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bombowlman typo (#1582)
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1 changed files with 39 additions and 39 deletions
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@ -18,20 +18,20 @@ void EnBomBowlMan_Destroy(Actor* thisx, PlayState* play);
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void EnBomBowlMan_Update(Actor* thisx, PlayState* play);
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void EnBomBowlMan_Draw(Actor* thisx, PlayState* play);
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void EnBomBowMan_SetupWaitAsleep(EnBomBowlMan* this, PlayState* play);
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void EnBomBowMan_WaitAsleep(EnBomBowlMan* this, PlayState* play);
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void EnBomBowMan_TalkAsleep(EnBomBowlMan* this, PlayState* play);
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void EnBomBowMan_WakeUp(EnBomBowlMan* this, PlayState* play);
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void EnBomBowMan_BlinkAwake(EnBomBowlMan* this, PlayState* play);
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void EnBomBowMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play);
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void EnBomBowMan_WaitNotBeatenDC(EnBomBowlMan* this, PlayState* play);
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void EnBomBowMan_TalkNotBeatenDC(EnBomBowlMan* this, PlayState* play);
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void EnBomBowMan_SetupRunGame(EnBomBowlMan* this, PlayState* play);
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void EnBomBowMan_RunGame(EnBomBowlMan* this, PlayState* play);
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void EnBomBowlMan_SetupWaitAsleep(EnBomBowlMan* this, PlayState* play);
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void EnBomBowlMan_WaitAsleep(EnBomBowlMan* this, PlayState* play);
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void EnBomBowlMan_TalkAsleep(EnBomBowlMan* this, PlayState* play);
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void EnBomBowlMan_WakeUp(EnBomBowlMan* this, PlayState* play);
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void EnBomBowlMan_BlinkAwake(EnBomBowlMan* this, PlayState* play);
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void EnBomBowlMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play);
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void EnBomBowlMan_WaitNotBeatenDC(EnBomBowlMan* this, PlayState* play);
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void EnBomBowlMan_TalkNotBeatenDC(EnBomBowlMan* this, PlayState* play);
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void EnBomBowlMan_SetupRunGame(EnBomBowlMan* this, PlayState* play);
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void EnBomBowlMan_RunGame(EnBomBowlMan* this, PlayState* play);
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void EnBomBowlMan_HandlePlayChoice(EnBomBowlMan* this, PlayState* play);
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void func_809C41FC(EnBomBowlMan* this, PlayState* play);
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void EnBomBowMan_SetupChooseShowPrize(EnBomBowlMan* this, PlayState* play);
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void EnBomBowMan_ChooseShowPrize(EnBomBowlMan* this, PlayState* play);
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void EnBomBowlMan_SetupChooseShowPrize(EnBomBowlMan* this, PlayState* play);
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void EnBomBowlMan_ChooseShowPrize(EnBomBowlMan* this, PlayState* play);
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void EnBomBowlMan_BeginPlayGame(EnBomBowlMan* this, PlayState* play);
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ActorInit En_Bom_Bowl_Man_InitVars = {
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@ -79,27 +79,27 @@ void EnBomBowlMan_Init(Actor* thisx, PlayState* play2) {
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this->prizeSelect = (s16)Rand_ZeroFloat(4.99f);
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this->actor.targetMode = 1;
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this->actionFunc = EnBomBowMan_SetupWaitAsleep;
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this->actionFunc = EnBomBowlMan_SetupWaitAsleep;
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}
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void EnBomBowlMan_Destroy(Actor* thisx, PlayState* play) {
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}
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void EnBomBowMan_SetupWaitAsleep(EnBomBowlMan* this, PlayState* play) {
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void EnBomBowlMan_SetupWaitAsleep(EnBomBowlMan* this, PlayState* play) {
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this->frameCount = (f32)Animation_GetLastFrame(&gChuGirlNoddingOffAnim);
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Animation_Change(&this->skelAnime, &gChuGirlNoddingOffAnim, 1.0f, 0.0f, this->frameCount, ANIMMODE_LOOP, -10.0f);
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this->actor.textId = 0xC0;
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this->dialogState = TEXT_STATE_EVENT;
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this->actionFunc = EnBomBowMan_WaitAsleep;
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this->actionFunc = EnBomBowlMan_WaitAsleep;
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}
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void EnBomBowMan_WaitAsleep(EnBomBowlMan* this, PlayState* play) {
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void EnBomBowlMan_WaitAsleep(EnBomBowlMan* this, PlayState* play) {
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s16 yawDiff;
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SkelAnime_Update(&this->skelAnime);
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if (Actor_ProcessTalkRequest(&this->actor, play)) {
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this->actionFunc = EnBomBowMan_TalkAsleep;
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this->actionFunc = EnBomBowlMan_TalkAsleep;
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} else {
