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Match retail En actors V-Z (#1825)
* Entity actors starting with Z * Use CS_STATE_IDLE * z -> playerPosZ * Remove comment
This commit is contained in:
parent
769986874c
commit
cdd24f2ac6
9 changed files with 184 additions and 100 deletions
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@ -572,10 +572,10 @@ void EnVali_Update(Actor* thisx, PlayState* play) {
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void EnVali_PulseOutside(EnVali* this, f32 curFrame, Vec3f* scale) {
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f32 scaleChange;
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s32 scalePhase;
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if (this->actionFunc == EnVali_Attacked) {
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s32 scalePhase = 20 - (this->lightningTimer % 20);
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scalePhase = 20 - (this->lightningTimer % 20);
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if (scalePhase >= 10) {
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scalePhase -= 10;
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}
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@ -607,10 +607,10 @@ void EnVali_PulseOutside(EnVali* this, f32 curFrame, Vec3f* scale) {
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void EnVali_PulseInsides(EnVali* this, f32 curFrame, Vec3f* scale) {
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f32 scaleChange;
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s32 scalePhase;
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if (this->actionFunc == EnVali_Attacked) {
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s32 scalePhase = 20 - (this->lightningTimer % 20);
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scalePhase = 20 - (this->lightningTimer % 20);
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if (scalePhase >= 10) {
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scalePhase -= 10;
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}
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@ -368,15 +368,13 @@ void EnVm_SetupDie(EnVm* this) {
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}
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void EnVm_Die(EnVm* this, PlayState* play) {
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EnBom* bomb;
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this->beamRot.x += 0x5DC;
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this->headRotY += 0x9C4;
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Actor_MoveXZGravity(&this->actor);
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if (--this->timer == 0) {
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bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x,
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this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0x6FF, BOMB_BODY);
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EnBom* bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x,
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this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0x6FF, BOMB_BODY);
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if (bomb != NULL) {
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bomb->timer = 0;
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@ -609,6 +609,8 @@ void EnWallmas_DrawXlu(EnWallmas* this, PlayState* play) {
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_wallmas.c", 1421), G_MTX_LOAD);
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gSPDisplayList(POLY_XLU_DISP++, gCircleShadowDL);
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if (1) {}
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CLOSE_DISPS(play->state.gfxCtx, "../z_en_wallmas.c", 1426);
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}
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@ -199,9 +199,9 @@ void func_80B32724(EnWeiyer* this) {
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}
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void func_80B327B0(EnWeiyer* this) {
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this->actor.colorFilterParams |= 0x2000;
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this->actor.speed = 0.0f;
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this->actor.velocity.y = 0.0f;
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this->actor.colorFilterParams |= 0x2000;
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this->actionFunc = func_80B33338;
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}
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@ -285,7 +285,6 @@ s32 EnWf_ChangeAction(PlayState* play, EnWf* this, s16 mustChoose) {
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s32 pad;
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s16 wallYawDiff;
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s16 playerYawDiff;
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Actor* explosive;
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wallYawDiff = this->actor.wallYaw - this->actor.shape.rot.y;
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wallYawDiff = ABS(wallYawDiff);
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@ -321,26 +320,27 @@ s32 EnWf_ChangeAction(PlayState* play, EnWf* this, s16 mustChoose) {
