mirror of
https://github.com/zeldaret/oot.git
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Quake Documentation Pass (#1402)
* begin quake docs * continue cleanup * quake offset * many more docs * cleanup * more cleanup * cleanup headers * move quake value to internal * update, still need to test shake zoom/yaw * more docs * better docs * add file descriptions * fix comment * explain random index * cleanup comments * better type 6 docs * expand orientation comment * fix old names, add comment * remove comment, twas a mistake * easy PR feedback * duration in dec * rm offset, clear up roll * oops * merge shakeInfo and QuakeCamData * match order that always appears in code * more PR suggestions * adjust comment * zeroVec * rm extra space * roman PR suggestions
This commit is contained in:
parent
d1d946a197
commit
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64 changed files with 737 additions and 620 deletions
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@ -5,6 +5,7 @@
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*/
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#include "z_bg_bdan_objects.h"
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#include "quake.h"
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#include "assets/objects/object_bdan_objects/object_bdan_objects.h"
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#define FLAGS ACTOR_FLAG_4
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@ -221,15 +222,15 @@ void func_8086C1A0(BgBdanObjects* this, PlayState* play) {
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}
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void func_8086C29C(BgBdanObjects* this, PlayState* play) {
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s32 temp;
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s32 quakeIndex;
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if (this->timer != 0) {
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this->timer--;
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if (this->timer == 0) {
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temp = Quake_Add(GET_ACTIVE_CAM(play), 1);
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Quake_SetSpeed(temp, 0x3A98);
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Quake_SetQuakeValues(temp, 0, 1, 0xFA, 1);
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Quake_SetCountdown(temp, 0xA);
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quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_1);
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Quake_SetSpeed(quakeIndex, 0x3A98);
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Quake_SetPerturbations(quakeIndex, 0, 1, 250, 1);
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Quake_SetDuration(quakeIndex, 10);
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}
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}
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@ -8,6 +8,7 @@
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#include "overlays/actors/ovl_En_Wall_Tubo/z_en_wall_tubo.h"
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#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
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#include "assets/objects/object_bowl/object_bowl.h"
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#include "quake.h"
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#include "vt.h"
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#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
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@ -151,10 +152,10 @@ void BgBowlWall_FallDoEffects(BgBowlWall* this, PlayState* play) {
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EffectSsHahen_SpawnBurst(play, &effectPos, 10.0f, 0, 50, 15, 3, HAHEN_OBJECT_DEFAULT, 10, NULL);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_IT_BOMB_EXPLOSION);
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}
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quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), 1);
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quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_1);
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Quake_SetSpeed(quakeIndex, 0x7FFF);
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Quake_SetQuakeValues(quakeIndex, 300, 0, 0, 0);
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Quake_SetCountdown(quakeIndex, 30);
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Quake_SetPerturbations(quakeIndex, 300, 0, 0, 0);
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Quake_SetDuration(quakeIndex, 30);
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this->timer = 20;
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this->actionFunc = BgBowlWall_FinishFall;
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}
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@ -169,7 +169,7 @@ void BgDdanKd_LowerStairs(BgDdanKd* this, PlayState* play) {
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func_80033480(play, &pos1, 20.0f, 1, effectStrength * 135.0f, 60, 1);
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func_8003555C(play, &pos1, &velocity, &accel);
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}
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Camera_AddQuake(&play->mainCamera, 0, effectStrength * 0.6f, 3);
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Camera_RequestQuake(&play->mainCamera, 0, effectStrength * 0.6f, 3);
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Audio_PlaySfxGeneral(NA_SE_EV_PILLAR_SINK - SFX_FLAG, &this->dyna.actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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@ -211,7 +211,7 @@ void BgGanonOtyuka_Fall(BgGanonOtyuka* this, PlayState* play) {
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(s16)Rand_ZeroFloat(100.0f) + 250, 5, (s16)Rand_ZeroFloat(5.0f) + 15);
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}
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func_80033DB8(play, 10, 15);
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Actor_RequestQuake(play, 10, 15);
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SfxSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 40, NA_SE_EV_BOX_BREAK);
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}
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Actor_Kill(&this->dyna.actor);
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@ -7,6 +7,7 @@
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#include "z_bg_haka_huta.h"
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#include "assets/objects/object_hakach_objects/object_hakach_objects.h"
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#include "overlays/actors/ovl_En_Rd/z_en_rd.h"
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#include "quake.h"
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#define FLAGS ACTOR_FLAG_4
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@ -179,10 +180,10 @@ void func_8087D720(BgHakaHuta* this, PlayState* play) {
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this->counter++;
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if (this->counter == 6) {
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this->actionFunc = BgHakaHuta_DoNothing;
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quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), 3);
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quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