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yawDiff = ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y));
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@ -109,23 +109,23 @@ void EnBomBowMan_WaitAsleep(EnBomBowlMan* this, PlayState* play) {
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}
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}
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void EnBomBowMan_TalkAsleep(EnBomBowlMan* this, PlayState* play) {
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void EnBomBowlMan_TalkAsleep(EnBomBowlMan* this, PlayState* play) {
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SkelAnime_Update(&this->skelAnime);
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if ((Message_GetState(&play->msgCtx) == this->dialogState) && Message_ShouldAdvance(play)) {
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play->msgCtx.msgMode = MSGMODE_PAUSED;
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this->actionFunc = EnBomBowMan_WakeUp;
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this->actionFunc = EnBomBowlMan_WakeUp;
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}
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}
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void EnBomBowMan_WakeUp(EnBomBowlMan* this, PlayState* play) {
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void EnBomBowlMan_WakeUp(EnBomBowlMan* this, PlayState* play) {
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this->frameCount = (f32)Animation_GetLastFrame(&gChuGirlWakeUpAnim);
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Animation_Change(&this->skelAnime, &gChuGirlWakeUpAnim, 1.0f, 0.0f, this->frameCount, ANIMMODE_ONCE, -10.0f);
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this->eyeMode = CHU_GIRL_EYES_OPEN_SLOWLY;
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this->actionFunc = EnBomBowMan_BlinkAwake;
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this->actionFunc = EnBomBowlMan_BlinkAwake;
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}
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void EnBomBowMan_BlinkAwake(EnBomBowlMan* this, PlayState* play) {
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void EnBomBowlMan_BlinkAwake(EnBomBowlMan* this, PlayState* play) {
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f32 frameCount = this->skelAnime.curFrame;
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SkelAnime_Update(&this->skelAnime);
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@ -146,12 +146,12 @@ void EnBomBowMan_BlinkAwake(EnBomBowlMan* this, PlayState* play) {
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this->eyeTextureIndex = 2;
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this->blinkCount++;
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if (this->blinkCount >= 3) {
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this->actionFunc = EnBomBowMan_CheckBeatenDC;
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this->actionFunc = EnBomBowlMan_CheckBeatenDC;
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}
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}
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}
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void EnBomBowMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play) {
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void EnBomBowlMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play) {
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SkelAnime_Update(&this->skelAnime);
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if ((Message_GetState(&play->msgCtx) == this->dialogState) && Message_ShouldAdvance(play)) {
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@ -164,7 +164,7 @@ void EnBomBowMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play) {
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// Check for beaten Dodongo's Cavern
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if (!(GET_EVENTCHKINF(EVENTCHKINF_25) || BREG(2))) {
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this->actionFunc = EnBomBowMan_WaitNotBeatenDC;
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this->actionFunc = EnBomBowlMan_WaitNotBeatenDC;
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} else {
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this->actor.textId = 0x18;
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this->dialogState = TEXT_STATE_CHOICE;
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@ -174,26 +174,26 @@ void EnBomBowMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play) {
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}
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}
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void EnBomBowMan_WaitNotBeatenDC(EnBomBowlMan* this, PlayState* play) {
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void EnBomBowlMan_WaitNotBeatenDC(EnBomBowlMan* this, PlayState* play) {
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SkelAnime_Update(&this->skelAnime);
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if (Actor_ProcessTalkRequest(&this->actor, play)) {
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this->actionFunc = EnBomBowMan_TalkNotBeatenDC;
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this->actionFunc = EnBomBowlMan_TalkNotBeatenDC;
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} else {
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func_8002F2CC(&this->actor, play, 120.0f);
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}
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}
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void EnBomBowMan_TalkNotBeatenDC(EnBomBowlMan* this, PlayState* play) {
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void EnBomBowlMan_TalkNotBeatenDC(EnBomBowlMan* this, PlayState* play) {
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SkelAnime_Update(&this->skelAnime);
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if ((Message_GetState(&play->msgCtx) == this->dialogState) && Message_ShouldAdvance(play)) {
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Message_CloseTextbox(play);
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this->actionFunc = EnBomBowMan_WaitNotBeatenDC;
