UpdateEyes(this);
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EnNb_SetupLightOrb(this, play);
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#if OOT_DEBUG
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func_80AB1210(this, play);
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#endif
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}
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void EnNb_DrawTransparency(EnNb* this, PlayState* play) {
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@ -1121,6 +1129,8 @@ void EnNb_CrawlspaceSpawnCheck(EnNb* this, PlayState* play) {
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this->action = NB_CROUCH_CRAWLSPACE;
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this->drawMode = NB_DRAW_DEFAULT;
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} else {
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s32 pad;
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EnNb_SetCurrentAnim(this, &gNabooruStandingHandsOnHipsAnim, 0, 0.0f, 0);
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this->headTurnFlag = 1;
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this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
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@ -1210,6 +1220,8 @@ void EnNb_SetupIdleCrawlspace(EnNb* this, s32 animFinished) {
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void func_80AB3838(EnNb* this, PlayState* play) {
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if (Actor_TalkOfferAccepted(&this->actor, play)) {
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s32 pad;
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this->action = NB_IN_DIALOG;
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} else {
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this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
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@ -1302,6 +1314,8 @@ void func_80AB3A7C(EnNb* this, PlayState* play, s32 animFinished) {
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void func_80AB3B04(EnNb* this, PlayState* play) {
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if (Actor_TalkOfferAccepted(&this->actor, play)) {
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s32 pad;
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this->action = NB_ACTION_30;
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} else {
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this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
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@ -1472,6 +1486,8 @@ s32 EnNb_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
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if (this->headTurnFlag != 0) {
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if (limbIndex == NB_LIMB_TORSO) {
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s32 pad;
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rot->x += interactInfo->torsoRot.y;
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rot->y -= interactInfo->torsoRot.x;
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ret = false;
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