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z_en_syateki_niw
doc (#1449)
* SyatekiNiw doc started id'ing funcs and fields for SyatekiNiw * `z_en_syateki_niw` doc * `z_en_syateki_niw1: (almost) all fields/funcs doc'd * `z_en_syateki_niw` update changes based on feedback. * `z_en_syateki_niw`: limb fields renamed * Update z_en_syateki_niw.h renamed fields as suggested. * Update src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.h fix typo in comment. Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * Update z_en_bom_bowl_man.c add minigame enum to actor spawn param * `z_en_syateki_niw`: updated based on feedback renamed local vars for claritey, added more comments to struct. * Update z_en_syateki_niw.c renamed function and var based on feedback --------- Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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3 changed files with 401 additions and 396 deletions
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@ -69,10 +69,10 @@ void EnBomBowlMan_Init(Actor* thisx, PlayState* play2) {
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for (i = 0; i < 2; i++) {
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cucco = (EnSyatekiNiw*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_SYATEKI_NIW, cuccoSpawnPos[i].x,
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cuccoSpawnPos[i].y, cuccoSpawnPos[i].z, 0, 0, 0, 1);
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cuccoSpawnPos[i].y, cuccoSpawnPos[i].z, 0, 0, 0,
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SYATEKI_MINIGAME_ALLEY);
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if (cucco != NULL) {
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cucco->unk_2F4 = cuccoScales[i];
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cucco->scale = cuccoScales[i];
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cucco->collider.dim.radius = (s16)cuccoColliderDims[i][0];
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cucco->collider.dim.height = (s16)cuccoColliderDims[i][1];
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}
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@ -9,15 +9,15 @@ struct EnSyatekiNiw;
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typedef void (*EnSyatekiNiwActionFunc)(struct EnSyatekiNiw*, PlayState*);
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typedef struct {
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/* 0x00 */ u8 unk_00;
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/* 0x0C */ Vec3f unk_04;
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/* 0x10 */ Vec3f unk_10;
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/* 0x1C */ Vec3f unk_1C;
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/* 0x28 */ s16 unk_28;
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/* 0x2A */ s16 unk_2A;
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/* 0x2C */ f32 unk_2C;
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/* 0x30 */ f32 unk_30;
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/* 0x34 */ u8 unk_34;
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/* 0x00 */ u8 state;
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/* 0x0C */ Vec3f pos;
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/* 0x10 */ Vec3f vel;
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/* 0x1C */ Vec3f accel;
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/* 0x28 */ s16 lifespan;
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/* 0x2A */ s16 rotPulse;
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/* 0x2C */ f32 scale;
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/* 0x30 */ f32 rot;
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/* 0x34 */ u8 timer;
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} EnSyatekiNiwEffect; // size = 0x38
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#define EN_SYATEKI_NIW_EFFECT_COUNT 5
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@ -28,46 +28,51 @@ typedef struct EnSyatekiNiw {
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/* 0x0190 */ Vec3s jointTable[16];
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/* 0x01F0 */ Vec3s morphTable[16];
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/* 0x0250 */ EnSyatekiNiwActionFunc actionFunc;
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/* 0x0254 */ s16 unk_254;
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/* 0x0256 */ s16 unk_256;
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/* 0x0258 */ s16 unk_258;
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/* 0x025A */ s16 unk_25A;
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/* 0x025C */ s16 unk_25C;
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/* 0x025E */ s16 unk_25E;
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/* 0x0260 */ s16 unk_260;
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/* 0x0262 */ s16 unk_262;
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/* 0x0264 */ f32 unk_264;
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/* 0x0268 */ f32 unk_268;
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/* 0x026C */ f32 unk_26C;
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/* 0x0254 */ s16 peckTimer; // intervals of bobbing head on ground
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/* 0x0256 */ s16 timer1; // sometimes set alongside peckTimer, never read.