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this->actionFunc = EnBomBowlMan_WaitNotBeatenDC;
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}
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}
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void EnBomBowMan_SetupRunGame(EnBomBowlMan* this, PlayState* play) {
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void EnBomBowlMan_SetupRunGame(EnBomBowlMan* this, PlayState* play) {
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SkelAnime_Update(&this->skelAnime);
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if (this->minigamePlayStatus == 0) {
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@ -209,10 +209,10 @@ void EnBomBowMan_SetupRunGame(EnBomBowlMan* this, PlayState* play) {
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this->dialogState = TEXT_STATE_EVENT;
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}
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this->actionFunc = EnBomBowMan_RunGame;
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this->actionFunc = EnBomBowlMan_RunGame;
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}
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void EnBomBowMan_RunGame(EnBomBowlMan* this, PlayState* play) {
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void EnBomBowlMan_RunGame(EnBomBowlMan* this, PlayState* play) {
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s16 yawDiff;
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SkelAnime_Update(&this->skelAnime);
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@ -307,7 +307,7 @@ void EnBomBowlMan_HandlePlayChoice(EnBomBowlMan* this, PlayState* play) {
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this->dialogState = TEXT_STATE_EVENT;
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OnePointCutscene_Init(play, 8010, -99, NULL, CAM_ID_MAIN);
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Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
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this->actionFunc = EnBomBowMan_SetupChooseShowPrize;
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this->actionFunc = EnBomBowlMan_SetupChooseShowPrize;
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}
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} else {
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this->playingAgain = false;
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@ -343,17 +343,17 @@ void func_809C41FC(EnBomBowlMan* this, PlayState* play) {
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this->dialogState = TEXT_STATE_EVENT;
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OnePointCutscene_Init(play, 8010, -99, NULL, CAM_ID_MAIN);
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Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
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this->actionFunc = EnBomBowMan_SetupChooseShowPrize;
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this->actionFunc = EnBomBowlMan_SetupChooseShowPrize;
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} else {
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if (this->gameResult == 2) {
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Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
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}
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this->actionFunc = EnBomBowMan_SetupRunGame;
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this->actionFunc = EnBomBowlMan_SetupRunGame;
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}
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}
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}
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void EnBomBowMan_SetupChooseShowPrize(EnBomBowlMan* this, PlayState* play) {
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void EnBomBowlMan_SetupChooseShowPrize(EnBomBowlMan* this, PlayState* play) {
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Vec3f accel = { 0.0f, 0.1f, 0.0f };
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Vec3f velocity = { 0.0f, 0.0f, 0.0f };
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Vec3f pos;
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@ -367,7 +367,7 @@ void EnBomBowMan_SetupChooseShowPrize(EnBomBowlMan* this, PlayState* play) {
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EffectSsBomb2_SpawnLayered(play, &pos, &velocity, &accel, 50, 15);
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Actor_PlaySfx(&this->actor, NA_SE_IT_GOODS_APPEAR);
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this->prizeRevealTimer = 10;
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this->actionFunc = EnBomBowMan_ChooseShowPrize;
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this->actionFunc = EnBomBowlMan_ChooseShowPrize;
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}
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}
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@ -377,7 +377,7 @@ static Vec3f sPrizePosOffset[] = {
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static s16 sPrizeRot[] = { 0x4268, 0x4268, -0x03E8, 0x0000, 0x4268, 0x0000 };
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void EnBomBowMan_ChooseShowPrize(EnBomBowlMan* this, PlayState* play) {
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void EnBomBowlMan_ChooseShowPrize(EnBomBowlMan* this, PlayState* play) {
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s16 prizeTemp;
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s32 pad;
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@ -459,7 +459,7 @@ void EnBomBowlMan_BeginPlayGame(EnBomBowlMan* this, PlayState* play) {
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// "Wow"
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osSyncPrintf(VT_FGCOL(YELLOW) "☆ わー ☆ %d\n" VT_RST, play->bombchuBowlingStatus);
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Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
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this->actionFunc = EnBomBowMan_SetupRunGame;
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this->actionFunc = EnBomBowlMan_SetupRunGame;
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}
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}
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