mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-06 06:10:21 +00:00
parent
088e8c09bc
commit
b029225000
33 changed files with 589 additions and 1830 deletions
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@ -15,12 +15,23 @@ void EnWeiyer_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnWeiyer_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnWeiyer_Draw(Actor* thisx, GlobalContext* globalCtx);
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extern UNK_TYPE D_06000288;
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extern UNK_TYPE D_06000FC0;
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extern UNK_TYPE D_060012AC;
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extern UNK_TYPE D_06003410;
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void func_80B32804(EnWeiyer* this, GlobalContext* globalCtx);
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void func_80B328E8(EnWeiyer* this, GlobalContext* globalCtx);
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void func_80B32C2C(EnWeiyer* this, GlobalContext* globalCtx);
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void func_80B32D30(EnWeiyer* this, GlobalContext* globalCtx);
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void func_80B32E34(EnWeiyer* this, GlobalContext* globalCtx);
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void func_80B33018(EnWeiyer* this, GlobalContext* globalCtx);
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void func_80B331CC(EnWeiyer* this, GlobalContext* globalCtx);
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void func_80B333B8(EnWeiyer* this, GlobalContext* globalCtx);
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void func_80B332B4(EnWeiyer* this, GlobalContext* globalCtx);
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void func_80B33338(EnWeiyer* this, GlobalContext* globalCtx);
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void func_80B3349C(EnWeiyer* this, GlobalContext* globalCtx);
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extern AnimationHeader D_06000288;
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extern AnimationHeader D_06000FC0;
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extern AnimationHeader D_060012AC;
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extern SkeletonHeader D_06003410;
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/*
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const ActorInit En_Weiyer_InitVars = {
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ACTOR_EN_WEIYER,
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ACTORCAT_ENEMY,
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@ -33,7 +44,7 @@ const ActorInit En_Weiyer_InitVars = {
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(ActorFunc)EnWeiyer_Draw,
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};
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static ColliderCylinderInit D_80B33A90 = {
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static ColliderCylinderInit sCylinderInit = {
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{
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COLTYPE_HIT0,
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AT_TYPE_ENEMY,
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@ -52,59 +63,590 @@ static ColliderCylinderInit D_80B33A90 = {
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},
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{ 16, 10, -6, { 0, 0, 0 } },
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};
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*/
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/EnWeiyer_Init.s")
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static CollisionCheckInfoInit sColChkInfoInit = { 2, 45, 15, 100 };
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static DamageTable sDamageTable = {
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/* Deku nut */ DMG_ENTRY(0, 0x1),
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/* Deku stick */ DMG_ENTRY(2, 0x0),
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/* Slingshot */ DMG_ENTRY(1, 0x0),
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/* Explosive */ DMG_ENTRY(2, 0x0),
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/* Boomerang */ DMG_ENTRY(0, 0x1),
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/* Normal arrow */ DMG_ENTRY(2, 0x0),
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/* Hammer swing */ DMG_ENTRY(2, 0x0),
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/* Hookshot */ DMG_ENTRY(2, 0x0),
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/* Kokiri sword */ DMG_ENTRY(1, 0x0),
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/* Master sword */ DMG_ENTRY(2, 0x0),
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/* Giant's Knife */ DMG_ENTRY(4, 0x0),
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/* Fire arrow */ DMG_ENTRY(2, 0x0),
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/* Ice arrow */ DMG_ENTRY(2, 0x0),
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/* Light arrow */ DMG_ENTRY(2, 0x0),
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/* Unk arrow 1 */ DMG_ENTRY(2, 0x0),
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/* Unk arrow 2 */ DMG_ENTRY(0, 0x0),
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/* Unk arrow 3 */ DMG_ENTRY(0, 0x0),
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/* Fire magic */ DMG_ENTRY(0, 0x0),
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/* Ice magic */ DMG_ENTRY(0, 0x0),
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/* Light magic */ DMG_ENTRY(0, 0x0),
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/* Shield */ DMG_ENTRY(0, 0x0),
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/* Mirror Ray */ DMG_ENTRY(0, 0x0),
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/* Kokiri spin */ DMG_ENTRY(1, 0x0),
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/* Giant spin */ DMG_ENTRY(4, 0x0),
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/* Master spin */ DMG_ENTRY(2, 0x0),
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/* Kokiri jump */ DMG_ENTRY(2, 0x0),
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/* Giant jump */ DMG_ENTRY(8, 0x0),
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/* Master jump */ DMG_ENTRY(4, 0x0),
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/* Unknown 1 */ DMG_ENTRY(0, 0x0),
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/* Unblockable */ DMG_ENTRY(0, 0x0),
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/* Hammer jump */ DMG_ENTRY(4, 0x0),
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/* Unknown 2 */ DMG_ENTRY(0, 0x0),
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};
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static InitChainEntry sInitChain[] = {
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ICHAIN_S8(naviEnemyId, 25, ICHAIN_CONTINUE),
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ICHAIN_VEC3F_DIV1000(scale, 3, ICHAIN_CONTINUE),
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ICHAIN_F32(targetArrowOffset, 2500, ICHAIN_STOP),
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};
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/EnWeiyer_Destroy.s")
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void EnWeiyer_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnWeiyer* this = THIS;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B32384.s")
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Actor_ProcessInitChain(thisx, sInitChain);
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ActorShape_Init(&this->actor.shape, 1000.0f, ActorShadow_DrawCircle, 65.0f);
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SkelAnime_Init(globalCtx, &this->skelAnime, &D_06003410, &D_060012AC, this->jointTable, this->morphTable, 19);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit);
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this->actionFunc = func_80B32804;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B32434.s")
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void EnWeiyer_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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EnWeiyer* this = THIS;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B32494.s")
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Collider_DestroyCylinder(globalCtx, &this->collider);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B32508.s")
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void func_80B32384(EnWeiyer* this) {
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this->unk_196 = this->actor.shape.rot.y;
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this->unk_27C = (cosf(-M_PI / 8) * 3.0f) + this->actor.world.pos.y;
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Animation_MorphToLoop(&this->skelAnime, &D_06000FC0, -5.0f);
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this->unk_194 = 30;
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this->actor.speedXZ = CLAMP_MAX(this->actor.speedXZ, 2.5f);
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this->collider.base.atFlags &= ~AT_ON;
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this->unk_280 = this->actor.floorHeight;
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this->actionFunc = func_80B328E8;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B32538.s")
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void func_80B32434(EnWeiyer* this) {
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Animation_MorphToLoop(&this->skelAnime, &D_06000FC0, -5.0f);
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this->collider.base.atFlags |= AT_ON;
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this->unk_194 = 0;
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this->actor.speedXZ = 5.0f;
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this->actionFunc = func_80B32C2C;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B325A0.s")
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void func_80B32494(EnWeiyer* this) {
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Animation_Change(&this->skelAnime, &D_06000288, 2.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -8.0f);