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/* 0x0258 */ s16 flapTimer; // intervals of beating wings
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/* 0x025A */ s16 archeryTimer;
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/* 0x025C */ s16 hopTimer; // intervals of jumping
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/* 0x025E */ s16 movementTimer; // intervals of changing location
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/* 0x0260 */ s16 sootTimer; // cucco is covered in soot, smoke emmits
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/* 0x0262 */ s16 cluckTimer; // intervals of clucking SFX
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/* 0x0264 */ f32 headRotXTarget;
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/* 0x0268 */ f32 rightWingRotXTarget;
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/* 0x026C */ f32 leftWingRotXTarget;
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/* 0x0270 */ char unk_270[0x8];
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/* 0x0278 */ f32 unk_278;
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/* 0x027C */ f32 unk_27C;
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/* 0x0284 */ f32 unk_280;
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/* 0x0280 */ f32 unk_284;
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/* 0x0288 */ f32 unk_288;
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/* 0x028C */ s16 unk_28C;
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/* 0x028E */ s16 unk_28E;
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/* 0x0290 */ s16 unk_290;
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/* 0x0292 */ s16 unk_292;
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/* 0x0294 */ s16 unk_294;
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/* 0x0296 */ s16 unk_296;
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/* 0x0298 */ s16 unk_298;
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/* 0x029C */ s16 unk_29A;
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/* 0x029C */ s16 unk_29C;
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/* 0x029E */ s16 unk_29E;
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/* 0x02A0 */ s16 unk_2A0;
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/* 0x02A4 */ Vec3f unk_2A4;
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/* 0x02B0 */ Vec3f unk_2B0;
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/* 0x02BC */ Vec3f unk_2BC;
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/* 0x02C8 */ Vec3f unk_2C8;
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/* 0x02D4 */ f32 unk_2D4;
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/* 0x02D8 */ f32 unk_2D8;
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/* 0x02DC */ Vec3f unk_2DC;
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/* 0x02E8 */ Vec3f unk_2E8;
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/* 0x02F4 */ f32 unk_2F4;
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/* 0x02F8 */ u8 unk_2F8;
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/* 0x0278 */ f32 rightWingRotYTarget;
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/* 0x027C */ f32 rightWingRotZTarget;
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/* 0x0284 */ f32 leftWingRotYTarget;
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/* 0x0280 */ f32 leftWingRotZTarget;
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/* 0x0288 */ f32 unkArcheryFloat; // set, but never used. another rot target?
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/* 0x028C */ s16 lifetime; // always ticks up, never read
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/* 0x028E */ s16 headRotXState;
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/* 0x0290 */ s16 unk_290; // set to 0, never read.
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/* 0x0292 */ s16 wingsRotState;
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/* 0x0294 */ s16 targetPosTimer;
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/* 0x0296 */ s16 archeryAnimationType;
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/* 0x0298 */ s16 rotYFlip;
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/* 0x029C */ s16 archeryState; // state index for "Archery" action
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/* 0x029C */ s16 isFalling; // set when hit in archery game
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/* 0x029E */ s16 minigameType; // uses EnSyatekiMinigame from params
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/* 0x02A0 */ s16 spawnFeathers; // triggers feather particles
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/* 0x02A4 */ Vec3f leftWingRot;
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/* 0x02B0 */ Vec3f rightWingRot;
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/* 0x02BC */ Vec3f headRot;
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/* 0x02C8 */ Vec3f posRotStep;
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/* 0x02D4 */ f32 focusYOffset;
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/* 0x02D8 */ f32 removeStateYaw;
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/* 0x02DC */ Vec3f initPos;
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/* 0x02E8 */ Vec3f targetPos;
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/* 0x02F4 */ f32 scale;
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/* 0x02F8 */ u8 unkAlleyHitByte; // Set when hit in Bombchu Alley. Never read.
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/* 0x02FC */ ColliderCylinder collider;
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/* 0x0348 */ EnSyatekiNiwEffect effects[EN_SYATEKI_NIW_EFFECT_COUNT];
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/* 0x0348 */ EnSyatekiNiwEffect effects[EN_SYATEKI_NIW_EFFECT_COUNT]; // feather particles
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} EnSyatekiNiw; // size = 0x0460
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typedef enum {
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SYATEKI_MINIGAME_ARCHERY, // unused archery game behavior
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SYATEKI_MINIGAME_ALLEY // Bombchu Alley behavior
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} EnSyatekiMinigame;
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#endif
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