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EnWf_SetupBackflipAway(this);
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return true;
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}
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}
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} else {
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Actor* explosive = Actor_FindNearby(play, &this->actor, -1, ACTORCAT_EXPLOSIVE, 80.0f);
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explosive = Actor_FindNearby(play, &this->actor, -1, ACTORCAT_EXPLOSIVE, 80.0f);
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if (explosive != NULL) {
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this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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if (explosive != NULL) {
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this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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if (((this->actor.bgCheckFlags & BGCHECKFLAG_WALL) && (wallYawDiff < 0x2EE0)) ||
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(explosive->id == ACTOR_EN_BOM_CHU)) {
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if ((explosive->id == ACTOR_EN_BOM_CHU) && (Actor_WorldDistXYZToActor(&this->actor, explosive) < 80.0f) &&
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(s16)((this->actor.shape.rot.y - explosive->world.rot.y) + 0x8000) < 0x3E80) {
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EnWf_SetupSomersaultAndAttack(this);
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return true;
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if (((this->actor.bgCheckFlags & BGCHECKFLAG_WALL) && (wallYawDiff < 0x2EE0)) ||
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(explosive->id == ACTOR_EN_BOM_CHU)) {
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if ((explosive->id == ACTOR_EN_BOM_CHU) &&
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(Actor_WorldDistXYZToActor(&this->actor, explosive) < 80.0f) &&
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(s16)((this->actor.shape.rot.y - explosive->world.rot.y) + 0x8000) < 0x3E80) {
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EnWf_SetupSomersaultAndAttack(this);
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return true;
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} else {
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EnWf_SetupSidestep(this, play);
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return true;
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}
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} else {
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EnWf_SetupSidestep(this, play);
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EnWf_SetupBackflipAway(this);
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return true;
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}
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} else {
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EnWf_SetupBackflipAway(this);
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return true;
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}
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}
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@ -226,8 +226,9 @@ void func_80B3C7D4(EnXc* this, s32 action1, s32 action2, s32 action3) {
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}
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}
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#if OOT_DEBUG
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s32 EnXc_NoCutscenePlaying(PlayState* play) {
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if (play->csCtx.state == 0) {
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if (play->csCtx.state == CS_STATE_IDLE) {
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return true;
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}
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return false;
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@ -244,6 +245,7 @@ void func_80B3C888(EnXc* this, PlayState* play) {
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func_80B3C820(this);
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}
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}
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#endif
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void func_80B3C8CC(EnXc* this, PlayState* play) {
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SkelAnime* skelAnime = &this->skelAnime;
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@ -280,6 +282,8 @@ void func_80B3C9EC(EnXc* this) {
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void func_80B3CA38(EnXc* this, PlayState* play) {
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// If Player is adult but hasn't learned Minuet of Forest
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if (!GET_EVENTCHKINF(EVENTCHKINF_50) && LINK_IS_ADULT) {
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s32 pad;
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this->action = SHEIK_ACTION_INIT;
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} else {
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Actor_Kill(&this->actor);
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@ -287,12 +291,17 @@ void func_80B3CA38(EnXc* this, PlayState* play) {