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this->unk_194 = 40;
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this->collider.base.atFlags |= AT_ON;
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this->actionFunc = func_80B32D30;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B32660.s")
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void func_80B32508(EnWeiyer* this) {
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this->unk_194 = 200;
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this->collider.base.atFlags |= AT_ON;
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this->skelAnime.playSpeed = 3.0f;
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this->actionFunc = func_80B32E34;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B32724.s")
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void func_80B32538(EnWeiyer* this) {
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this->unk_194 = 200;
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this->unk_196 = this->actor.yawTowardsPlayer + 0x8000;
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this->unk_27C = this->actor.world.pos.y;
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this->actor.speedXZ = CLAMP_MAX(this->actor.speedXZ, 4.0f);
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this->collider.base.atFlags &= ~AT_ON;
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this->skelAnime.playSpeed = 1.0f;
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this->actionFunc = func_80B33018;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B327B0.s")
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void func_80B325A0(EnWeiyer* this) {
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Animation_Change(&this->skelAnime, &D_06000FC0, 2.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -3.0f);
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this->unk_194 = 40;
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this->collider.base.atFlags &= ~AT_ON;
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this->collider.base.acFlags &= ~AC_ON;
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this->actor.gravity = 0.0f;
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this->actor.velocity.y = 0.0f;
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this->actor.speedXZ = 3.0f;
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func_8003426C(&this->actor, 0x4000, 0xC8, 0, 0x28);
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this->collider.dim.height = sCylinderInit.dim.height;
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this->actionFunc = func_80B331CC;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B327D8.s")
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void func_80B32660(EnWeiyer* this) {
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Animation_Change(&this->skelAnime, &D_06000288, 2.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -8.0f);
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this->unk_194 = 80;
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this->actor.speedXZ = 0.0f;
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this->actor.velocity.y = 0.0f;
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this->actor.gravity = -1.0f;
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this->collider.dim.height = sCylinderInit.dim.height + 0xF;
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func_8003426C(&this->actor, 0, 0xC8, 0, 0x50);
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this->collider.base.atFlags &= ~AT_ON;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
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this->actionFunc = func_80B333B8;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B32804.s")
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void func_80B32724(EnWeiyer* this) {
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Animation_MorphToLoop(&this->skelAnime, &D_06000FC0, -5.0f);
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this->unk_194 = 20;
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func_8003426C(&this->actor, 0x4000, 0xC8, 0, 0x28);
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this->collider.base.atFlags &= ~AT_ON;
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this->collider.base.acFlags &= ~AC_ON;
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this->actor.speedXZ = 3.0f;
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this->actionFunc = func_80B332B4;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B328E8.s")
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void func_80B327B0(EnWeiyer* this) {
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this->actor.colorFilterParams |= 0x2000;
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this->actor.speedXZ = 0.0f;
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this->actor.velocity.y = 0.0f;
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this->actionFunc = func_80B33338;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B32C2C.s")
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void func_80B327D8(EnWeiyer* this) {
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this->actor.shape.rot.x = -0x2000;
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this->unk_194 = -1;
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this->actor.speedXZ = 5.0f;
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this->actionFunc = func_80B3349C;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B32D30.s")
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void func_80B32804(EnWeiyer* this, GlobalContext* globalCtx) {
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WaterBox* waterBox;
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s32 bgId;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B32DEC.s")
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this->actor.world.pos.y += 0.5f;
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this->actor.floorHeight = BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &this->actor.floorPoly, &bgId,
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&this->actor, &this->actor.world.pos);
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B32E34.s")
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if (!WaterBox_GetSurfaceImpl(globalCtx, &globalCtx->colCtx, this->actor.world.pos.x, this->actor.world.pos.z,
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&this->actor.home.pos.y, &waterBox) ||
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((this->actor.home.pos.y - 5.0f) <= this->actor.floorHeight)) {
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Actor_Kill(&this->actor);
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} else {
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this->actor.home.pos.y -= 5.0f;
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this->actor.world.pos.y = (this->actor.home.pos.y + this->actor.floorHeight) / 2.0f;
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func_80B32384(this);
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B33018.s")
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void func_80B328E8(EnWeiyer* this, GlobalContext* globalCtx) {
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s32 sp34;
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f32 curFrame;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B331CC.s")
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SkelAnime_Update(&this->skelAnime);
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Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x800);
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sp34 = Animation_OnFrame(&this->skelAnime, 0.0f);
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curFrame = this->skelAnime.curFrame;
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Math_StepToF(&this->unk_27C, this->unk_280, 0.5f);
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this->actor.world.pos.y = this->unk_27C - cosf((curFrame - 5.0f) * (M_PI / 40)) * 3.0f;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B332B4.s")
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if (curFrame <= 45.0f) {
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Math_StepToF(&this->actor.speedXZ, 1.0f, 0.03f);
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} else {
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Math_StepToF(&this->actor.speedXZ, 1.3f, 0.03f);
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B33338.s")
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if (this->actor.bgCheckFlags & 8) {
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this->unk_196 = this->actor.wallYaw;
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this->unk_194 = 30;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B333B8.s")
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if (Math_ScaledStepToS(&this->actor.shape.rot.y, this->unk_196, 182)) {
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if (this->unk_194 != 0) {
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this->unk_194--;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B3349C.s")
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if (this->unk_194 == 0) {
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this->unk_196 =
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Rand_S16Offset(0x2000, 0x2000) * ((Rand_ZeroOne() < 0.5f) ? -1 : 1) + this->actor.shape.rot.y;
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this->unk_194 = 30;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B3368C.s")
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if (Rand_ZeroOne() < 0.3333f) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_EIER_CRY);
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}
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}
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/EnWeiyer_Update.s")
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if (this->actor.home.pos.y < this->actor.world.pos.y) {
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if (this->actor.home.pos.y < this->actor.floorHeight) {
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func_80B32434(this);
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} else {
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this->actor.world.pos.y = this->actor.home.pos.y;
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this->unk_280 =
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Rand_ZeroOne() * ((this->actor.home.pos.y - this->actor.floorHeight) / 2.0f) + this->actor.floorHeight;
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}
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} else {
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Player* player = PLAYER;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/func_80B338D4.s")
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if (this->actor.bgCheckFlags & 1) {
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this->unk_280 =
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this->actor.home.pos.y - Rand_ZeroOne() * ((this->actor.home.pos.y - this->actor.floorHeight) / 2.0f);
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} else if (sp34 && (Rand_ZeroOne() < 0.1f)) {
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this->unk_280 =
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Rand_ZeroOne() * (this->actor.home.pos.y - this->actor.floorHeight) + this->actor.floorHeight;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Weiyer/EnWeiyer_Draw.s")
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if ((this->actor.xzDistToPlayer < 400.0f) && (fabsf(this->actor.yDistToPlayer) < 250.0f) &&
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(player->actor.world.pos.y < (this->actor.home.pos.y + 20.0f))) {
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func_80B32508(this);
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}
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}
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}
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void func_80B32C2C(EnWeiyer* this, GlobalContext* globalCtx) {
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SkelAnime_Update(&this->skelAnime);
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if (this->unk_194 == 0) {
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if (Math_ScaledStepToS(&this->actor.shape.rot.x, -0x4000, 0x800)) {
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this->actor.shape.rot.z = 0;
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this->actor.shape.rot.y += 0x8000;
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this->unk_194 = 1;
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} else {
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this->actor.shape.rot.z = this->actor.shape.rot.x * 2;
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}
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} else {
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Math_ScaledStepToS(&this->actor.shape.rot.x, 0x1800, 0x800);
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if (this->actor.world.pos.y < this->actor.home.pos.y) {
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if (this->actor.shape.rot.x > 0) {
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EffectSsGSplash_Spawn(globalCtx, &this->actor.world.pos, NULL, NULL, 1, 400);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_OCTAROCK_SINK);
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}
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func_80B32538(this);
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} else if (this->actor.bgCheckFlags & 1) {
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func_80B32494(this);
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}
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}
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}
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void func_80B32D30(EnWeiyer* this, GlobalContext* globalCtx) {
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SkelAnime_Update(&this->skelAnime);
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if (Animation_OnFrame(&this->skelAnime, 0.0f)) {
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_EIER_FLUTTER);
|
||||
}
|
||||
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x800);
|
||||
Math_StepToF(&this->actor.speedXZ, 0.0f, 1.0f);
|
||||
|
||||
if (this->unk_194 != 0) {
|
||||
this->unk_194--;
|
||||
}
|
||||
|
||||
if (this->unk_194 == 0) {
|
||||
func_80B32434(this);
|
||||
} else if (this->actor.world.pos.y < this->actor.home.pos.y) {
|
||||
func_80B32384(this);
|
||||
}
|
||||
}
|
||||
|
||||
s16 func_80B32DEC(EnWeiyer* this, GlobalContext* globalCtx) {
|
||||
Player* player = PLAYER;
|
||||
Vec3f vec;
|
||||
|
||||
vec.x = player->actor.world.pos.x;
|
||||
vec.y = player->actor.world.pos.y + 20.0f;
|
||||
vec.z = player->actor.world.pos.z;
|
||||
|
||||
return Actor_WorldPitchTowardPoint(&this->actor, &vec);
|
||||
}
|
||||
|
||||
void func_80B32E34(EnWeiyer* this, GlobalContext* globalCtx) {
|
||||
Player* player = PLAYER;
|
||||
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
|
||||
if (this->unk_194 != 0) {
|
||||
this->unk_194--;
|
||||
}
|
||||
|
||||
if ((this->unk_194 == 0) || ((this->actor.home.pos.y + 20.0f) <= player->actor.world.pos.y) ||
|
||||
(this->collider.base.atFlags & AT_HIT)) {
|
||||
func_80B32538(this);
|
||||
} else {
|
||||
if (func_8002E084(&this->actor, 0x2800)) {
|
||||
Math_StepToF(&this->actor.speedXZ, 4.0f, 0.2f);
|
||||
} else {
|
||||
Math_StepToF(&this->actor.speedXZ, 1.3f, 0.2f);
|
||||
}
|
||||
|
||||
if (this->actor.home.pos.y < this->actor.world.pos.y) {
|
||||
if (this->actor.home.pos.y < this->actor.floorHeight) {
|
||||
this->actor.shape.rot.x = 0;
|
||||
func_80B32434(this);
|
||||
return;
|
||||
}
|
||||
|
||||
this->actor.world.pos.y = this->actor.home.pos.y;
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.x, 0x1000, 2, 0x100, 0x40);
|
||||
} else {
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.x, func_80B32DEC(this, globalCtx), 2, 0x100, 0x40);
|
||||
}
|
||||
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 2, 0x200, 0x80);
|
||||
|
||||
if ((player->actor.yDistToWater < 50.0f) && (this->actor.yDistToWater < 20.0f) &&
|
||||
func_8002E084(&this->actor, 0x2000)) {
|
||||
func_80B327D8(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void func_80B33018(EnWeiyer* this, GlobalContext* globalCtx) {
|
||||
f32 curFrame;
|
||||
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x800);
|
||||
curFrame = this->skelAnime.curFrame;
|
||||
Math_StepToF(&this->unk_27C, (this->actor.home.pos.y - this->actor.floorHeight) / 4.0f + this->actor.floorHeight,
|
||||
1.0f);
|
||||
this->actor.world.pos.y = this->unk_27C - cosf((curFrame - 5.0f) * (M_PI / 40)) * 3.0f;
|
||||
|
||||
if (curFrame <= 45.0f) {
|
||||
Math_StepToF(&this->actor.speedXZ, 1.0f, 0.03f);
|
||||
} else {
|
||||
Math_StepToF(&this->actor.speedXZ, 1.3f, 0.03f);
|
||||
}
|
||||
|
||||
if (this->unk_194 != 0) {
|
||||
this->unk_194--;
|
||||
}
|
||||
|
||||
if (this->actor.bgCheckFlags & 8) {
|
||||
this->unk_196 = this->actor.wallYaw;
|
||||
}
|
||||
|
||||
if (Math_SmoothStepToS(&this->actor.shape.rot.y, this->unk_196, 2, 0x200, 0x80) == 0) {
|
||||
this->unk_196 = this->actor.yawTowardsPlayer + 0x8000;
|
||||
}
|
||||
|
||||
if (this->actor.home.pos.y < this->actor.world.pos.y) {
|
||||
if (this->actor.home.pos.y < this->actor.floorHeight) {
|
||||
func_80B32434(this);
|
||||
} else {
|
||||
this->actor.world.pos.y = this->actor.home.pos.y;
|
||||
}
|
||||
}
|
||||
|
||||
if (this->unk_194 == 0) {
|
||||
func_80B32384(this);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80B331CC(EnWeiyer* this, GlobalContext* globalCtx) {
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
|
||||
if (this->unk_194 != 0) {
|
||||
this->unk_194--;
|
||||
}
|
||||
|
||||
if (this->actor.bgCheckFlags & 8) {
|
||||
this->unk_196 = this->actor.wallYaw;
|
||||
} else {
|
||||
this->unk_196 = this->actor.yawTowardsPlayer + 0x8000;
|
||||
}
|
||||
|
||||
Math_ScaledStepToS(&this->actor.world.rot.y, this->unk_196, 0x38E);
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x200);
|
||||
this->actor.shape.rot.z = sinf(this->unk_194 * (M_PI / 5)) * 5120.0f;
|
||||
|
||||
if (this->unk_194 == 0) {
|
||||
this->actor.shape.rot.z = 0;
|
||||
this->collider.base.acFlags |= AC_ON;
|
||||
func_80B32384(this);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80B332B4(EnWeiyer* this, GlobalContext* globalCtx) {
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, -0x4000, 0x400);
|
||||
this->actor.shape.rot.z += 0x1000;
|
||||
|
||||
if (this->unk_194 != 0) {
|
||||
this->unk_194--;
|
||||
}
|
||||
|
||||
if ((this->unk_194 == 0) || (this->actor.bgCheckFlags & 0x10)) {
|
||||
func_80B327B0(this);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80B33338(EnWeiyer* this, GlobalContext* globalCtx) {
|
||||
this->actor.shape.shadowAlpha = CLAMP_MIN((s16)(this->actor.shape.shadowAlpha - 5), 0);
|
||||
this->actor.world.pos.y -= 2.0f;
|
||||
|
||||
if (this->actor.shape.shadowAlpha == 0) {
|
||||
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0xE0);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80B333B8(EnWeiyer* this, GlobalContext* globalCtx) {
|
||||
if (this->unk_194 != 0) {
|
||||
this->unk_194--;
|
||||
}
|
||||
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, 0, 0x200);
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.z, 0, 0x200);
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
|
||||
if (this->actor.home.pos.y < this->actor.floorHeight) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 0.0f)) {
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_EIER_FLUTTER);
|
||||
}
|
||||
|
||||
if (this->actor.bgCheckFlags & 2) {
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_M_GND);
|
||||
}
|
||||
}
|
||||
|
||||
if (this->unk_194 == 0) {
|
||||
this->actor.gravity = 0.0f;
|
||||
this->actor.velocity.y = 0.0f;
|
||||
this->collider.dim.height = sCylinderInit.dim.height;
|
||||
func_80B32384(this);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80B3349C(EnWeiyer* this, GlobalContext* globalCtx) {
|
||||
Player* player = PLAYER;
|
||||
s16 phi_a1;
|
||||
s32 phi_a0;
|
||||
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
|
||||
phi_a0 = ((this->actor.home.pos.y + 20.0f) <= player->actor.world.pos.y);
|
||||
|
||||
if (this->unk_194 == -1) {
|
||||
if (phi_a0 || (this->collider.base.atFlags & AT_HIT)) {
|
||||
func_80B32538(this);
|
||||
} else if (this->actor.yDistToWater < 0.0f) {
|
||||
this->unk_194 = 10;
|
||||
EffectSsGSplash_Spawn(globalCtx, &this->actor.world.pos, NULL, NULL, 1, 400);
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_OCTAROCK_JUMP);
|
||||
}
|
||||
} else {
|
||||
if (phi_a0 || (this->collider.base.atFlags & AT_HIT)) {
|
||||
this->unk_194 = 0;
|
||||
} else if (this->unk_194 != 0) {
|
||||
this->unk_194--;
|
||||
}
|
||||
|
||||
if (this->unk_194 == 0) {
|
||||
phi_a1 = 0x1800;
|
||||
} else {
|
||||
phi_a1 = func_80B32DEC(this, globalCtx);
|
||||
phi_a1 = CLAMP_MIN(phi_a1, 0);
|
||||
}
|
||||
|
||||
if (this->actor.shape.rot.x < phi_a1) {
|
||||
Math_ScaledStepToS(&this->actor.shape.rot.x, phi_a1, 0x400);
|
||||
}
|
||||
|
||||
if (this->actor.bgCheckFlags & 1) {
|
||||
func_80B32434(this);
|
||||
} else if ((this->actor.bgCheckFlags & 0x20) && (this->actor.shape.rot.x > 0)) {
|
||||
EffectSsGSplash_Spawn(globalCtx, &this->actor.world.pos, NULL, NULL, 1, 400);
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_OCTAROCK_SINK);
|
||||
func_80B32538(this);
|
||||
} else {
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 8, 0x100, 0x80);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void func_80B3368C(EnWeiyer* this, GlobalContext* globalCtx) {
|
||||
if (this->collider.base.acFlags & AC_HIT) {
|
||||
this->collider.base.acFlags &= ~AC_HIT;
|
||||
func_80035650(&this->actor, &this->collider.info, 1);
|
||||
|
||||
if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
|
||||
if (this->actor.colChkInfo.damageEffect == 1) {
|
||||
if (this->actionFunc != func_80B333B8) {
|
||||
func_80B32660(this);
|
||||
}
|
||||
} else if (Actor_ApplyDamage(&this->actor) == 0) {
|
||||
func_80032C7C(globalCtx, &this->actor);
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_EIER_DEAD);
|
||||
this->actor.flags &= ~1;
|
||||
func_80B32724(this);
|
||||
} else {
|
||||
func_80B325A0(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EnWeiyer_Update(Actor* thisx, GlobalContext* globalCtx) {
|
||||
EnWeiyer* this = THIS;
|
||||
s32 pad;
|
||||
|
||||
this->actor.home.pos.y = this->actor.yDistToWater + this->actor.world.pos.y - 5.0f;
|
||||
func_80B3368C(this, globalCtx);
|
||||
this->actionFunc(this, globalCtx);
|
||||
this->actor.world.rot.y = this->actor.shape.rot.y;
|
||||
this->actor.world.rot.x = -this->actor.shape.rot.x;
|
||||
|
||||
if ((this->actor.world.rot.x == 0) || (this->actionFunc == func_80B333B8)) {
|
||||
Actor_MoveForward(&this->actor);
|
||||
} else {
|
||||
func_8002D97C(&this->actor);
|
||||
}
|
||||
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 10.0f, 30.0f, 45.0f, 7);
|
||||
Actor_SetFocus(&this->actor, 0.0f);
|
||||
|
||||
if (this->collider.base.atFlags & AT_HIT) {
|
||||
this->collider.base.atFlags &= ~(AT_ON | AT_HIT);
|
||||
Audio_PlayActorSound2(&this->actor, NA_SE_EN_EIER_ATTACK);
|
||||
}
|
||||
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
|
||||
if (this->collider.base.atFlags & AT_ON) {
|
||||
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
}
|
||||
|
||||
if (this->collider.base.acFlags & AT_ON) {
|
||||
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
}
|
||||
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
}
|
||||
|
||||
s32 EnWeiyer_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx,
|
||||
Gfx** gfx) {
|
||||
if (limbIndex == 1) {
|
||||
pos->z += 2000.0f;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void EnWeiyer_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||
EnWeiyer* this = THIS;
|
||||
|
||||
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_weiyer.c", 1193);
|
||||
|
||||
if (this->actionFunc != func_80B33338) {
|
||||
func_80093D18(globalCtx->state.gfxCtx);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, &D_80116280[2]);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, 255);
|
||||
POLY_OPA_DISP = SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
|
||||
EnWeiyer_OverrideLimbDraw, NULL, &this->actor, POLY_OPA_DISP);
|
||||
} else {
|
||||
func_80093D84(globalCtx->state.gfxCtx);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08, &D_80116280[0]);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, this->actor.shape.shadowAlpha);
|
||||
POLY_XLU_DISP = SkelAnime_Draw(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
|
||||
EnWeiyer_OverrideLimbDraw, NULL, &this->actor, POLY_XLU_DISP);
|
||||
}
|
||||
|
||||
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_weiyer.c", 1240);
|
||||
}
|
||||
|
|
|
@ -6,9 +6,19 @@
|
|||
|
||||
struct EnWeiyer;
|
||||
|
||||
typedef void (*EnWeiyerActionFunc)(struct EnWeiyer*, GlobalContext*);
|
||||
|
||||
typedef struct EnWeiyer {
|
||||
/* 0x0000 */ Actor actor;
|
||||
/* 0x014C */ char unk_14C[0x184];
|
||||
/* 0x014C */ SkelAnime skelAnime;
|
||||
/* 0x0190 */ EnWeiyerActionFunc actionFunc;
|
||||
/* 0x0194 */ s16 unk_194;
|
||||
/* 0x0196 */ s16 unk_196;
|
||||
/* 0x0198 */ Vec3s jointTable[19];
|
||||
/* 0x020A */ Vec3s morphTable[19];
|
||||
/* 0x027C */ f32 unk_27C;
|
||||
/* 0x0280 */ f32 unk_280;
|
||||
/* 0x0284 */ ColliderCylinder collider;
|
||||
} EnWeiyer; // size = 0x02D0
|
||||
|
||||
extern const ActorInit En_Weiyer_InitVars;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue