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Misc. doc/cleanup 4 (#1093)
* Cleanup parameters passed to `Actor_SpawnFloorDustRing`
* `10` -> `ARROW_NUT` for spawning EnArrow
* Missing empty line after declaration
* Introduce `ACTORCAT_MAX`
* Minor cleanup
* Run formatter
* `sgiDrawIds` -> `giDrawIds`
* `sDmaMgrDataExistError` -> `sDmaMgrIsRomCompressed` bool
* Add Makefile dependencies to rebuild some files when editing actor, object and effect tables in `include/tables/`
* Run formatter
* Revert "Add Makefile dependencies to rebuild some files when editing actor, object and effect tables in `include/tables/`"
This reverts commit c6b9a92139
.
This commit is contained in:
parent
9b67778a00
commit
98259a128d
26 changed files with 68 additions and 66 deletions
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@ -246,7 +246,7 @@ typedef struct {
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/* 0x0004 */ char unk_04[0x04];
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/* 0x0008 */ u8 total; // total number of actors loaded
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/* 0x0009 */ char unk_09[0x03];
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/* 0x000C */ ActorListEntry actorLists[12];
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/* 0x000C */ ActorListEntry actorLists[ACTORCAT_MAX];
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/* 0x006C */ TargetContext targetCtx;
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struct {
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/* 0x0104 */ u32 swch;
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@ -334,7 +334,8 @@ typedef enum {
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/* 0x08 */ ACTORCAT_MISC,
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/* 0x09 */ ACTORCAT_BOSS,
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/* 0x0A */ ACTORCAT_DOOR,
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/* 0x0B */ ACTORCAT_CHEST
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/* 0x0B */ ACTORCAT_CHEST,
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/* 0x0C */ ACTORCAT_MAX
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} ActorCategory;
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#define DEFINE_ACTOR(_0, enum, _2) enum,
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@ -11,7 +11,7 @@ s32 sDmaMgrCurFileLine;
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u32 D_80009460 = 0;
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u32 gDmaMgrDmaBuffSize = 0x2000;
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u32 sDmaMgrDataExistError = 0;
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u32 sDmaMgrIsRomCompressed = false;
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// dmadata filenames
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#define DEFINE_DMA_ENTRY(name) #name,
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@ -292,7 +292,7 @@ void DmaMgr_ProcessMsg(DmaRequest* req) {
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}
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if (!found) {
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if (sDmaMgrDataExistError) {
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if (sDmaMgrIsRomCompressed) {
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DmaMgr_Error(req, NULL, "DATA DON'T EXIST", "該当するデータが存在しません");
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return;
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}
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@ -389,14 +389,14 @@ void DmaMgr_Init(void) {
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(u32)(_dmadataSegmentRomEnd - _dmadataSegmentRomStart));
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osSyncPrintf("dma_rom_ad[]\n");
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sDmaMgrDataExistError = 0;
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sDmaMgrIsRomCompressed = false;
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name = sDmaMgrFileNames;
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iter = gDmaDataTable;
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idx = 0;
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while (iter->vromEnd != 0) {
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if (iter->romEnd != 0) {
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sDmaMgrDataExistError = 1;
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sDmaMgrIsRomCompressed = true;
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}
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osSyncPrintf(
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@ -1982,7 +1982,7 @@ void func_800304DC(GlobalContext* globalCtx, ActorContext* actorCtx, ActorEntry*
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func_8002FA60(globalCtx);
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}
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u32 D_80116068[] = {
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u32 D_80116068[ACTORCAT_MAX] = {
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0x100000C0, 0x100000C0, 0x00000000, 0x100004C0, 0x00000080, 0x300000C0,
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0x10000080, 0x00000000, 0x300000C0, 0x100004C0, 0x00000000, 0x100000C0,
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};
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@ -2762,6 +2762,7 @@ Actor* Actor_Spawn(ActorContext* actorCtx, GlobalContext* globalCtx, s16 actorId
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Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, GlobalContext* globalCtx, s16 actorId, f32 posX,
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f32 posY, f32 posZ, s16 rotX, s16 rotY, s16 rotZ, s16 params) {
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Actor* spawnedActor = Actor_Spawn(actorCtx, globalCtx, actorId, posX, posY, posZ, rotX, rotY, rotZ, params);
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if (spawnedActor == NULL) {
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return NULL;
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}
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@ -208,7 +208,7 @@ void Gameplay_Init(GameState* thisx) {
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Audio_SetExtraFilter(0);
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Quake_Init();
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for (i = 0; i < 4; i++) {
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for (i = 0; i < ARRAY_COUNT(globalCtx->cameraPtrs); i++) {
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globalCtx->cameraPtrs[i] = NULL;
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}
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@ -665,9 +665,9 @@ void BossDodongo_Walk(BossDodongo* this, GlobalContext* globalCtx) {
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} else if (this->unk_1BC != 2) {
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if (((s32)this->skelAnime.curFrame == 1) || ((s32)this->skelAnime.curFrame == 31)) {
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if ((s32)this->skelAnime.curFrame == 1) {
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->unk_410, 25.0f, 0xA, 8.0f, 0x1F4, 0xA, 0);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->unk_410, 25.0f, 10, 8.0f, 500, 10, false);
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} else {
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->unk_404, 25.0f, 0xA, 8.0f, 0x1F4, 0xA, 0);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->unk_404, 25.0f, 10, 8.0f, 500, 10, false);
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}
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if (this->unk_1BC != 0) {
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@ -762,8 +762,8 @@ void BossDodongo_Roll(BossDodongo* this, GlobalContext* globalCtx) {
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}
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if (!(this->unk_19E & 1)) {
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 40.0f, 3, 8.0f, 0x1F4, 0xA,
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0);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 40.0f, 3, 8.0f, 500, 10,
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false);
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}
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}
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}
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@ -1397,8 +1397,8 @@ void BossDodongo_DeathCutscene(BossDodongo* this, GlobalContext* globalCtx) {
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Camera_AddQuake(&globalCtx->mainCamera, 2, 1, 8);
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}
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if (!(this->unk_19E & 1)) {
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 40.0f, 3, 8.0f, 0x1F4,
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0xA, 0);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 40.0f, 3, 8.0f, 500, 10,
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false);
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}
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tempSin = cornerPos->x - this->actor.world.pos.x;
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tempCos = cornerPos->z - this->actor.world.pos.z;
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@ -1522,8 +1522,8 @@ void BossDodongo_DeathCutscene(BossDodongo* this, GlobalContext* globalCtx) {
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} else {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_ROLL - SFX_FLAG);
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if (!(this->unk_19E & 1)) {
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 40.0f, 3, 8.0f, 0x1F4,
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0xA, 0);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 40.0f, 3, 8.0f, 500, 10,
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false);
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}
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}
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Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 0.2f, 0.1f, 0.0f);
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@ -161,11 +161,11 @@ void BossGanon2_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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void func_808FD4D4(BossGanon2* this, GlobalContext* globalCtx, s16 arg2, s16 arg3) {
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if ((arg2 == 0) || (arg2 == 1)) {
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->unk_1D0, 25.0f, arg3, 8.0f, 0x1F4, 0xA, 1);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->unk_1D0, 25.0f, arg3, 8.0f, 500, 10, true);
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}
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if ((arg2 == 0) || (arg2 == 2)) {
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->unk_1DC, 25.0f, arg3, 8.0f, 0x1F4, 0xA, 1);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->unk_1DC, 25.0f, arg3, 8.0f, 500, 10, true);
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_MGANON_WALK);
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@ -368,12 +368,12 @@ void BossGoma_Init(Actor* thisx, GlobalContext* globalCtx) {
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void BossGoma_PlayEffectsAndSfx(BossGoma* this, GlobalContext* globalCtx, s16 arg2, s16 amountMinus1) {
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if (arg2 == 0 || arg2 == 1 || arg2 == 3) {
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->rightHandBackLimbWorldPos, 25.0f, amountMinus1, 8.0f,
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500, 10, 1);
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500, 10, true);
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}
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if (arg2 == 0 || arg2 == 2 || arg2 == 3) {
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->leftHandBackLimbWorldPos, 25.0f, amountMinus1, 8.0f,
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500, 10, 1);
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500, 10, true);
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}
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if (arg2 == 0) {
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@ -1378,7 +1378,7 @@ void BossGoma_FloorLandStruckDown(BossGoma* this, GlobalContext* globalCtx) {
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this->framesUntilNextAction = 150;
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}
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 55.0f, 4, 8.0f, 500, 10, 1);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 55.0f, 4, 8.0f, 500, 10, true);
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}
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/**
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@ -1404,7 +1404,7 @@ void BossGoma_FloorStunned(BossGoma* this, GlobalContext* globalCtx) {
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SkelAnime_Update(&this->skelanime);
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if (this->timer == 1) {
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 55.0f, 4, 8.0f, 500, 10, 1);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 55.0f, 4, 8.0f, 500, 10, true);
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}
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Math_ApproachZeroF(&this->actor.speedXZ, 0.5f, 1.0f);
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@ -567,8 +567,8 @@ void func_809973E8(DoorShutter* this, GlobalContext* globalCtx) {
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if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, this->dyna.actor.velocity.y)) {
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if (this->dyna.actor.velocity.y > 20.0f) {
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this->dyna.actor.floorHeight = this->dyna.actor.home.pos.y;
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Actor_SpawnFloorDustRing(globalCtx, &this->dyna.actor, &this->dyna.actor.world.pos, 45.0f, 0xA, 8.0f, 0x1F4,
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0xA, 0);
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Actor_SpawnFloorDustRing(globalCtx, &this->dyna.actor, &this->dyna.actor.world.pos, 45.0f, 10, 8.0f, 500,
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10, false);
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}
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
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quakeId = Quake_Add(Gameplay_GetCamera(globalCtx, 0), 3);
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@ -605,7 +605,7 @@ void func_809975C0(DoorShutter* this, GlobalContext* globalCtx) {
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
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func_8099803C(globalCtx, 2, 10, parent->subCameraId);
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Actor_SpawnFloorDustRing(globalCtx, &this->dyna.actor, &this->dyna.actor.world.pos, 70.0f, 20, 8.0f, 500,
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10, 1);
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10, true);
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}
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}
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}
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@ -268,7 +268,7 @@ void EnAm_SpawnEffects(EnAm* this, GlobalContext* globalCtx) {
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}
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Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EN_AMOS_WALK);
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Actor_SpawnFloorDustRing(globalCtx, &this->dyna.actor, &this->dyna.actor.world.pos, 4.0f, 3, 8.0f, 0x12C, 0xF, 0);
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Actor_SpawnFloorDustRing(globalCtx, &this->dyna.actor, &this->dyna.actor.world.pos, 4.0f, 3, 8.0f, 300, 15, false);
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}
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void EnAm_SetupSleep(EnAm* this) {
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@ -711,7 +711,7 @@ void EnBb_Down(EnBb* this, GlobalContext* globalCtx) {
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this->actor.velocity.y = 10.0f;
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}
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this->actor.bgCheckFlags &= ~1;
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 7.0f, 2, 2.0f, 0, 0, 0);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 7.0f, 2, 2.0f, 0, 0, false);
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Math_SmoothStepToS(&this->actor.world.rot.y, -this->actor.yawTowardsPlayer, 1, 0xBB8, 0);
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}
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this->actor.shape.rot.y = this->actor.world.rot.y;
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@ -1111,7 +1111,7 @@ void EnBb_Stunned(EnBb* this, GlobalContext* globalCtx) {
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} else {
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this->actor.velocity.y = 0.0f;
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}
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 7.0f, 2, 2.0f, 0, 0, 0);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 7.0f, 2, 2.0f, 0, 0, false);
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}
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if (this->actor.colorFilterTimer == 0) {
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this->actor.shape.yOffset = 200.0f;
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@ -456,7 +456,7 @@ void func_809CF984(EnBw* this, GlobalContext* globalCtx) {
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Actor_Kill(&this->actor);
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return;
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}
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 11, 4.0f, 0, 0, false);
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this->unk_222 = 3000;
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this->actor.flags &= ~ACTOR_FLAG_24;
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this->actor.speedXZ = 0.0f;
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@ -490,7 +490,7 @@ void func_809CFC4C(EnBw* this, GlobalContext* globalCtx) {
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this->unk_258 += this->unk_25C;
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Math_SmoothStepToF(&this->unk_260, 0.075f, 1.0f, 0.005f, 0.0f);
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if (this->actor.bgCheckFlags & 2) {
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 11, 4.0f, 0, 0, false);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
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}
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if (this->unk_224 != 0) {
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@ -540,7 +540,7 @@ void func_809CFF98(EnBw* this, GlobalContext* globalCtx) {
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Math_SmoothStepToF(&this->unk_248, 0.6f, 1.0f, 0.05f, 0.0f);
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SkelAnime_Update(&this->skelAnime);
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if (this->actor.bgCheckFlags & 3) {
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 11, 4.0f, 0, 0, false);
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this->unk_222 = 0xBB8;
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this->unk_250 = 0.0f;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
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@ -663,7 +663,7 @@ void func_809D0424(EnBw* this, GlobalContext* globalCtx) {
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if (func_800355E4(globalCtx, &this->collider2.base)) {
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this->unk_230 = 0;
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this->actor.scale.y -= 0.009f;
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 11, 4.0f, 0, 0, false);
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} else {
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this->unk_230 = 1;
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}
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@ -677,7 +677,7 @@ void func_809D0584(EnBw* this, GlobalContext* globalCtx) {
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if ((this->actor.bgCheckFlags & 0x10) && (this->actor.bgCheckFlags & 1)) {
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this->unk_230 = 0;
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this->actor.scale.y -= 0.009f;
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0, 0, 0);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 11, 4.0f, 0, 0, false);
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func_809D00F4(this);
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} else {
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if (this->collider2.base.acFlags & AC_HIT) {
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@ -705,8 +705,8 @@ void func_809D0584(EnBw* this, GlobalContext* globalCtx) {
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if (func_800355E4(globalCtx, &this->collider2.base)) {
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this->unk_230 = 0;
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this->actor.scale.y -= 0.009f;
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 0xB, 4.0f, 0,
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0, 0);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 30.0f, 11, 4.0f, 0, 0,
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false);
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} else {
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this->unk_230 = 1;
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}
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@ -549,13 +549,13 @@ void EnDodongo_Walk(EnDodongo* this, GlobalContext* globalCtx) {
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if ((s32)this->skelAnime.curFrame < 21) {
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if (!this->rightFootStep) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_J_WALK);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->leftFootPos, 10.0f, 3, 2.0f, 0xC8, 0xF, 0);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->leftFootPos, 10.0f, 3, 2.0f, 200, 15, false);
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this->rightFootStep = true;
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}
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} else {
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if (this->rightFootStep) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_J_WALK);
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Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->rightFootPos, 10.0f, 3, 2.0f, 0xC8, 0xF, 0);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->rightFootPos, 10.0f, 3, 2.0f, 200, 15, false);
|
||||
this->rightFootStep = false;
|
||||
}
|
||||
}
|
||||
|
@ -640,11 +640,11 @@ void EnDodongo_SweepTail(EnDodongo* this, GlobalContext* globalCtx) {
|
|||
tailPos.x = this->sphElements[1].dim.worldSphere.center.x;
|
||||
tailPos.y = this->sphElements[1].dim.worldSphere.center.y;
|
||||
tailPos.z = this->sphElements[1].dim.worldSphere.center.z;
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &tailPos, 5.0f, 2, 2.0f, 100, 15, 0);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &tailPos, 5.0f, 2, 2.0f, 100, 15, false);
|
||||
tailPos.x = this->sphElements[2].dim.worldSphere.center.x;
|
||||
tailPos.y = this->sphElements[2].dim.worldSphere.center.y;
|
||||
tailPos.z = this->sphElements[2].dim.worldSphere.center.z;
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &tailPos, 5.0f, 2, 2.0f, 100, 15, 0);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &tailPos, 5.0f, 2, 2.0f, 100, 15, false);
|
||||
|
||||
if (this->colliderBody.base.atFlags & AT_HIT) {
|
||||
Player* player = GET_PLAYER(globalCtx);
|
||||
|
|
|
@ -488,10 +488,10 @@ void EnExItem_DrawHeartPiece(EnExItem* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
|
||||
void EnExItem_DrawMagic(EnExItem* this, GlobalContext* globalCtx, s16 magicIndex) {
|
||||
static s16 sgiDrawIds[] = { GID_DINS_FIRE, GID_FARORES_WIND, GID_NAYRUS_LOVE };
|
||||
static s16 giDrawIds[] = { GID_DINS_FIRE, GID_FARORES_WIND, GID_NAYRUS_LOVE };
|
||||
|
||||
func_8002ED80(&this->actor, globalCtx, 0);
|
||||
GetItem_Draw(globalCtx, sgiDrawIds[magicIndex]);
|
||||
GetItem_Draw(globalCtx, giDrawIds[magicIndex]);
|
||||
}
|
||||
|
||||
void EnExItem_DrawKey(EnExItem* this, GlobalContext* globalCtx, s32 index) {
|
||||
|
|
|
@ -199,7 +199,7 @@ void EnFireRock_Fall(EnFireRock* this, GlobalContext* globalCtx) {
|
|||
func_80033E88(&this->actor, globalCtx, 5, 2);
|
||||
case FIRE_ROCK_BROKEN_PIECE1:
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, this->actor.shape.shadowScale,
|
||||
1, 8.0f, 500, 10, 0);
|
||||
1, 8.0f, 500, 10, false);
|
||||
for (i = 0; i < 5; i++) {
|
||||
flamePos.x = Rand_CenteredFloat(20.0f) + this->actor.world.pos.x;
|
||||
flamePos.y = this->actor.floorHeight;
|
||||
|
@ -210,7 +210,7 @@ void EnFireRock_Fall(EnFireRock* this, GlobalContext* globalCtx) {
|
|||
break;
|
||||
default:
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, this->actor.shape.shadowScale,
|
||||
3, 8.0f, 200, 10, 0);
|
||||
3, 8.0f, 200, 10, false);
|
||||
SoundSource_PlaySfxAtFixedWorldPos(globalCtx, &this->actor.world.pos, 40, NA_SE_EV_EXPLOSION);
|
||||
Actor_Kill(&this->actor);
|
||||
break;
|
||||
|
|
|
@ -254,7 +254,7 @@ void EnFloormas_SetupHover(EnFloormas* this, GlobalContext* globalCtx) {
|
|||
this->actor.speedXZ = 0.0f;
|
||||
this->actor.gravity = 0.0f;
|
||||
EnFloormas_MakeInvulnerable(this);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 15.0f, 6, 20.0f, 0x12C, 0x64, 1);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 15.0f, 6, 20.0f, 300, 100, true);
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FLOORMASTER_ATTACK);
|
||||
this->actionFunc = EnFloormas_Hover;
|
||||
}
|
||||
|
|
|
@ -370,8 +370,8 @@ void EnGeldB_Wait(EnGeldB* this, GlobalContext* globalCtx) {
|
|||
this->actor.focus.pos = this->actor.world.pos;
|
||||
this->actor.bgCheckFlags &= ~2;
|
||||
this->actor.velocity.y = 0.0f;
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->leftFootPos, 3.0f, 2, 2.0f, 0, 0, 0);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->rightFootPos, 3.0f, 2, 2.0f, 0, 0, 0);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->leftFootPos, 3.0f, 2, 2.0f, 0, 0, false);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->rightFootPos, 3.0f, 2, 2.0f, 0, 0, false);
|
||||
}
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
EnGeldB_SetupReady(this);
|
||||
|
@ -395,8 +395,8 @@ void EnGeldB_Flee(EnGeldB* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
if (this->skelAnime.curFrame == 2.0f) {
|
||||
this->actor.gravity = 0.0f;
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->leftFootPos, 3.0f, 2, 2.0f, 0, 0, 0);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->rightFootPos, 3.0f, 2, 2.0f, 0, 0, 0);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->leftFootPos, 3.0f, 2, 2.0f, 0, 0, false);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->rightFootPos, 3.0f, 2, 2.0f, 0, 0, false);
|
||||
}
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.floorHeight + 300.0f, 1.0f, 20.5f, 0.0f);
|
||||
|
@ -925,8 +925,8 @@ void EnGeldB_SpinAttack(EnGeldB* this, GlobalContext* globalCtx) {
|
|||
if ((s32)this->skelAnime.curFrame < 9) {
|
||||
this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer;
|
||||
} else if ((s32)this->skelAnime.curFrame == 13) {
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->leftFootPos, 3.0f, 2, 2.0f, 0, 0, 0);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->rightFootPos, 3.0f, 2, 2.0f, 0, 0, 0);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->leftFootPos, 3.0f, 2, 2.0f, 0, 0, false);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->rightFootPos, 3.0f, 2, 2.0f, 0, 0, false);
|
||||
this->swordState = 1;
|
||||
this->actor.speedXZ = 10.0f;
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_GERUDOFT_ATTACK);
|
||||
|
|
|
@ -198,7 +198,7 @@ void func_80AE5054(EnReeba* this, GlobalContext* globalCtx) {
|
|||
|
||||
if ((globalCtx->gameplayFrames % 4) == 0) {
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, this->actor.shape.shadowScale, 1,
|
||||
8.0f, 500, 10, 1);
|
||||
8.0f, 500, 10, true);
|
||||
}
|
||||
|
||||
if (this->unk_278 == 0) {
|
||||
|
@ -339,7 +339,7 @@ void func_80AE56E0(EnReeba* this, GlobalContext* globalCtx) {
|
|||
if ((this->unk_284 + 10.0f) <= this->actor.shape.yOffset) {
|
||||
if ((globalCtx->gameplayFrames % 4) == 0) {
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, this->actor.shape.shadowScale, 1,
|
||||
8.0f, 500, 10, 1);
|
||||
8.0f, 500, 10, true);
|
||||
}
|
||||
|
||||
Math_ApproachF(&this->actor.shape.yOffset, this->unk_284, 1.0f, this->unk_288);
|
||||
|
|
|
@ -655,7 +655,7 @@ void func_80B0DB00(EnSw* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 16.0f, 0xC, 2.0f, 0x78, 0xA, 0);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 16.0f, 12, 2.0f, 120, 10, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1896,7 +1896,7 @@ void EnTest_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, V
|
|||
if ((this->unk_7C8 == 0x15) || (this->unk_7C8 == 0x16)) {
|
||||
if (this->actor.speedXZ != 0.0f) {
|
||||
Matrix_MultVec3f(&D_80864658, &sp64);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &sp64, 10.0f, 1, 8.0f, 0x64, 0xF, 0);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &sp64, 10.0f, 1, 8.0f, 100, 15, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -798,7 +798,7 @@ void EnTite_FlipOnBack(EnTite* this, GlobalContext* globalCtx) {
|
|||
if (this->actor.bgCheckFlags & 3) {
|
||||
// Upon landing, spawn dust and make noise
|
||||
if (this->actor.bgCheckFlags & 2) {
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 20.0f, 0xB, 4.0f, 0, 0, 0);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 20.0f, 11, 4.0f, 0, 0, false);
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
|
||||
}
|
||||
this->vOnBackTimer--;
|
||||
|
|
|
@ -185,7 +185,7 @@ void EnWallmas_SetupLand(EnWallmas* this, GlobalContext* globalCtx) {
|
|||
Animation_Change(&this->skelAnime, objSegChangee, 1.0f, 41.0f, Animation_GetLastFrame(objSegFrameCount),
|
||||
ANIMMODE_ONCE, -3.0f);
|
||||
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 15.0f, 6, 20.0f, 0x12C, 0x64, 1);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 15.0f, 6, 20.0f, 300, 100, true);
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FALL_LAND);
|
||||
this->actionFunc = EnWallmas_Land;
|
||||
}
|
||||
|
|
|
@ -556,7 +556,7 @@ void EnWf_RunAtPlayer(EnWf* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
if ((animPrevFrame != (s32)this->skelAnime.curFrame) && (sp58 <= 0) && ((playSpeed + animPrevFrame) > 0)) {
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_WOLFOS_WALK);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 20.0f, 3, 3.0f, 50, 50, 1);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 20.0f, 3, 3.0f, 50, 50, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -687,7 +687,7 @@ void EnWf_RunAroundPlayer(EnWf* this, GlobalContext* globalCtx) {
|
|||
if ((animPrevFrame != (s32)this->skelAnime.curFrame) && (animFrameSpeedDiff <= 0) &&
|
||||
(animSpeed + animPrevFrame > 0)) {
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_WOLFOS_WALK);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 20.0f, 3, 3.0f, 50, 50, 1);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 20.0f, 3, 3.0f, 50, 50, true);
|
||||
}
|
||||
|
||||
if ((globalCtx->gameplayFrames & 95) == 0) {
|
||||
|
@ -750,7 +750,7 @@ void EnWf_Slash(EnWf* this, GlobalContext* globalCtx) {
|
|||
SkelAnime_Update(&this->skelAnime)) {
|
||||
if ((curFrame != 15) && (this->actionTimer != 0)) {
|
||||
this->actor.shape.rot.y += (s16)(3276.0f * (1.5f + (this->actionTimer - 4) * 0.4f));
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 15.0f, 1, 2.0f, 50, 50, 1);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 15.0f, 1, 2.0f, 50, 50, true);
|
||||
this->actionTimer--;
|
||||
} else if (!Actor_IsFacingPlayer(&this->actor, 0x1554) && (curFrame != 15)) {
|
||||
EnWf_SetupWait(this);
|
||||
|
@ -1167,7 +1167,7 @@ void EnWf_Sidestep(EnWf* this, GlobalContext* globalCtx) {
|
|||
if ((animPrevFrame != (s32)this->skelAnime.curFrame) && (animFrameSpeedDiff <= 0) &&
|
||||
((animSpeed + animPrevFrame) > 0)) {
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_WOLFOS_WALK);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 20.0f, 3, 3.0f, 50, 50, 1);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->actor.world.pos, 20.0f, 3, 3.0f, 50, 50, true);
|
||||
}
|
||||
|
||||
if ((globalCtx->gameplayFrames & 95) == 0) {
|
||||
|
|
|
@ -666,8 +666,8 @@ void EnZf_DropIn(EnZf* this, GlobalContext* globalCtx) {
|
|||
this->actor.bgCheckFlags &= ~2;
|
||||
this->actor.world.pos.y = this->actor.floorHeight;
|
||||
this->actor.velocity.y = 0.0f;
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->leftFootPos, 3.0f, 2, 2.0f, 0, 0, 0);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->rightFootPos, 3.0f, 2, 2.0f, 0, 0, 0);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->leftFootPos, 3.0f, 2, 2.0f, 0, 0, false);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->rightFootPos, 3.0f, 2, 2.0f, 0, 0, false);
|
||||
}
|
||||
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
|
@ -1535,8 +1535,8 @@ void EnZf_HopAway(EnZf* this, GlobalContext* globalCtx) {
|
|||
this->actor.velocity.y = 0.0f;
|
||||
this->actor.world.pos.y = this->actor.floorHeight;
|
||||
this->actor.speedXZ = 0.0f;
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->leftFootPos, 3.0f, 2, 2.0f, 0, 0, 0);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->rightFootPos, 3.0f, 2, 2.0f, 0, 0, 0);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->leftFootPos, 3.0f, 2, 2.0f, 0, 0, false);
|
||||
Actor_SpawnFloorDustRing(globalCtx, &this->actor, &this->rightFootPos, 3.0f, 2, 2.0f, 0, 0, false);
|
||||
|
||||
if (phi_f20 <= this->actor.xzDistToPlayer) {
|
||||
EnZf_SetupHopAndTaunt(this);
|
||||
|
|
|
@ -11934,7 +11934,7 @@ void func_8084E604(Player* this, GlobalContext* globalCtx) {
|
|||
} else if (LinkAnimation_OnFrame(&this->skelAnime, 3.0f)) {
|
||||
Inventory_ChangeAmmo(ITEM_NUT, -1);
|
||||
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ARROW, this->bodyPartsPos[15].x, this->bodyPartsPos[15].y,
|
||||
this->bodyPartsPos[15].z, 4000, this->actor.shape.rot.y, 0, 10);
|
||||
this->bodyPartsPos[15].z, 4000, this->actor.shape.rot.y, 0, ARROW_NUT);
|
||||
func_80832698(this, NA_SE_VO_LI_SWORD_N);
|
||||
}
|
||||
|
||||
|
|
|
@ -33,7 +33,7 @@ void Title_PrintBuildInfo(Gfx** gfxp) {
|
|||
// Note: In other rom versions this function also updates unk_1D4, coverAlpha, addAlpha, visibleDuration to calculate
|
||||
// the fade-in/fade-out + the duration of the n64 logo animation
|
||||
void Title_Calc(TitleContext* this) {
|
||||
this->exit = 1;
|
||||
this->exit = true;
|
||||
}
|
||||
|
||||
void Title_SetupView(TitleContext* this, f32 x, f32 y, f32 z) {
|
||||
|
|
Loading…
Add table
Reference in a new issue