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}
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s32 EnXc_MinuetCS(EnXc* this, PlayState* play) {
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if (this->actor.params == SHEIK_TYPE_MINUET) {
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Player* player = GET_PLAYER(play);
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f32 z = player->actor.world.pos.z;
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Player* player;
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f32 playerPosZ;
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if (z < -2225.0f) {
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if (this->actor.params == SHEIK_TYPE_MINUET) {
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player = GET_PLAYER(play);
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playerPosZ = player->actor.world.pos.z;
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if (playerPosZ < -2225.0f) {
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if (!Play_InCsMode(play)) {
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s32 pad;
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play->csCtx.script = SEGMENTED_TO_VIRTUAL(gMinuetCs);
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gSaveContext.cutsceneTrigger = 1;
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SET_EVENTCHKINF(EVENTCHKINF_50);
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@ -308,6 +317,8 @@ s32 EnXc_MinuetCS(EnXc* this, PlayState* play) {
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void func_80B3CB58(EnXc* this, PlayState* play) {
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// If hasn't learned Bolero and Player is Adult
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if (!GET_EVENTCHKINF(EVENTCHKINF_51) && LINK_IS_ADULT) {
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s32 pad;
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this->action = SHEIK_ACTION_INIT;
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} else {
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Actor_Kill(&this->actor);
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@ -324,6 +335,8 @@ s32 EnXc_BoleroCS(EnXc* this, PlayState* play) {
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if ((posRot->pos.x > -784.0f) && (posRot->pos.x < -584.0f) && (posRot->pos.y > 447.0f) &&
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(posRot->pos.y < 647.0f) && (posRot->pos.z > -446.0f) && (posRot->pos.z < -246.0f) &&
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!Play_InCsMode(play)) {
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s32 pad;
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play->csCtx.script = SEGMENTED_TO_VIRTUAL(gDeathMountainCraterBoleroCs);
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gSaveContext.cutsceneTrigger = 1;
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SET_EVENTCHKINF(EVENTCHKINF_51);
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@ -336,9 +349,10 @@ s32 EnXc_BoleroCS(EnXc* this, PlayState* play) {
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}
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void EnXc_SetupSerenadeAction(EnXc* this, PlayState* play) {
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// Player is adult and does not have iron boots and has not learned Serenade
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if (!CHECK_OWNED_EQUIP(EQUIP_TYPE_BOOTS, EQUIP_INV_BOOTS_IRON) && !GET_EVENTCHKINF(EVENTCHKINF_52) &&
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if (!(CHECK_OWNED_EQUIP(EQUIP_TYPE_BOOTS, EQUIP_INV_BOOTS_IRON) && OOT_DEBUG) && !GET_EVENTCHKINF(EVENTCHKINF_52) &&
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LINK_IS_ADULT) {
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s32 pad;
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this->action = SHEIK_ACTION_SERENADE;
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PRINTF("水のセレナーデ シーク誕生!!!!!!!!!!!!!!!!!!\n");
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} else {
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@ -354,15 +368,18 @@ s32 EnXc_SerenadeCS(EnXc* this, PlayState* play) {
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if (CHECK_OWNED_EQUIP(EQUIP_TYPE_BOOTS, EQUIP_INV_BOOTS_IRON) && !GET_EVENTCHKINF(EVENTCHKINF_52) &&
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!(stateFlags & PLAYER_STATE1_29) && !Play_InCsMode(play)) {
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s32 pad;
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Cutscene_SetScript(play, gIceCavernSerenadeCs);
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gSaveContext.cutsceneTrigger = 1;
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SET_EVENTCHKINF(EVENTCHKINF_52); // Learned Serenade of Water Flag
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Item_Give(play, ITEM_SONG_SERENADE);
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PRINTF("ブーツを取った!!!!!!!!!!!!!!!!!!\n");
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return true;
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} else {
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PRINTF("はやくブーツを取るべし!!!!!!!!!!!!!!!!!!\n");
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return false;
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}
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PRINTF("はやくブーツを取るべし!!!!!!!!!!!!!!!!!!\n");
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return false;
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}
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return true;
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}
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@ -471,9 +488,10 @@ void EnXc_SetColossusWindSFX(PlayState* play) {
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if (D_80B41D90 != 0) {
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f32 speed = Math3D_Vec3f_DistXYZ(&D_80B42DB0, eye) / 7.058922f;
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#if OOT_DEBUG
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sMaxSpeed = CLAMP_MIN(sMaxSpeed, speed);
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PRINTF("MAX speed = %f\n", sMaxSpeed);
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#endif
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speed = CLAMP_MAX(speed, 2.0f);
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func_800F436C(&sPos, NA_SE_EV_FLYING_AIR - SFX_FLAG, 0.6f + (0.4f * speed));
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@ -784,6 +802,8 @@ void EnXc_SetupHarpPutawayAction(EnXc* this, PlayState* play) {
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curFrame = this->skelAnime.curFrame;
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animFrameCount = this->skelAnime.endFrame;
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if (curFrame >= animFrameCount) {
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s32 pad;
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Animation_Change(&this->skelAnime, &gSheikInitialHarpAnim, -1.0f,
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Animation_GetLastFrame(&gSheikInitialHarpAnim), 0.0f, ANIMMODE_ONCE, 0.0f);
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this->action = SHEIK_ACTION_PUT_HARP_AWAY;
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@ -873,6 +893,8 @@ void EnXc_SetupDisappear(EnXc* this, PlayState* play) {
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// Sheik fades away if end of Bolero CS, kill actor otherwise
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if (sceneId == SCENE_DEATH_MOUNTAIN_CRATER) {
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s32 pad;
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this->action = SHEIK_ACTION_FADE;
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this->drawMode = SHEIK_DRAW_NOTHING;
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this->actor.shape.shadowAlpha = 0;
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@ -1666,7 +1688,9 @@ void EnXc_ActionFunc54(EnXc* this, PlayState* play) {
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EnXc_BgCheck(this, play);
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EnXc_SetEyePattern(this);
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EnXc_SetupShowTriforceAction(this, play);
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#if OOT_DEBUG
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func_80B3C888(this, play);
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#endif
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}
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void EnXc_ShowTriforce(EnXc* this, PlayState* play) {
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@ -1677,7 +1701,9 @@ void EnXc_ShowTriforce(EnXc* this, PlayState* play) {
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EnXc_CalcTriforce(&this->actor, play);
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func_80B3FAE0(this);
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EnXc_SetupShowTriforceIdleAction(this, animFinished);
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#if OOT_DEBUG
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func_80B3C888(this, play);
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#endif
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}
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void EnXc_ShowTriforceIdle(EnXc* this, PlayState* play) {
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@ -1814,11 +1840,13 @@ void EnXc_SetupDefenseStance(Actor* thisx) {
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}
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void EnXc_SetupContortions(EnXc* this, PlayState* play) {
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s32 pad;
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s32 pad[2];
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SkelAnime* skelAnime = &this->skelAnime;
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f32 frameCount = Animation_GetLastFrame(&gSheikIdleAnim);
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Animation_Change(skelAnime, &gSheikIdleAnim, 1.0f, 0.0f, frameCount, ANIMMODE_LOOP, 0.0f);
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#if OOT_DEBUG
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Animation_Change(skelAnime, &gSheikIdleAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gSheikIdleAnim), ANIMMODE_LOOP,
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0.0f);
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#endif
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func_80B3C588(this, play, 4);
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func_80B3C964(this, play);
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Animation_Change(skelAnime, &gSheikContortionsAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gSheikContortionsAnim),
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@ -2171,6 +2199,8 @@ void EnXc_InitTempleOfTime(EnXc* this, PlayState* play) {
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void EnXc_SetupDialogueAction(EnXc* this, PlayState* play) {
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if (Actor_TalkOfferAccepted(&this->actor, play)) {
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s32 pad;
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this->action = SHEIK_ACTION_IN_DIALOGUE;
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} else {
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this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
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@ -2339,9 +2369,11 @@ void EnXc_Init(Actor* thisx, PlayState* play) {
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case SHEIK_TYPE_9:
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EnXc_InitTempleOfTime(this, play);
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break;
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#if OOT_DEBUG
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case SHEIK_TYPE_0:
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EnXc_DoNothing(this, play);
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break;
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#endif
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default:
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PRINTF(VT_FGCOL(RED) " En_Oa2 の arg_data がおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n" VT_RST);
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EnXc_DoNothing(this, play);
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@ -2353,6 +2385,8 @@ s32 EnXc_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
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if (this->unk_30C != 0) {
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if (limbIndex == 9) {
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s32 pad;
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rot->x += this->interactInfo.torsoRot.y;
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rot->y -= this->interactInfo.torsoRot.x;
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} else if (limbIndex == 16) {
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@ -412,9 +412,12 @@ s16 EnZf_FindNextPlatformAwayFromPlayer(Vec3f* pos, s16 curPlatform, s16 arg2, P
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s16 curLoopPlatform = PLATFORM_INDEX_DOWNSTAIRS_INNER_MAX; // Will never retreat to the last two
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s16 minIndex = PLATFORM_INDEX_DOWNSTAIRS_MIN;
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f32 largeMaxRange = 99999.0f;
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s16 altNextPlatform = -1;
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s16 nextPlatform = -1;
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s16 playerPlatform = EnZf_FindPlatform(&player->actor.world.pos, initialPlatform);
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s16 nextPlatform;
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s16 altNextPlatform;
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s16 playerPlatform;
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altNextPlatform = nextPlatform = -1;
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playerPlatform = EnZf_FindPlatform(&player->actor.world.pos, initialPlatform);
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// Set up search constraints
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// Upstairs
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@ -436,9 +439,12 @@ s16 EnZf_FindNextPlatformAwayFromPlayer(Vec3f* pos, s16 curPlatform, s16 arg2, P
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if ((curLoopPlatform == initialPlatform) || (curLoopPlatform == playerPlatform)) {
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continue;
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}
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if ((playerPlatform == -1) &&
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(Math_Vec3f_DistXYZ(&player->actor.world.pos, &sPlatformPositions[curLoopPlatform]) < playerMaxDist)) {
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continue;
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if (playerPlatform == -1) {
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s16 pad;
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if (Math_Vec3f_DistXYZ(&player->actor.world.pos, &sPlatformPositions[curLoopPlatform]) < playerMaxDist) {
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continue;
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}
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}
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distToCurLoopPlatform = Math_Vec3f_DistXYZ(pos, &sPlatformPositions[curLoopPlatform]);
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@ -490,6 +496,7 @@ s16 EnZf_FindNextPlatformTowardsPlayer(Vec3f* pos, s16 curPlatform, s16 arg2, Pl
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f32 largeMaxRange = 99999.0f;
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s16 phi_s2 = curPlatform;
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s16 phi_s3 = arg2;
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f32 curPlatformDistToPlayer;
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// Upstairs
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if (pos->y > 200.0f) {
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@ -503,7 +510,7 @@ s16 EnZf_FindNextPlatformTowardsPlayer(Vec3f* pos, s16 curPlatform, s16 arg2, Pl
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continue;
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}
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if (curLoopPlatform != nextPlatform) {
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f32 curPlatformDistToPlayer =
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curPlatformDistToPlayer =
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Math_Vec3f_DistXYZ(&player->actor.world.pos, &sPlatformPositions[curLoopPlatform]);
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if (curPlatformDistToPlayer < smallMaxRange) {
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@ -1783,27 +1790,31 @@ void EnZf_CircleAroundPlayer(EnZf* this, PlayState* play) {
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if (this->unk_3F8) {
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this->actor.speed = -this->actor.speed;
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}
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} else if ((this->actor.bgCheckFlags & BGCHECKFLAG_WALL) ||
|
||||
!Actor_TestFloorInDirection(&this->actor, play, this->actor.speed, this->actor.shape.rot.y + 0x3FFF)) {
|
||||
if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) {
|
||||
if (this->actor.speed >= 0.0f) {
|
||||
phi_v0_4 = this->actor.shape.rot.y + 0x3FFF;
|
||||
} else {
|
||||
s16 pad;
|
||||
|
||||
if ((this->actor.bgCheckFlags & BGCHECKFLAG_WALL) ||
|
||||
!Actor_TestFloorInDirection(&this->actor, play, this->actor.speed, this->actor.shape.rot.y + 0x3FFF)) {
|
||||
if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) {
|
||||
if (this->actor.speed >= 0.0f) {
|
||||
phi_v0_4 = this->actor.shape.rot.y + 0x3FFF;
|
||||
} else {
|
||||
phi_v0_4 = this->actor.shape.rot.y - 0x3FFF;
|
||||
}
|
||||
|
||||
phi_v0_4 = this->actor.wallYaw - phi_v0_4;
|
||||
} else {
|
||||
phi_v0_4 = this->actor.shape.rot.y - 0x3FFF;
|
||||
this->actor.speed *= -0.8f;
|
||||
phi_v0_4 = 0;
|
||||
}
|
||||
|
||||
phi_v0_4 = this->actor.wallYaw - phi_v0_4;
|
||||
} else {
|
||||
this->actor.speed *= -0.8f;
|
||||
phi_v0_4 = 0;
|
||||
}
|
||||
|
||||
if (ABS(phi_v0_4) > 0x4000) {
|
||||
this->actor.speed *= -0.8f;
|
||||
if (this->actor.speed < 0.0f) {
|
||||
this->actor.speed -= 0.5f;
|
||||
} else {
|
||||
this->actor.speed += 0.5f;
|
||||
if (ABS(phi_v0_4) > 0x4000) {
|
||||
this->actor.speed *= -0.8f;
|
||||
if (this->actor.speed < 0.0f) {
|
||||
this->actor.speed -= 0.5f;
|
||||
} else {
|
||||
this->actor.speed += 0.5f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1873,6 +1884,8 @@ void EnZf_CircleAroundPlayer(EnZf* this, PlayState* play) {
|
|||
} else if ((this->actor.params >= ENZF_TYPE_LIZALFOS_MINIBOSS_A) && (D_80B4A1B4 == this->actor.params)) {
|
||||
EnZf_SetupHopAndTaunt(this);
|
||||
} else {
|
||||
s16 pad;
|
||||
|
||||
this->actor.world.rot.y = this->actor.shape.rot.y;
|
||||
|
||||
if ((this->actor.xzDistToPlayer <= 100.0f) && ((play->gameplayFrames % 4) == 0) &&
|
||||
|
@ -1889,10 +1902,8 @@ void EnZf_CircleAroundPlayer(EnZf* this, PlayState* play) {
|
|||
this->unk_3F0--;
|
||||
}
|
||||
if (prevFrame != (s32)this->skelAnime.curFrame) {
|
||||
s32 afterPrevFrame = absPlaySpeed + prevFrame;
|
||||
|
||||
if (((beforeCurFrame < 14) && (afterPrevFrame >= 16)) ||
|
||||
((beforeCurFrame < 27) && (afterPrevFrame >= 29))) {
|
||||
if (((beforeCurFrame < 14) && (absPlaySpeed + prevFrame >= 16)) ||
|
||||
((beforeCurFrame < 27) && (absPlaySpeed + prevFrame >= 29))) {
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_WALK);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -337,7 +337,11 @@ void func_80B4EF64(EnZl2* this, s16 arg1, s32 arg2) {
|
|||
}
|
||||
|
||||
if (arg2 == 2) {
|
||||
s32 pad;
|
||||
|
||||
if ((this->action == 5) || (this->action == 30)) {
|
||||
s32 temp_t0;
|
||||
|
||||
curFrame = this->skelAnime.curFrame;
|
||||
unk_278 = this->unk_278;
|
||||
temp_t0 = (s32)((3500.0f * curFrame) / unk_278) + phi_a0;
|
||||
|
@ -346,13 +350,15 @@ void func_80B4EF64(EnZl2* this, s16 arg1, s32 arg2) {
|
|||
phi_v0 /= -2;
|
||||
}
|
||||
} else if ((this->action == 6) || (this->action == 31)) {
|
||||
temp_t0 = phi_a0 + 0xDAC;
|
||||
s32 temp_t0 = phi_a0 + 0xDAC;
|
||||
|
||||
if (temp_t0 >= temp_v1) {
|
||||
temp_v1 = temp_t0;
|
||||
phi_v0 /= -2;
|
||||
}
|
||||
} else if (this->action == 20) {
|
||||
temp_t0 = phi_a0 - 0x3E8;
|
||||
s32 temp_t0 = phi_a0 - 0x3E8;
|
||||
|
||||
if (temp_t0 >= temp_v1) {
|
||||
temp_v1 = temp_t0;
|
||||
phi_v0 /= -2;
|
||||
|
@ -1566,9 +1572,11 @@ void func_80B52114(EnZl2* this, PlayState* play) {
|
|||
case 4:
|
||||
func_80B51D0C(this, play);
|
||||
break;
|
||||
#if OOT_DEBUG
|
||||
case 0:
|
||||
func_80B4FD90(this, play);
|
||||
break;
|
||||
#endif
|
||||
default:
|
||||
PRINTF(VT_FGCOL(RED) " En_Oa2 の arg_data がおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n" VT_RST);
|
||||
func_80B4FD90(this, play);
|
||||
|
@ -1581,10 +1589,12 @@ void func_80B521A0(EnZl2* this, PlayState* play) {
|
|||
s32 objectSlot = Object_GetSlot(objectCtx, OBJECT_ZL2_ANIME1);
|
||||
s32 pad2;
|
||||
|
||||
#if OOT_DEBUG
|
||||
if (objectSlot < 0) {
|
||||
PRINTF(VT_FGCOL(RED) "En_Zl2_main_bankアニメーションのバンクを読めない!!!!!!!!!!!!\n" VT_RST);
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (Object_IsLoaded(objectCtx, objectSlot)) {
|
||||
this->zl2Anime1ObjectSlot = objectSlot;
|
||||
|
|
|
@ -271,7 +271,6 @@ void func_80B53B64(EnZl3* this, s16 z, s32 idx) {
|
|||
s32 temp_a0;
|
||||
s32 phi_v0;
|
||||
s32 phi_v1;
|
||||
s32 phi_v1_2;
|
||||
|
||||
if (idx == 2) {
|
||||
phi_a1 = 15000;
|
||||
|
@ -315,18 +314,26 @@ void func_80B53B64(EnZl3* this, s16 z, s32 idx) {
|
|||
|
||||
if (idx == 2 && (action == 5 || action == 24)) {
|
||||
if (phi_v1 != 0) {
|
||||
s32 pad;
|
||||
|
||||
phi_v0 -= (phi_v1 - phi_v0) / 10;
|
||||
}
|
||||
} else if (idx == 2 && action == 22 && skelAnime->mode == 2) {
|
||||
if (phi_v1 != 0) {
|
||||
s32 pad;
|
||||
|
||||
phi_v0 -= (phi_v1 - phi_v0) / 10;
|
||||
}
|
||||
} else if (idx == 2 && (action == 20 || action == 21) && skelAnime->mode == 2) {
|
||||
if (phi_v1 != 0) {
|
||||
s32 pad;
|
||||
|
||||
phi_v0 -= (phi_v1 - phi_v0) / 10;
|
||||
}
|
||||
} else {
|
||||
if (phi_v1 != 0) {
|
||||
s32 pad;
|
||||
|
||||
phi_v0 += (phi_v1 - phi_v0) / 16;
|
||||
}
|
||||
}
|
||||
|
@ -352,8 +359,8 @@ void func_80B53B64(EnZl3* this, s16 z, s32 idx) {
|
|||
if (skelAnime->mode == 2) {
|
||||
f32 curFrame = skelAnime->curFrame;
|
||||
f32 unk_3E0 = this->unk_3E0;
|
||||
s32 phi_v1_2 = (s32)(((unk_3E0 - curFrame) / unk_3E0) * -2000.0f) + phi_a1;
|
||||
|
||||
phi_v1_2 = (s32)(((unk_3E0 - curFrame) / unk_3E0) * -2000.0f) + phi_a1;
|
||||
if (phi_v1_2 >= temp_a0) {
|
||||
temp_a0 = phi_v1_2;
|
||||
if (phi_v0 < 0) {
|
||||
|
@ -365,8 +372,8 @@ void func_80B53B64(EnZl3* this, s16 z, s32 idx) {
|
|||
if (skelAnime->mode == 2) {
|
||||
f32 curFrame = skelAnime->curFrame;
|
||||
f32 unk_3E4 = this->unk_3E4;
|
||||
s32 phi_v1_2 = (s32)((curFrame / unk_3E4) * -2000.0f) + phi_a1;
|
||||
|
||||
phi_v1_2 = (s32)((curFrame / unk_3E4) * -2000.0f) + phi_a1;
|
||||
if (phi_v1_2 >= temp_a0) {
|
||||
temp_a0 = phi_v1_2;
|
||||
if (phi_v0 < 0) {
|
||||
|
@ -374,7 +381,8 @@ void func_80B53B64(EnZl3* this, s16 z, s32 idx) {
|
|||
}
|
||||
}
|
||||
} else {
|
||||
phi_v1_2 = phi_a1 - 2000;
|
||||
s32 phi_v1_2 = phi_a1 - 2000;
|
||||
|
||||
if (phi_v1_2 >= temp_a0) {
|
||||
temp_a0 = phi_v1_2;
|
||||
if (phi_v0 < 0) {
|
||||
|
@ -386,6 +394,7 @@ void func_80B53B64(EnZl3* this, s16 z, s32 idx) {
|
|||
if (skelAnime->mode == 2) {
|
||||
f32 curFrame = skelAnime->curFrame;
|
||||
f32 unk_3F4 = this->unk_3F4;
|
||||
s32 phi_v1_2;
|
||||
|
||||
if (curFrame <= 42.0f) {
|
||||
phi_v1_2 = phi_a1 - 2000;
|
||||
|
@ -400,7 +409,8 @@ void func_80B53B64(EnZl3* this, s16 z, s32 idx) {
|
|||
}
|
||||
}
|
||||
} else {
|
||||
phi_v1_2 = phi_a1 + 4200;
|
||||
s32 phi_v1_2 = phi_a1 + 4200;
|
||||
|
||||
if (phi_v1_2 >= temp_a0) {
|
||||
temp_a0 = phi_v1_2;
|
||||
if (phi_v0 < 0) {
|
||||
|
@ -412,8 +422,8 @@ void func_80B53B64(EnZl3* this, s16 z, s32 idx) {
|
|||
if (skelAnime->mode == 2) {
|
||||
f32 curFrame = skelAnime->curFrame;
|
||||
f32 unk_3EC = this->unk_3EC;
|
||||
s32 phi_v1_2 = (s32)(((curFrame / unk_3EC) * -5200.0f) + 4200.0f) + phi_a1;
|
||||
|
||||
phi_v1_2 = (s32)(((curFrame / unk_3EC) * -5200.0f) + 4200.0f) + phi_a1;
|
||||
if (phi_v1_2 >= temp_a0) {
|
||||
temp_a0 = phi_v1_2;
|
||||
if (phi_v0 < 0) {
|
||||
|
@ -421,7 +431,8 @@ void func_80B53B64(EnZl3* this, s16 z, s32 idx) {
|
|||
}
|
||||
}
|
||||
} else {
|
||||
phi_v1_2 = phi_a1 - 2000;
|
||||
s32 phi_v1_2 = phi_a1 - 2000;
|
||||
|
||||
if (phi_v1_2 >= temp_a0) {
|
||||
temp_a0 = phi_v1_2;
|
||||
if (phi_v0 < 0) {
|
||||
|
@ -433,8 +444,8 @@ void func_80B53B64(EnZl3* this, s16 z, s32 idx) {
|
|||
if (skelAnime->mode == 2) {
|
||||
f32 curFrame = skelAnime->curFrame;
|
||||
f32 unk_3F0 = this->unk_3F0;
|
||||
s32 phi_v1_2 = (s32)(((curFrame / unk_3F0) * -7600.0f) + -2000.0f) + phi_a1;
|
||||
|
||||
phi_v1_2 = (s32)(((curFrame / unk_3F0) * -7600.0f) + -2000.0f) + phi_a1;
|
||||
if (phi_v1_2 >= temp_a0) {
|
||||
temp_a0 = phi_v1_2;
|
||||
if (phi_v0 < 0) {
|
||||
|
@ -442,7 +453,8 @@ void func_80B53B64(EnZl3* this, s16 z, s32 idx) {
|
|||
}
|
||||
}
|
||||
} else {
|
||||
phi_v1_2 = phi_a1 - 9600;
|
||||
s32 phi_v1_2 = phi_a1 - 9600;
|
||||
|
||||
if (phi_v1_2 >= temp_a0) {
|
||||
temp_a0 = phi_v1_2;
|
||||
if (phi_v0 < 0) {
|
||||
|
@ -454,8 +466,8 @@ void func_80B53B64(EnZl3* this, s16 z, s32 idx) {
|
|||
if (skelAnime->mode == 2) {
|
||||
f32 curFrame = skelAnime->curFrame;
|
||||
f32 unk_3E8 = this->unk_3E8;
|
||||
s32 phi_v1_2 = (s32)(((curFrame / unk_3E8) * 21000.0f) + -9600.0f) + phi_a1;
|
||||
|
||||
phi_v1_2 = (s32)(((curFrame / unk_3E8) * 21000.0f) + -9600.0f) + phi_a1;
|
||||
if (phi_v1_2 >= temp_a0) {
|
||||
temp_a0 = phi_v1_2;
|
||||
if (phi_v0 < 0) {
|
||||
|
@ -463,7 +475,8 @@ void func_80B53B64(EnZl3* this, s16 z, s32 idx) {
|
|||
}
|
||||
}
|
||||
} else {
|
||||
phi_v1_2 = phi_a1 + 11400;
|
||||
s32 phi_v1_2 = phi_a1 + 11400;
|
||||
|
||||
if (phi_v1_2 >= temp_a0) {
|
||||
temp_a0 = phi_v1_2;
|
||||
if (phi_v0 < 0) {
|
||||
|
@ -477,8 +490,8 @@ void func_80B53B64(EnZl3* this, s16 z, s32 idx) {
|
|||
if (skelAnime->mode == 2) {
|
||||
f32 curFrame = skelAnime->curFrame;
|
||||
f32 unk_3E0 = this->unk_3E0;
|
||||
s32 phi_v1_2 = (s32)((curFrame / unk_3E0) * -7000.0f) + phi_a1;
|
||||
|
||||
phi_v1_2 = (s32)((curFrame / unk_3E0) * -7000.0f) + phi_a1;
|
||||
if (temp_a0 >= phi_v1_2) {
|
||||
temp_a0 = phi_v1_2;
|
||||
if (phi_v0 > 0) {
|
||||
|
@ -486,7 +499,8 @@ void func_80B53B64(EnZl3* this, s16 z, s32 idx) {
|
|||
}
|
||||
}
|
||||
} else {
|
||||
phi_v1_2 = phi_a1 - 7000;
|
||||
s32 phi_v1_2 = phi_a1 - 7000;
|
||||
|
||||
if (temp_a0 >= phi_v1_2) {
|
||||
temp_a0 = phi_v1_2;
|
||||
if (phi_v0 > 0) {
|
||||
|
@ -498,8 +512,8 @@ void func_80B53B64(EnZl3* this, s16 z, s32 idx) {
|
|||
if (skelAnime->mode == 2) {
|
||||
f32 curFrame = skelAnime->curFrame;
|
||||
f32 unk_3E4 = this->unk_3E4;
|
||||
s32 phi_v1_2 = (s32)(((unk_3E4 - curFrame) / unk_3E4) * -7000.0f) + phi_a1;
|
||||
|
||||
phi_v1_2 = (s32)(((unk_3E4 - curFrame) / unk_3E4) * -7000.0f) + phi_a1;
|
||||
if (temp_a0 >= phi_v1_2) {
|
||||
temp_a0 = phi_v1_2;
|
||||
if (phi_v0 > 0) {
|
||||
|
@ -582,17 +596,18 @@ void func_80B54360(EnZl3* this, s16 arg1, s32 arg2) {
|
|||
}
|
||||
|
||||
s32 func_80B5458C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx, Gfx** gfx) {
|
||||
s32 pad[3];
|
||||
s32 pad[2];
|
||||
EnZl3* this = (EnZl3*)thisx;
|
||||
s16* unk_28C = this->unk_28C;
|
||||
Mtx* sp78;
|
||||
MtxF sp38;
|
||||
Vec3s sp30;
|
||||
Vec3s* headRot = &this->interactInfo.headRot;
|
||||
Vec3s* torsoRot = &this->interactInfo.torsoRot;
|
||||
|
||||
if (limbIndex == 14) {
|
||||
sp78 = GRAPH_ALLOC(play->state.gfxCtx, sizeof(Mtx) * 7);
|
||||
Mtx* sp78 = GRAPH_ALLOC(play->state.gfxCtx, sizeof(Mtx) * 7);
|
||||
MtxF sp38;
|
||||
Vec3s sp30;
|
||||
s16* unk_28C = this->unk_28C;
|
||||
s32 pad2;
|
||||
|
||||
rot->x += headRot->y;
|
||||
rot->z += headRot->x;
|
||||
gSPSegment((*gfx)++, 0x0C, sp78);
|
||||
|
@ -687,16 +702,16 @@ s32 func_80B5458C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
|
|||
void EnZl3_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx, Gfx** gfx) {
|
||||
EnZl3* this = (EnZl3*)thisx;
|
||||
s32 pad;
|
||||
Vec3f sp34;
|
||||
s32 pad2;
|
||||
Vec3f sp24;
|
||||
Vec3f sp18;
|
||||
|
||||
if (limbIndex == 13) {
|
||||
sp34 = D_80B5A46C;
|
||||
Vec3f sp34 = D_80B5A46C;
|
||||
s32 pad2;
|
||||
|
||||
Matrix_MultVec3f(&sp34, &this->unk_31C);
|
||||
} else if (limbIndex == 14) {
|
||||
sp24 = D_80B5A478;
|
||||
Vec3f sp24 = D_80B5A478;
|
||||
Vec3f sp18;
|
||||
|
||||
Matrix_MultVec3f(&sp24, &sp18);
|
||||
this->actor.focus.pos.x = sp18.x;
|
||||
this->actor.focus.pos.y = sp18.y;
|
||||
|
@ -796,6 +811,8 @@ void func_80B55054(EnZl3* this) {
|
|||
f32* temp_v0 = &this->unk_2EC;
|
||||
|
||||
if (*temp_v0 < 19.0f) {
|
||||
s32 pad;
|
||||
|
||||
((DoorWarp1*)child)->crystalAlpha = (20.0f - *temp_v0) * 12.75f;
|
||||
*temp_v0 += 1.0f;
|
||||
} else {
|
||||
|
@ -1777,8 +1794,12 @@ void func_80B5764C(EnZl3* this, PlayState* play) {
|
|||
}
|
||||
|
||||
s32 func_80B576C8(EnZl3* this, PlayState* play) {
|
||||
if (func_80B575F0(this, play) && (this->unk_3D8 == 0)) {
|
||||
return 1;
|
||||
if (func_80B575F0(this, play)) {
|
||||
s32 pad;
|
||||
|
||||
if (this->unk_3D8 == 0) {
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
@ -1986,6 +2007,8 @@ s32 func_80B57D80(EnZl3* this, PlayState* play) {
|
|||
|
||||
void func_80B57EAC(EnZl3* this, PlayState* play) {
|
||||
if (func_80B57324(this, play)) {
|
||||
s32 pad;
|
||||
|
||||
this->action = 26;
|
||||
} else {
|
||||
func_80B57350(this, play);
|
||||
|
@ -2028,6 +2051,8 @@ void func_80B58014(EnZl3* this, PlayState* play) {
|
|||
this->action = 29;
|
||||
func_80B538B0(this);
|
||||
} else if (func_80B57C8C(this) && func_80B57F84(this, play)) {
|
||||
s32 pad;
|
||||
|
||||
OnePointCutscene_Init(play, 4000, -99, &this->actor, CAM_ID_MAIN);
|
||||
this->unk_3D0 = 0;
|
||||
} else if (func_80B576C8(this, play) && func_80B575B0(this, play) && !Play_InCsMode(play)) {
|
||||
|
@ -2129,7 +2154,7 @@ void func_80B584B4(EnZl3* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_80B58624(EnZl3* this, PlayState* play) {
|
||||
s32 pad[4];
|
||||
s32 pad[3];
|
||||
f32* unk_3CC = &this->unk_3CC;
|
||||
|
||||
if (*unk_3CC == (kREG(18) + 10.0f)) {
|
||||
|
@ -2137,6 +2162,8 @@ void func_80B58624(EnZl3* this, PlayState* play) {
|
|||
func_80B54E14(this, &gZelda2Anime2Anim_008050, 0, -12.0f, 0);
|
||||
func_80B5772C(this, play);
|
||||
} else if (*unk_3CC == kREG(19) + 20.0f) {
|
||||
s32 pad2;
|
||||
|
||||
*unk_3CC += 1.0f;
|
||||
this->actor.textId = 0x71AC;
|
||||
Message_StartTextbox(play, this->actor.textId, NULL);
|
||||
|
@ -2508,9 +2535,9 @@ s32 func_80B59768(EnZl3* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_80B59828(EnZl3* this, PlayState* play) {
|
||||
if (func_80B59698(this, play) || (!func_80B56EE4(this, play) && func_80B57890(this, play))) {
|
||||
s16 newRotY;
|
||||
s16 newRotY;
|
||||
|
||||
if (func_80B59698(this, play) || (!func_80B56EE4(this, play) && func_80B57890(this, play))) {
|
||||
func_80B54E14(this, &gZelda2Anime2Anim_009FBC, 0, 0.0f, 0);
|
||||
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
|
||||
func_80B56F10(this, play);
|
||||
|
@ -2616,10 +2643,12 @@ void func_80B59DB8(EnZl3* this, PlayState* play) {
|
|||
s32 objectSlot = Object_GetSlot(objectCtx, OBJECT_ZL2_ANIME2);
|
||||
s32 pad2;
|
||||
|
||||
#if OOT_DEBUG
|
||||
if (objectSlot < 0) {
|
||||
PRINTF(VT_FGCOL(RED) "En_Zl3_main_bankアニメーションのバンクを読めない!!!!!!!!!!!!\n" VT_RST);
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (Object_IsLoaded(objectCtx, objectSlot)) {
|
||||
this->zl2Anime2ObjectSlot = objectSlot;
|
||||
|
|
Loading…
Reference in a new issue