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Quake_SetSpeed(quakeIndex, 0x7530);
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Quake_SetQuakeValues(quakeIndex, 4, 0, 0, 0);
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Quake_SetCountdown(quakeIndex, 2);
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Quake_SetPerturbations(quakeIndex, 4, 0, 0, 0);
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Quake_SetDuration(quakeIndex, 2);
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} else if (this->counter == 0) {
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this->counter = 6;
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this->actionFunc = BgHakaHuta_DoNothing;
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@ -6,6 +6,7 @@
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#include "z_bg_heavy_block.h"
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#include "assets/objects/object_heavy_object/object_heavy_object.h"
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#include "quake.h"
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#include "vt.h"
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#define FLAGS 0
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@ -331,10 +332,10 @@ void BgHeavyBlock_Wait(BgHeavyBlock* this, PlayState* play) {
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break;
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}
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quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), 3);
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quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
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Quake_SetSpeed(quakeIndex, 25000);
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Quake_SetQuakeValues(quakeIndex, 1, 1, 5, 0);
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Quake_SetCountdown(quakeIndex, 10);
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Quake_SetPerturbations(quakeIndex, 1, 1, 5, 0);
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Quake_SetDuration(quakeIndex, 10);
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this->actionFunc = BgHeavyBlock_LiftedUp;
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}
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}
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@ -398,25 +399,25 @@ void BgHeavyBlock_Fly(BgHeavyBlock* this, PlayState* play) {
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Flags_SetSwitch(play, (this->dyna.actor.params >> 8) & 0x3F);
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Actor_Kill(&this->dyna.actor);
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quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), 3);
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quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
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Quake_SetSpeed(quakeIndex, 28000);
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Quake_SetQuakeValues(quakeIndex, 14, 2, 100, 0);
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Quake_SetCountdown(quakeIndex, 30);
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Quake_SetPerturbations(quakeIndex, 14, 2, 100, 0);
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Quake_SetDuration(quakeIndex, 30);
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quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), 2);
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quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_2);
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Quake_SetSpeed(quakeIndex, 12000);
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Quake_SetQuakeValues(quakeIndex, 5, 0, 0, 0);
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Quake_SetCountdown(quakeIndex, 999);
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Quake_SetPerturbations(quakeIndex, 5, 0, 0, 0);
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Quake_SetDuration(quakeIndex, 999);
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SfxSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 30, NA_SE_EV_ELECTRIC_EXPLOSION);
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return;
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case HEAVYBLOCK_UNBREAKABLE_OUTSIDE_CASTLE:
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
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quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), 3);
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quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
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Quake_SetSpeed(quakeIndex, 28000);
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Quake_SetQuakeValues(quakeIndex, 16, 2, 120, 0);
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Quake_SetCountdown(quakeIndex, 40);
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Quake_SetPerturbations(quakeIndex, 16, 2, 120, 0);
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Quake_SetDuration(quakeIndex, 40);
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this->actionFunc = BgHeavyBlock_Land;
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Flags_SetSwitch(play, (this->dyna.actor.params >> 8) & 0x3F);
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@ -424,18 +425,18 @@ void BgHeavyBlock_Fly(BgHeavyBlock* this, PlayState* play) {
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case HEAVYBLOCK_UNBREAKABLE:
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_U);
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quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), 3);
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quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
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Quake_SetSpeed(quakeIndex, 28000);
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Quake_SetQuakeValues(quakeIndex, 14, 2, 100, 0);
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Quake_SetCountdown(quakeIndex, 40);
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Quake_SetPerturbations(quakeIndex, 14, 2, 100, 0);
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Quake_SetDuration(quakeIndex, 40);
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this->actionFunc = BgHeavyBlock_Land;
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break;
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default:
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quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), 3);
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quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
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Quake_SetSpeed(quakeIndex, 28000);
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Quake_SetQuakeValues(quakeIndex, 14, 2, 100, 0);
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Quake_SetCountdown(quakeIndex, 40);
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Quake_SetPerturbations(quakeIndex, 14, 2, 100, 0);
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Quake_SetDuration(quakeIndex, 40);
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this->actionFunc = BgHeavyBlock_Land;
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}
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@ -6,6 +6,7 @@
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#include "z_bg_hidan_hamstep.h"
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#include "assets/objects/object_hidan_objects/object_hidan_objects.h"
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#include "quake.h"
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#define FLAGS 0
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@ -308,10 +309,10 @@ void func_80888860(BgHidanHamstep* this, PlayState* play) {
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if (1) {}
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if (this->unk_244 == 1) {
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quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), 3);
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quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
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Quake_SetSpeed(quakeIndex, -15536);
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Quake_SetQuakeValues(quakeIndex, 0, 0, 500, 0);
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Quake_SetCountdown(quakeIndex, 20);
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Quake_SetPerturbations(quakeIndex, 0, 0, 500, 0);
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Quake_SetDuration(quakeIndex, 20);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
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Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 255, 20, 150);
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func_80888638(this, play);
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@ -367,10 +368,10 @@ void func_80888A58(BgHidanHamstep* this, PlayState* play) {
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if (1) {}
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if (this->unk_244 == 1) {
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quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), 3);
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quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
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Quake_SetSpeed(quakeIndex, -15536);
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Quake_SetQuakeValues(quakeIndex, 20, 1, 0, 0);
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Quake_SetCountdown(quakeIndex, 7);
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Quake_SetPerturbations(quakeIndex, 20, 1, 0, 0);
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Quake_SetDuration(quakeIndex, 7);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
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Rumble_Request(SQ(100.0f), 255, 20, 150);
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@ -6,6 +6,7 @@
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#include "z_bg_jya_kanaami.h"
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#include "assets/objects/object_jya_obj/object_jya_obj.h"
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#include "quake.h"
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#define FLAGS 0
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@ -96,16 +97,17 @@ void func_8089993C(BgJyaKanaami* this) {
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void func_80899950(BgJyaKanaami* this, PlayState* play) {
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s32 pad[2];
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s32 quakeId;
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s32 quakeIndex;
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this->unk_168 += 0x20;
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if (Math_ScaledStepToS(&this->dyna.actor.world.rot.x, 0x4000, this->unk_168)) {
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func_80899A08(this);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_TRAP_BOUND);
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quakeId = Quake_Add(GET_ACTIVE_CAM(play), 3);
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Quake_SetSpeed(quakeId, 25000);
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Quake_SetQuakeValues(quakeId, 2, 0, 0, 0);
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Quake_SetCountdown(quakeId, 16);
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quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
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Quake_SetSpeed(quakeIndex, 25000);
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Quake_SetPerturbations(quakeIndex, 2, 0, 0, 0);
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Quake_SetDuration(quakeIndex, 16);
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}
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}
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@ -6,6 +6,7 @@
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#include "z_bg_mori_bigst.h"
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#include "assets/objects/object_mori_objects/object_mori_objects.h"
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#include "quake.h"
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#define FLAGS ACTOR_FLAG_4
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@ -169,14 +170,15 @@ void BgMoriBigst_Fall(BgMoriBigst* this, PlayState* play) {
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void BgMoriBigst_SetupLanding(BgMoriBigst* this, PlayState* play) {
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s32 pad;
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s32 quake;
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s32 quakeIndex;
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BgMoriBigst_SetupAction(this, BgMoriBigst_Landing);
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this->waitTimer = 18;
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quake = Quake_Add(GET_ACTIVE_CAM(play), 3);
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Quake_SetSpeed(quake, 25000);
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Quake_SetQuakeValues(quake, 5, 0, 0, 0);
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Quake_SetCountdown(quake, 16);
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quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
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Quake_SetSpeed(quakeIndex, 25000);
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Quake_SetPerturbations(quakeIndex, 5, 0, 0, 0);
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Quake_SetDuration(quakeIndex, 16);
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}
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void BgMoriBigst_Landing(BgMoriBigst* this, PlayState* play) {
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@ -6,6 +6,7 @@
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#include "z_bg_mori_rakkatenjo.h"
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#include "assets/objects/object_mori_objects/object_mori_objects.h"
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#include "quake.h"
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#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
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@ -146,7 +147,7 @@ void BgMoriRakkatenjo_Fall(BgMoriRakkatenjo* this, PlayState* play) {
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static f32 bounceVel[] = { 4.0f, 1.5f, 0.4f, 0.1f };
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s32 pad;
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Actor* thisx = &this->dyna.actor;
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s32 quake;
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s32 quakeIndex;
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Actor_MoveForward(thisx);
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if ((thisx->velocity.y < 0.0f) && (thisx->world.pos.y <= 403.0f)) {
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@ -162,10 +163,11 @@ void BgMoriRakkatenjo_Fall(BgMoriRakkatenjo* this, PlayState* play) {
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403.0f - (thisx->world.pos.y - 403.0f) * bounceVel[this->bounceCount] / fabsf(thisx->velocity.y);
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thisx->velocity.y = bounceVel[this->bounceCount];
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this->bounceCount++;
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quake = Quake_Add(GET_ACTIVE_CAM(play), 3);
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Quake_SetSpeed(quake, 50000);
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Quake_SetQuakeValues(quake, 5, 0, 0, 0);
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Quake_SetCountdown(quake, 5);
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quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
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Quake_SetSpeed(quakeIndex, 50000);
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Quake_SetPerturbations(quakeIndex, 5, 0, 0, 0);
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Quake_SetDuration(quakeIndex, 5);
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}
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}
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}
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@ -315,7 +315,7 @@ void BgPoEvent_BlockFall(BgPoEvent* this, PlayState* play) {
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BgPoEvent_CheckBlock(this);
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} else {
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
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func_80033E88(&this->dyna.actor, play, 5, 5);
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Actor_RequestQuakeAndRumble(&this->dyna.actor, play, 5, 5);
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func_80088B34(this->timer);
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if (firstFall == 0) {
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firstFall = 1;
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@ -6,6 +6,7 @@
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#include "z_bg_spot12_gate.h"
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#include "assets/objects/object_spot12_obj/object_spot12_obj.h"
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#include "quake.h"
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#define FLAGS 0
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@ -104,16 +105,18 @@ void func_808B317C(BgSpot12Gate* this) {
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void func_808B318C(BgSpot12Gate* this, PlayState* play) {
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s32 pad;
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s32 var;
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s32 quakeIndex;
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Math_StepToF(&this->dyna.actor.velocity.y, 1.6f, 0.03f);
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if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 200.0f,
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this->dyna.actor.velocity.y)) {
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func_808B3274(this);
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var = Quake_Add(GET_ACTIVE_CAM(play), 3);
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Quake_SetSpeed(var, -0x3CB0);
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Quake_SetQuakeValues(var, 3, 0, 0, 0);
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Quake_SetCountdown(var, 0xC);
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quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
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Quake_SetSpeed(quakeIndex, -0x3CB0);
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Quake_SetPerturbations(quakeIndex, 3, 0, 0, 0);
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Quake_SetDuration(quakeIndex, 12);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
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} else {
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func_8002F974(&this->dyna.actor, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
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@ -552,7 +552,7 @@ void BossDodongo_Explode(BossDodongo* this, PlayState* play) {
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this->actionFunc = BossDodongo_LayDown;
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Audio_PlayActorSfx2(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_DAMAGE);
|
||||
func_80033E88(&this->actor, play, 4, 10);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 4, 10);
|
||||
this->health -= 2;
|
||||
|
||||
// make sure not to die from the bomb explosion
|
||||
|
@ -677,7 +677,7 @@ void BossDodongo_Walk(BossDodongo* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->subCamId == SUB_CAM_ID_DONE) {
|
||||
func_80033E88(&this->actor, play, 4, 10);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 4, 10);
|
||||
} else {
|
||||
this->unk_1B6 = 10;
|
||||
Rumble_Override(0.0f, 180, 20, 100);
|
||||
|
@ -758,7 +758,7 @@ void BossDodongo_Roll(BossDodongo* this, PlayState* play) {
|
|||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_ROLL - SFX_FLAG);
|
||||
|
||||
if ((this->unk_19E & 7) == 0) {
|
||||
Camera_AddQuake(&play->mainCamera, 2, 1, 8);
|
||||
Camera_RequestQuake(&play->mainCamera, 2, 1, 8);
|
||||
}
|
||||
|
||||
if (!(this->unk_19E & 1)) {
|
||||
|
@ -787,12 +787,12 @@ void BossDodongo_Roll(BossDodongo* this, PlayState* play) {
|
|||
this->unk_228 = 9200.0f;
|
||||
this->actor.velocity.y = 20.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_COLI);
|
||||
Camera_AddQuake(&play->mainCamera, 2, 6, 8);
|
||||
Camera_RequestQuake(&play->mainCamera, 2, 6, 8);
|
||||
sp50.x = this->actor.world.pos.x;
|
||||
sp50.y = this->actor.world.pos.y + 60.0f;
|
||||
sp50.z = this->actor.world.pos.z;
|
||||
func_80033480(play, &sp50, 250.0f, 40, 800, 10, 0);
|
||||
func_80033E88(&this->actor, play, 6, 15);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 6, 15);
|
||||
} else {
|
||||
this->actor.velocity.y = 15.0f;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_COLI2);
|
||||
|
@ -1395,7 +1395,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
|
|||
Math_SmoothStepToF(&this->actor.world.pos.z, cornerPos->z + sp184.z, 1.0f, this->unk_1E4, 0.0f);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_ROLL - SFX_FLAG);
|
||||
if ((this->unk_19E & 7) == 0) {
|
||||
Camera_AddQuake(&play->mainCamera, 2, 1, 8);
|
||||
Camera_RequestQuake(&play->mainCamera, 2, 1, 8);
|
||||
}
|
||||
if (!(this->unk_19E & 1)) {
|
||||
Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, 40.0f, 3, 8.0f, 500, 10,
|
||||
|
|
|
@ -629,7 +629,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
|
|||
this->holePosition.x = this->targetPosition.x;
|
||||
this->holePosition.z = this->targetPosition.z;
|
||||
|
||||
func_80033E1C(play, 1, 0x50, 0x5000);
|
||||
Actor_RequestQuakeWithSpeed(play, 1, 80, 0x5000);
|
||||
if (this->introState != BFD_CS_NONE) {
|
||||
this->timers[0] = 50;
|
||||
} else {
|
||||
|
@ -673,7 +673,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
|
|||
this->timers[1] = 10;
|
||||
Audio_PlaySfxGeneral(NA_SE_EV_EXPLOSION, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
||||
func_80033E1C(play, 3, 0xA, 0x7530);
|
||||
Actor_RequestQuakeWithSpeed(play, 3, 10, 0x7530);
|
||||
this->work[BFD_ROCK_TIMER] = 300;
|
||||
}
|
||||
} else {
|
||||
|
@ -979,14 +979,14 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
|
|||
if (this->work[BFD_ACTION_STATE] < BOSSFD_SKULL_FALL) {
|
||||
if ((this->actor.prevPos.y < 90.0f) && (90.0f <= this->actor.world.pos.y)) {
|
||||
this->timers[4] = 80;
|
||||
func_80033E1C(play, 1, 80, 0x5000);
|
||||
Actor_RequestQuakeWithSpeed(play, 1, 80, 0x5000);
|
||||
this->work[BFD_ROAR_TIMER] = 40;
|
||||
this->work[BFD_MANE_EMBERS_TIMER] = 30;
|
||||
this->work[BFD_SPLASH_TIMER] = 10;
|
||||
}
|
||||
if ((this->actor.prevPos.y > 90.0f) && (90.0f >= this->actor.world.pos.y)) {
|
||||
this->timers[4] = 80;
|
||||
func_80033E1C(play, 1, 80, 0x5000);
|
||||
Actor_RequestQuakeWithSpeed(play, 1, 80, 0x5000);
|
||||
this->work[BFD_MANE_EMBERS_TIMER] = 30;
|
||||
this->work[BFD_SPLASH_TIMER] = 10;
|
||||
}
|
||||
|
|
|
@ -243,7 +243,7 @@ void BossFd2_Emerge(BossFd2* this, PlayState* play) {
|
|||
bossFd->faceExposed = 0;
|
||||
bossFd->holePosition.x = this->actor.world.pos.x;
|
||||
bossFd->holePosition.z = this->actor.world.pos.z;
|
||||
func_80033E1C(play, 1, 0x32, 0x5000);
|
||||
Actor_RequestQuakeWithSpeed(play, 1, 50, 0x5000);
|
||||
this->work[FD2_ACTION_STATE] = 1;
|
||||
this->work[FD2_HOLE_COUNTER]++;
|
||||
this->actor.world.pos.y = -200.0f;
|
||||
|
|
|
@ -1897,7 +1897,7 @@ void BossGanon_PoundFloor(BossGanon* this, PlayState* play) {
|
|||
this->actor.world.pos.y = 60.0f;
|
||||
this->unk_1C2 = 2;
|
||||
this->timers[0] = 10;
|
||||
func_80033E88(&this->actor, play, 0xA, 0x14); // rumble
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 10, 20);
|
||||
this->unk_19C = 35;
|
||||
this->unk_19E = 0;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GANON_HIT_GND_IMP);
|
||||
|
|
|
@ -170,7 +170,7 @@ void func_808FD4D4(BossGanon2* this, PlayState* play, s16 arg2, s16 arg3) {
|
|||
}
|
||||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MGANON_WALK);
|
||||
func_80033E88(&this->actor, play, 2, 0xA);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 2, 10);
|
||||
}
|
||||
|
||||
void func_808FD5C4(BossGanon2* this, PlayState* play) {
|
||||
|
@ -2004,7 +2004,7 @@ void BossGanon2_Update(Actor* thisx, PlayState* play) {
|
|||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
|
||||
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
|
||||
if (this->actor.velocity.y < -5.0f) {
|
||||
func_80033E88(&this->actor, play, 5, 20);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 5, 20);
|
||||
func_80078884(NA_SE_IT_BOMB_EXPLOSION);
|
||||
}
|
||||
this->actor.velocity.y = 0.0f;
|
||||
|
|
|
@ -1309,7 +1309,7 @@ void BossGoma_FloorAttack(BossGoma* this, PlayState* play) {
|
|||
|
||||
if (Animation_OnFrame(&this->skelanime, 10.0f)) {
|
||||
BossGoma_PlayEffectsAndSfx(this, play, 3, 5);
|
||||
func_80033E88(&this->actor, play, 5, 15);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 5, 15);
|
||||
}
|
||||
|
||||
if (Animation_OnFrame(&this->skelanime, Animation_GetLastFrame(&gGohmaAttackAnim))) {
|
||||
|
@ -1434,7 +1434,7 @@ void BossGoma_FallJump(BossGoma* this, PlayState* play) {
|
|||
BossGoma_SetupFloorLand(this);
|
||||
this->actor.velocity.y = 0.0f;
|
||||
BossGoma_PlayEffectsAndSfx(this, play, 0, 8);
|
||||
func_80033E88(&this->actor, play, 5, 0xF);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 5, 15);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1451,7 +1451,7 @@ void BossGoma_FallStruckDown(BossGoma* this, PlayState* play) {
|
|||
BossGoma_SetupFloorLandStruckDown(this);
|
||||
this->actor.velocity.y = 0.0f;
|
||||
BossGoma_PlayEffectsAndSfx(this, play, 0, 8);
|
||||
func_80033E88(&this->actor, play, 0xA, 0xF);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 10, 15);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_DAM1);
|
||||
}
|
||||
}
|
||||
|
@ -1847,7 +1847,7 @@ void BossGoma_UpdateHit(BossGoma* this, PlayState* play) {
|
|||
}
|
||||
|
||||
this->timer = 4;
|
||||
func_80033E88(&this->actor, play, 4, 0xC);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 4, 12);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1758,7 +1758,7 @@ void BossVa_SetupSupportCut(BossVa* this, PlayState* play) {
|
|||
sFightPhase++;
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_BOSS_VA, this->armTip.x, this->armTip.y + 20.0f, this->armTip.z, 0,
|
||||
this->actor.shape.rot.y, 0, stumpParams);
|
||||
Camera_AddQuake(&play->mainCamera, 2, 11, 8);
|
||||
Camera_RequestQuake(&play->mainCamera, 2, 11, 8);
|
||||
this->burst = false;
|
||||
this->timer2 = 0;
|
||||
BossVa_SetupAction(this, BossVa_SupportCut);
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
|
||||
#include "z_door_shutter.h"
|
||||
#include "overlays/actors/ovl_Boss_Goma/z_boss_goma.h"
|
||||
#include "quake.h"
|
||||
|
||||
#include "assets/objects/object_gnd/object_gnd.h"
|
||||
#include "assets/objects/object_goma/object_goma.h"
|
||||
|
@ -31,7 +32,7 @@ void DoorShutter_Destroy(Actor* thisx, PlayState* play);
|
|||
void DoorShutter_Update(Actor* thisx, PlayState* play);
|
||||
void DoorShutter_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
void func_8099803C(PlayState* play, s16 y, s16 countdown, s16 camId);
|
||||
void DoorShutter_RequestQuakeAndRumble(PlayState* play, s16 quakeY, s16 quakeDuration, s16 camId);
|
||||
void DoorShutter_SetupType(DoorShutter* this, PlayState* play);
|
||||
void func_80996A54(DoorShutter* this, PlayState* play);
|
||||
void func_80996B00(DoorShutter* this, PlayState* play);
|
||||
|
@ -560,7 +561,7 @@ void func_80997220(DoorShutter* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_809973E8(DoorShutter* this, PlayState* play) {
|
||||
s32 quakeId;
|
||||
s32 quakeIndex;
|
||||
|
||||
if (this->dyna.actor.velocity.y < 20.0f) {
|
||||
Math_StepToF(&this->dyna.actor.velocity.y, 20.0f, 8.0f);
|
||||
|
@ -572,10 +573,10 @@ void func_809973E8(DoorShutter* this, PlayState* play) {
|
|||
false);
|
||||
}
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
quakeId = Quake_Add(Play_GetCamera(play, CAM_ID_MAIN), 3);
|
||||
Quake_SetSpeed(quakeId, -32536);
|
||||
Quake_SetQuakeValues(quakeId, 2, 0, 0, 0);
|
||||
Quake_SetCountdown(quakeId, 10);
|
||||
quakeIndex = Quake_Request(Play_GetCamera(play, CAM_ID_MAIN), 3);
|
||||
Quake_SetSpeed(quakeIndex, -32536);
|
||||
Quake_SetPerturbations(quakeIndex, 2, 0, 0, 0);
|
||||
Quake_SetDuration(quakeIndex, 10);
|
||||
Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 180, 20, 100);
|
||||
func_80997220(this, play);
|
||||
}
|
||||
|
@ -604,7 +605,7 @@ void func_809975C0(DoorShutter* this, PlayState* play) {
|
|||
|
||||
this->unk_164 = 10;
|
||||
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
|
||||
func_8099803C(play, 2, 10, parent->subCamId);
|
||||
DoorShutter_RequestQuakeAndRumble(play, 2, 10, parent->subCamId);
|
||||
Actor_SpawnFloorDustRing(play, &this->dyna.actor, &this->dyna.actor.world.pos, 70.0f, 20, 8.0f, 500, 10,
|
||||
true);
|
||||
}
|
||||
|
@ -766,11 +767,11 @@ void DoorShutter_Draw(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
void func_8099803C(PlayState* play, s16 y, s16 countdown, s16 camId) {
|
||||
s16 quakeId = Quake_Add(Play_GetCamera(play, camId), 3);
|
||||
void DoorShutter_RequestQuakeAndRumble(PlayState* play, s16 quakeY, s16 quakeDuration, s16 camId) {
|
||||
s16 quakeIndex = Quake_Request(Play_GetCamera(play, camId), QUAKE_TYPE_3);
|
||||
|
||||
Rumble_Override(0.0f, 180, 20, 100);
|
||||
Quake_SetSpeed(quakeId, 20000);
|
||||
Quake_SetQuakeValues(quakeId, y, 0, 0, 0);
|
||||
Quake_SetCountdown(quakeId, countdown);
|
||||
Quake_SetSpeed(quakeIndex, 20000);
|
||||
Quake_SetPerturbations(quakeIndex, quakeY, 0, 0, 0);
|
||||
Quake_SetDuration(quakeIndex, quakeDuration);
|
||||
}
|
||||
|
|
|
@ -262,7 +262,7 @@ void func_809BD1C8(EnBigokuta* this, PlayState* play) {
|
|||
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DAIOCTA_LAND_WATER);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOLON_LAND_BIG);
|
||||
func_80033E88(&this->actor, play, 0xA, 8);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 10, 8);
|
||||
}
|
||||
|
||||
void func_809BD2E4(EnBigokuta* this) {
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_en_bili.h"
|
||||
#include "assets/objects/object_bl/object_bl.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_12 | ACTOR_FLAG_14)
|
||||
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_14)
|
||||
|
||||
void EnBili_Init(Actor* thisx, PlayState* play);
|
||||
void EnBili_Destroy(Actor* thisx, PlayState* play);
|
||||
|
|
|
@ -319,7 +319,7 @@ void EnBom_Update(Actor* thisx, PlayState* play2) {
|
|||
|
||||
play->envCtx.adjAmbientColor[0] = play->envCtx.adjAmbientColor[1] = play->envCtx.adjAmbientColor[2] = 250;
|
||||
|
||||
Camera_AddQuake(&play->mainCamera, 2, 0xB, 8);
|
||||
Camera_RequestQuake(&play->mainCamera, 2, 11, 8);
|
||||
thisx->params = BOMB_EXPLOSION;
|
||||
this->timer = 10;
|
||||
thisx->flags |= ACTOR_FLAG_5;
|
||||
|
|
|
@ -428,7 +428,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
|
|||
play->envCtx.adjLight1Color[0] = play->envCtx.adjLight1Color[1] = play->envCtx.adjLight1Color[2] = 250;
|
||||
play->envCtx.adjAmbientColor[0] = play->envCtx.adjAmbientColor[1] = play->envCtx.adjAmbientColor[2] =
|
||||
250;
|
||||
Camera_AddQuake(&play->mainCamera, 2, 0xB, 8);
|
||||
Camera_RequestQuake(&play->mainCamera, 2, 11, 8);
|
||||
thisx->params = BOMBFLOWER_EXPLOSION;
|
||||
this->timer = 10;
|
||||
thisx->flags |= ACTOR_FLAG_5;
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
#include "z_en_crow.h"
|
||||
#include "assets/objects/object_crow/object_crow.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_12 | ACTOR_FLAG_14)
|
||||
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_14)
|
||||
|
||||
void EnCrow_Init(Actor* thisx, PlayState* play);
|
||||
void EnCrow_Destroy(Actor* thisx, PlayState* play);
|
||||
|
|
|
@ -200,7 +200,7 @@ void EnEiyer_SetupAppearFromGround(EnEiyer* this) {
|
|||
|
||||
this->collider.base.atFlags &= ~AT_ON;
|
||||
this->collider.base.acFlags &= ~AC_ON;
|
||||
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_12);
|
||||
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_IGNORE_QUAKE);
|
||||
this->actor.shape.shadowScale = 0.0f;
|
||||
this->actor.shape.yOffset = 0.0f;
|
||||
this->actionFunc = EnEiyer_AppearFromGround;
|
||||
|
@ -231,7 +231,7 @@ void EnEiyer_SetupAmbush(EnEiyer* this, PlayState* play) {
|
|||
this->collider.info.bumper.dmgFlags = DMG_DEFAULT;
|
||||
this->basePos = this->actor.world.pos;
|
||||
this->actor.world.rot.y = this->actor.shape.rot.y;
|
||||
this->actor.flags |= ACTOR_FLAG_12;
|
||||
this->actor.flags |= ACTOR_FLAG_IGNORE_QUAKE;
|
||||
this->collider.base.acFlags &= ~AC_ON;
|
||||
this->actor.shape.shadowScale = 65.0f;
|
||||
this->actor.shape.yOffset = 600.0f;
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
#include "z_en_encount2.h"
|
||||
#include "overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.h"
|
||||
#include "quake.h"
|
||||
#include "vt.h"
|
||||
#include "assets/objects/object_efc_star_field/object_efc_star_field.h"
|
||||
|
||||
|
@ -91,11 +92,11 @@ void EnEncount2_Wait(EnEncount2* this, PlayState* play) {
|
|||
}
|
||||
break;
|
||||
case ENCOUNT2_ACTIVE_DEATH_MOUNTAIN:
|
||||
if ((this->deathMountainSpawnerTimer == 1) || (!this->isQuaking)) {
|
||||
quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), 1);
|
||||
if ((this->deathMountainSpawnerTimer == 1) || !this->isQuaking) {
|
||||
quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_1);
|
||||
Quake_SetSpeed(quakeIndex, 0x7FFF);
|
||||
Quake_SetQuakeValues(quakeIndex, 50, 0, 0, 0);
|
||||
Quake_SetCountdown(quakeIndex, 300);
|
||||
Quake_SetPerturbations(quakeIndex, 50, 0, 0, 0);
|
||||
Quake_SetDuration(quakeIndex, 300);
|
||||
this->isQuaking = true;
|
||||
}
|
||||
FALLTHROUGH;
|
||||
|
|
|
@ -212,7 +212,7 @@ void EnFhgFire_LightningStrike(EnFhgFire* this, PlayState* play) {
|
|||
(s16)(Rand_ZeroOne() * 100.0f) + 240, FHGFLASH_LIGHTBALL_GREEN);
|
||||
}
|
||||
}
|
||||
func_80033E88(&this->actor, play, 4, 10);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 4, 10);
|
||||
}
|
||||
|
||||
break;
|
||||
|
|
|
@ -198,7 +198,7 @@ void EnFireRock_Fall(EnFireRock* this, PlayState* play) {
|
|||
switch (this->type) {
|
||||
case FIRE_ROCK_SPAWNED_FALLING1:
|
||||
case FIRE_ROCK_SPAWNED_FALLING2:
|
||||
func_80033E88(&this->actor, play, 5, 2);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 5, 2);
|
||||
FALLTHROUGH;
|
||||
case FIRE_ROCK_BROKEN_PIECE1:
|
||||
Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, this->actor.shape.shadowScale, 1,
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "assets/objects/object_firefly/object_firefly.h"
|
||||
#include "overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_12 | ACTOR_FLAG_14)
|
||||
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_14)
|
||||
|
||||
void EnFirefly_Init(Actor* thisx, PlayState* play);
|
||||
void EnFirefly_Destroy(Actor* thisx, PlayState* play);
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
#include "overlays/actors/ovl_En_Bom/z_en_bom.h"
|
||||
#include "assets/objects/gameplay_keep/gameplay_keep.h"
|
||||
#include "assets/objects/object_oF1d_map/object_oF1d_map.h"
|
||||
#include "quake.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_5)
|
||||
|
||||
|
@ -1628,14 +1629,14 @@ void EnGo2_Destroy(Actor* thisx, PlayState* play) {
|
|||
void EnGo2_CurledUp(EnGo2* this, PlayState* play) {
|
||||
u8 index = this->actor.params & 0x1F;
|
||||
s16 height;
|
||||
s32 quake;
|
||||
s32 quakeIndex;
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
|
||||
if ((this->actor.params & 0x1F) == GORON_DMT_BIGGORON) {
|
||||
quake = Quake_Add(GET_ACTIVE_CAM(play), 3);
|
||||
Quake_SetSpeed(quake, -0x3CB0);
|
||||
Quake_SetQuakeValues(quake, 8, 0, 0, 0);
|
||||
Quake_SetCountdown(quake, 16);
|
||||
quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
|
||||
Quake_SetSpeed(quakeIndex, -0x3CB0);
|
||||
Quake_SetPerturbations(quakeIndex, 8, 0, 0, 0);
|
||||
Quake_SetDuration(quakeIndex, 16);
|
||||
} else {
|
||||
EnGo2_GetDustData(this, 1);
|
||||
}
|
||||
|
|
|
@ -791,7 +791,7 @@ void EnGoma_Draw(Actor* thisx, PlayState* play) {
|
|||
this->actor.naviEnemyId = NAVI_ENEMY_GOHMA_LARVA;
|
||||
Matrix_Translate(this->actor.world.pos.x,
|
||||
this->actor.world.pos.y +
|
||||
((this->actor.shape.yOffset * this->actor.scale.y) + play->mainCamera.skyboxOffset.y),
|
||||
((this->actor.shape.yOffset * this->actor.scale.y) + play->mainCamera.quakeOffset.y),
|
||||
this->actor.world.pos.z, MTXMODE_NEW);
|
||||
Matrix_RotateX(BINANG_TO_RAD_ALT(this->slopePitch), MTXMODE_APPLY);
|
||||
Matrix_RotateZ(BINANG_TO_RAD_ALT(this->slopeRoll), MTXMODE_APPLY);
|
||||
|
|
|
@ -8,6 +8,7 @@
|
|||
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
|
||||
#include "assets/objects/gameplay_keep/gameplay_keep.h"
|
||||
#include "assets/objects/object_goroiwa/object_goroiwa.h"
|
||||
#include "quake.h"
|
||||
#include "vt.h"
|
||||
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
@ -358,7 +359,7 @@ s32 EnGoroiwa_MoveDownToNextWaypoint(EnGoroiwa* this, PlayState* play) {
|
|||
f32 nextPointY;
|
||||
f32 thisY;
|
||||
f32 yDistToFloor;
|
||||
s32 quakeIdx;
|
||||
s32 quakeIndex;
|
||||
CollisionPoly* floorPoly;
|
||||
Vec3f checkPos;
|
||||
f32 floorY;
|
||||
|
@ -379,10 +380,10 @@ s32 EnGoroiwa_MoveDownToNextWaypoint(EnGoroiwa* this, PlayState* play) {
|
|||
if (this->actor.velocity.y < 0.0f && this->actor.world.pos.y <= nextPointY) {
|
||||
if (this->bounceCount == 0) {
|
||||
if (this->actor.xzDistToPlayer < 600.0f) {
|
||||
quakeIdx = Quake_Add(GET_ACTIVE_CAM(play), 3);
|
||||
Quake_SetSpeed(quakeIdx, -0x3CB0);
|
||||
Quake_SetQuakeValues(quakeIdx, 3, 0, 0, 0);
|
||||
Quake_SetCountdown(quakeIdx, 7);
|
||||
quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
|
||||
Quake_SetSpeed(quakeIndex, -0x3CB0);
|
||||
Quake_SetPerturbations(quakeIndex, 3, 0, 0, 0);
|
||||
Quake_SetDuration(quakeIndex, 7);
|
||||
}
|
||||
this->rollRotSpeed = 0.0f;
|
||||
if (!(this->stateFlags & ENGOROIWA_IN_WATER)) {
|
||||
|
|
|
@ -427,7 +427,7 @@ void func_80A74EBC(EnIk* this, PlayState* play) {
|
|||
sp2C.z = this->actor.world.pos.z + Math_CosS(this->actor.shape.rot.y + 0x6A4) * 70.0f;
|
||||
sp2C.y = this->actor.world.pos.y;
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_IRONNACK_HIT_GND);
|
||||
Camera_AddQuake(&play->mainCamera, 2, 0x19, 5);
|
||||
Camera_RequestQuake(&play->mainCamera, 2, 25, 5);
|
||||
Rumble_Request(this->actor.xzDistToPlayer, 255, 20, 150);
|
||||
CollisionCheck_SpawnShieldParticles(play, &sp2C);
|
||||
}
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "overlays/actors/ovl_En_Insect/z_en_insect.h"
|
||||
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
|
||||
#include "assets/objects/gameplay_field_keep/gameplay_field_keep.h"
|
||||
|
||||
#include "quake.h"
|
||||
#include "vt.h"
|
||||
|
||||
#define FLAGS ACTOR_FLAG_23
|
||||
|
@ -420,7 +420,7 @@ void EnIshi_Fly(EnIshi* this, PlayState* play) {
|
|||
s32 pad;
|
||||
s16 type = this->actor.params & 1;
|
||||
s32 pad2;
|
||||
s32 quakeIdx;
|
||||
s32 quakeIndex;
|
||||
Vec3f contactPos;
|
||||
|
||||
if (this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_WALL)) {
|
||||
|
@ -432,10 +432,10 @@ void EnIshi_Fly(EnIshi* this, PlayState* play) {
|
|||
sDustSpawnFuncs[type](this, play);
|
||||
}
|
||||
if (type == ROCK_LARGE) {
|
||||
quakeIdx = Quake_Add(GET_ACTIVE_CAM(play), 3);
|
||||
Quake_SetSpeed(quakeIdx, -0x3CB0);
|
||||
Quake_SetQuakeValues(quakeIdx, 3, 0, 0, 0);
|
||||
Quake_SetCountdown(quakeIdx, 7);
|
||||
quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
|
||||
Quake_SetSpeed(quakeIndex, -0x3CB0);
|
||||
Quake_SetPerturbations(quakeIndex, 3, 0, 0, 0);
|
||||
Quake_SetDuration(quakeIndex, 7);
|
||||
Rumble_Request(this->actor.xyzDistToPlayerSq, 255, 20, 150);
|
||||
}
|
||||
Actor_Kill(&this->actor);
|
||||
|
|
|
@ -862,7 +862,7 @@ void EnMb_ClubAttack(EnMb* this, PlayState* play) {
|
|||
EffectSsBlast_SpawnWhiteShockwave(play, &effSpawnPos, &effWhiteShockwaveDynamics,
|
||||
&effWhiteShockwaveDynamics);
|
||||
func_80033480(play, &effSpawnPos, 2.0f, 3, 0x12C, 0xB4, 1);
|
||||
Camera_AddQuake(&play->mainCamera, 2, 0x19, 5);
|
||||
Camera_RequestQuake(&play->mainCamera, 2, 25, 5);
|
||||
func_800358DC(&this->actor, &effSpawnPos, &this->actor.world.rot, flamesParams, 20, flamesUnused, play, -1,
|
||||
NULL);
|
||||
EnMb_SetupClubWaitAfterAttack(this);
|
||||
|
@ -1044,7 +1044,7 @@ void EnMb_ClubDamaged(EnMb* this, PlayState* play) {
|
|||
Animation_PlayOnce(&this->skelAnime, &gEnMbClubStandUpAnim);
|
||||
this->timer3 = 0;
|
||||
Rumble_Request(this->actor.xzDistToPlayer, 255, 20, 150);
|
||||
Camera_AddQuake(&play->mainCamera, 2, 25, 5);
|
||||
Camera_RequestQuake(&play->mainCamera, 2, 25, 5);
|
||||
} else {
|
||||
EnMb_SetupClubWaitPlayerNear(this);
|
||||
}
|
||||
|
@ -1105,7 +1105,7 @@ void EnMb_ClubDead(EnMb* this, PlayState* play) {
|
|||
Rumble_Request(this->actor.xzDistToPlayer, 255, 20, 150);
|
||||
Actor_SpawnFloorDustRing(play, &this->actor, &effPos, 50.0f, 10, 3.0f, 400, 60, false);
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_RIZA_DOWN);
|
||||
Camera_AddQuake(&play->mainCamera, 2, 25, 5);
|
||||
Camera_RequestQuake(&play->mainCamera, 2, 25, 5);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_en_po_desert.h"
|
||||
#include "assets/objects/object_po_field/object_po_field.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_7 | ACTOR_FLAG_12)
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_7 | ACTOR_FLAG_IGNORE_QUAKE)
|
||||
|
||||
void EnPoDesert_Init(Actor* thisx, PlayState* play);
|
||||
void EnPoDesert_Destroy(Actor* thisx, PlayState* play);
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "assets/objects/gameplay_keep/gameplay_keep.h"
|
||||
#include "assets/objects/object_po_field/object_po_field.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_12)
|
||||
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_IGNORE_QUAKE)
|
||||
|
||||
void EnPoField_Init(Actor* thisx, PlayState* play);
|
||||
void EnPoField_Destroy(Actor* thisx, PlayState* play);
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "overlays/actors/ovl_En_Honotrap/z_en_honotrap.h"
|
||||
#include "assets/objects/object_tk/object_tk.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_12 | ACTOR_FLAG_16)
|
||||
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_16)
|
||||
|
||||
void EnPoRelay_Init(Actor* thisx, PlayState* play);
|
||||
void EnPoRelay_Destroy(Actor* thisx, PlayState* play);
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "assets/objects/gameplay_keep/gameplay_keep.h"
|
||||
#include "assets/objects/object_po_sisters/object_po_sisters.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_9 | ACTOR_FLAG_12 | ACTOR_FLAG_14)
|
||||
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_9 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_14)
|
||||
|
||||
void EnPoSisters_Init(Actor* thisx, PlayState* play);
|
||||
void EnPoSisters_Destroy(Actor* thisx, PlayState* play);
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "assets/objects/object_poh/object_poh.h"
|
||||
#include "assets/objects/object_po_composer/object_po_composer.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_12)
|
||||
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_IGNORE_QUAKE)
|
||||
|
||||
void EnPoh_Init(Actor* thisx, PlayState* play);
|
||||
void EnPoh_Destroy(Actor* thisx, PlayState* play);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_en_vali.h"
|
||||
#include "assets/objects/object_vali/object_vali.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_12)
|
||||
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_IGNORE_QUAKE)
|
||||
|
||||
void EnVali_Init(Actor* thisx, PlayState* play);
|
||||
void EnVali_Destroy(Actor* thisx, PlayState* play);
|
||||
|
|
|
@ -191,7 +191,7 @@ void EnVbBall_Update(Actor* thisx, PlayState* play2) {
|
|||
if ((this->actor.params == 100) || (this->actor.params == 101)) {
|
||||
Actor_Kill(&this->actor);
|
||||
if (this->actor.params == 100) {
|
||||
func_80033E88(&this->actor, play, 5, 0xA);
|
||||
Actor_RequestQuakeAndRumble(&this->actor, play, 5, 10);
|
||||
}
|
||||
if (this->actor.params == 100) {
|
||||
spawnNum = 2;
|
||||
|
|
|
@ -5,6 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_en_wall_tubo.h"
|
||||
#include "quake.h"
|
||||
#include "vt.h"
|
||||
#include "overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.h"
|
||||
#include "overlays/actors/ovl_Bg_Bowl_Wall/z_bg_bowl_wall.h"
|
||||
|
@ -91,10 +92,10 @@ void EnWallTubo_DetectChu(EnWallTubo* this, PlayState* play) {
|
|||
func_80078884(NA_SE_SY_TRE_BOX_APPEAR);
|
||||
this->timer = 60;
|
||||
EffectSsBomb2_SpawnLayered(play, &this->explosionCenter, &effVelocity, &effAccel, 200, 40);
|
||||
quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), 1);
|
||||
quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_1);
|
||||
Quake_SetSpeed(quakeIndex, 0x7FFF);
|
||||
Quake_SetQuakeValues(quakeIndex, 100, 0, 0, 0);
|
||||
Quake_SetCountdown(quakeIndex, 100);
|
||||
Quake_SetPerturbations(quakeIndex, 100, 0, 0, 0);
|
||||
Quake_SetDuration(quakeIndex, 100);
|
||||
this->actionFunc = EnWallTubo_SetWallFall;
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -80,7 +80,7 @@ void func_80B43A94(EnYukabyun* this, PlayState* play) {
|
|||
this->unk_150--;
|
||||
}
|
||||
if (this->unk_150 == 0) {
|
||||
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_12;
|
||||
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_IGNORE_QUAKE;
|
||||
this->actionfunc = func_80B43AD4;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -7,6 +7,7 @@
|
|||
#include "z_obj_lift.h"
|
||||
#include "assets/objects/object_d_lift/object_d_lift.h"
|
||||
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
|
||||
#include "quake.h"
|
||||
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
|
@ -142,10 +143,10 @@ void func_80B96560(ObjLift* this, PlayState* play) {
|
|||
if (((this->dyna.actor.params >> 8) & 7) == 7) {
|
||||
func_80B967C0(this);
|
||||
} else {
|
||||
quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), 1);
|
||||
quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_1);
|
||||
Quake_SetSpeed(quakeIndex, 10000);
|
||||
Quake_SetQuakeValues(quakeIndex, 2, 0, 0, 0);
|
||||
Quake_SetCountdown(quakeIndex, 20);
|
||||
Quake_SetPerturbations(quakeIndex, 2, 0, 0, 0);
|
||||
Quake_SetDuration(quakeIndex, 20);
|
||||
func_80B9664C(this);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -72,10 +72,10 @@ void OceffWipe_Draw(Actor* thisx, PlayState* play) {
|
|||
s32 i;
|
||||
Vec3f eye;
|
||||
Vtx* vtxPtr;
|
||||
Vec3f vec;
|
||||
Vec3f quakeOffset;
|
||||
|
||||
eye = GET_ACTIVE_CAM(play)->eye;
|
||||
Camera_GetSkyboxOffset(&vec, GET_ACTIVE_CAM(play));
|
||||
Camera_GetQuakeOffset(&quakeOffset, GET_ACTIVE_CAM(play));
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx, "../z_oceff_wipe.c", 346);
|
||||
|
||||
|
@ -103,7 +103,7 @@ void OceffWipe_Draw(Actor* thisx, PlayState* play) {
|
|||
|
||||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
|
||||
Matrix_Translate(eye.x + vec.x, eye.y + vec.y, eye.z + vec.z, MTXMODE_NEW);
|
||||
Matrix_Translate(eye.x + quakeOffset.x, eye.y + quakeOffset.y, eye.z + quakeOffset.z, MTXMODE_NEW);
|
||||
Matrix_Scale(0.1f, 0.1f, 0.1f, MTXMODE_APPLY);
|
||||
Matrix_ReplaceRotation(&play->billboardMtxF);
|
||||
Matrix_Translate(0.0f, 0.0f, -z, MTXMODE_APPLY);
|
||||
|
|
|
@ -66,10 +66,10 @@ void OceffWipe2_Draw(Actor* thisx, PlayState* play) {
|
|||
s32 pad[2];
|
||||
Vec3f eye;
|
||||
Vtx* vtxPtr;
|
||||
Vec3f vec;
|
||||
Vec3f quakeOffset;
|
||||
|
||||
eye = GET_ACTIVE_CAM(play)->eye;
|
||||
Camera_GetSkyboxOffset(&vec, GET_ACTIVE_CAM(play));
|
||||
Camera_GetQuakeOffset(&quakeOffset, GET_ACTIVE_CAM(play));
|
||||
if (this->timer < 32) {
|
||||
z = Math_SinS(this->timer << 9) * 1330;
|
||||
} else {
|
||||
|
@ -91,7 +91,7 @@ void OceffWipe2_Draw(Actor* thisx, PlayState* play) {
|
|||
|
||||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
|
||||
Matrix_Translate(eye.x + vec.x, eye.y + vec.y, eye.z + vec.z, MTXMODE_NEW);
|
||||
Matrix_Translate(eye.x + quakeOffset.x, eye.y + quakeOffset.y, eye.z + quakeOffset.z, MTXMODE_NEW);
|
||||
Matrix_Scale(0.1f, 0.1f, 0.1f, MTXMODE_APPLY);
|
||||
Matrix_ReplaceRotation(&play->billboardMtxF);
|
||||
Matrix_Translate(0.0f, 0.0f, -z, MTXMODE_APPLY);
|
||||
|
|
|
@ -67,10 +67,10 @@ void OceffWipe3_Draw(Actor* thisx, PlayState* play) {
|
|||
s32 pad[2];
|
||||
Vec3f eye;
|
||||
Vtx* vtxPtr;
|
||||
Vec3f vec;
|
||||
Vec3f quakeOffset;
|
||||
|
||||
eye = GET_ACTIVE_CAM(play)->eye;
|
||||
Camera_GetSkyboxOffset(&vec, GET_ACTIVE_CAM(play));
|
||||
Camera_GetQuakeOffset(&quakeOffset, GET_ACTIVE_CAM(play));
|
||||
if (this->counter < 32) {
|
||||
z = Math_SinS(this->counter << 9) * 1330;
|
||||
} else {
|
||||
|
@ -92,7 +92,7 @@ void OceffWipe3_Draw(Actor* thisx, PlayState* play) {
|
|||
|
||||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
|
||||
Matrix_Translate(eye.x + vec.x, eye.y + vec.y, eye.z + vec.z, MTXMODE_NEW);
|
||||
Matrix_Translate(eye.x + quakeOffset.x, eye.y + quakeOffset.y, eye.z + quakeOffset.z, MTXMODE_NEW);
|
||||
Matrix_Scale(0.1f, 0.1f, 0.1f, MTXMODE_APPLY);
|
||||
Matrix_ReplaceRotation(&play->billboardMtxF);
|
||||
Matrix_Translate(0.0f, 0.0f, -z, MTXMODE_APPLY);
|
||||
|
|
|
@ -65,10 +65,10 @@ void OceffWipe4_Draw(Actor* thisx, PlayState* play) {
|
|||
s32 pad[2];
|
||||
Vec3f eye;
|
||||
Vtx* vtxPtr;
|
||||
Vec3f vec;
|
||||
Vec3f quakeOffset;
|
||||
|
||||
eye = GET_ACTIVE_CAM(play)->eye;
|
||||
Camera_GetSkyboxOffset(&vec, GET_ACTIVE_CAM(play));
|
||||
Camera_GetQuakeOffset(&quakeOffset, GET_ACTIVE_CAM(play));
|
||||
if (this->timer < 16) {
|
||||
z = Math_SinS(this->timer * 1024) * 1330.0f;
|
||||
} else {
|
||||
|
@ -90,7 +90,7 @@ void OceffWipe4_Draw(Actor* thisx, PlayState* play) {
|
|||
|
||||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
|
||||
Matrix_Translate(eye.x + vec.x, eye.y + vec.y, eye.z + vec.z, MTXMODE_NEW);
|
||||
Matrix_Translate(eye.x + quakeOffset.x, eye.y + quakeOffset.y, eye.z + quakeOffset.z, MTXMODE_NEW);
|
||||
Matrix_Scale(0.1f, 0.1f, 0.1f, MTXMODE_APPLY);
|
||||
Matrix_ReplaceRotation(&play->billboardMtxF);
|
||||
Matrix_Translate(0.0f, 0.0f, -z, MTXMODE_APPLY);
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
|
||||
#include "ultra64.h"
|
||||
#include "global.h"
|
||||
#include "quake.h"
|
||||
|
||||
#include "overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.h"
|
||||
#include "overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo.h"
|
||||
|
@ -7690,16 +7691,16 @@ s32 func_80842964(Player* this, PlayState* play) {
|
|||
return func_8083B040(this, play) || func_8083B644(this, play) || func_8083E5A8(this, play);
|
||||
}
|
||||
|
||||
void func_808429B4(PlayState* play, s32 speed, s32 y, s32 countdown) {
|
||||
s32 quakeIdx = Quake_Add(Play_GetCamera(play, CAM_ID_MAIN), 3);
|
||||
void Player_RequestQuake(PlayState* play, s32 speed, s32 y, s32 duration) {
|
||||
s32 quakeIndex = Quake_Request(Play_GetCamera(play, CAM_ID_MAIN), QUAKE_TYPE_3);
|
||||
|
||||
Quake_SetSpeed(quakeIdx, speed);
|
||||
Quake_SetQuakeValues(quakeIdx, y, 0, 0, 0);
|
||||
Quake_SetCountdown(quakeIdx, countdown);
|
||||
Quake_SetSpeed(quakeIndex, speed);
|
||||
Quake_SetPerturbations(quakeIndex, y, 0, 0, 0);
|
||||
Quake_SetDuration(quakeIndex, duration);
|
||||
}
|
||||
|
||||
void func_80842A28(PlayState* play, Player* this) {
|
||||
func_808429B4(play, 27767, 7, 20);
|
||||
Player_RequestQuake(play, 27767, 7, 20);
|
||||
play->actorCtx.unk_02 = 4;
|
||||
Player_RequestRumble(this, 255, 20, 150, 0);
|
||||
func_8002F7DC(&this->actor, NA_SE_IT_HAMMER_HIT);
|
||||
|
@ -8209,7 +8210,7 @@ s32 func_80843E64(PlayState* play, Player* this) {
|
|||
}
|
||||
|
||||
func_80837AE0(this, 40);
|
||||
func_808429B4(play, 32967, 2, 30);
|
||||
Player_RequestQuake(play, 32967, 2, 30);
|
||||
Player_RequestRumble(this, impactInfo->rumbleStrength, impactInfo->rumbleDuration,
|
||||
impactInfo->rumbleDecreaseRate, 0);
|
||||
func_8002F7DC(&this->actor, NA_SE_PL_BODY_HIT);
|
||||
|
@ -8415,7 +8416,7 @@ void func_80844708(Player* this, PlayState* play) {
|
|||
|
||||
func_80832264(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_17, this->modelAnimType));
|
||||
this->linearVelocity = -this->linearVelocity;
|
||||
func_808429B4(play, 33267, 3, 12);
|
||||
Player_RequestQuake(play, 33267, 3, 12);
|
||||
Player_RequestRumble(this, 255, 20, 150, 0);
|
||||
func_8002F7DC(&this->actor, NA_SE_PL_BODY_HIT);
|
||||
func_80832698(this, NA_SE_VO_LI_CLIMB_END);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue