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bombowlman typo (#1582)

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krm01 2023-11-18 09:30:36 -08:00 committed by GitHub
parent b4edc05c69
commit d1df4e4c7e
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@ -18,20 +18,20 @@ void EnBomBowlMan_Destroy(Actor* thisx, PlayState* play);
void EnBomBowlMan_Update(Actor* thisx, PlayState* play); void EnBomBowlMan_Update(Actor* thisx, PlayState* play);
void EnBomBowlMan_Draw(Actor* thisx, PlayState* play); void EnBomBowlMan_Draw(Actor* thisx, PlayState* play);
void EnBomBowMan_SetupWaitAsleep(EnBomBowlMan* this, PlayState* play); void EnBomBowlMan_SetupWaitAsleep(EnBomBowlMan* this, PlayState* play);
void EnBomBowMan_WaitAsleep(EnBomBowlMan* this, PlayState* play); void EnBomBowlMan_WaitAsleep(EnBomBowlMan* this, PlayState* play);
void EnBomBowMan_TalkAsleep(EnBomBowlMan* this, PlayState* play); void EnBomBowlMan_TalkAsleep(EnBomBowlMan* this, PlayState* play);
void EnBomBowMan_WakeUp(EnBomBowlMan* this, PlayState* play); void EnBomBowlMan_WakeUp(EnBomBowlMan* this, PlayState* play);
void EnBomBowMan_BlinkAwake(EnBomBowlMan* this, PlayState* play); void EnBomBowlMan_BlinkAwake(EnBomBowlMan* this, PlayState* play);
void EnBomBowMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play); void EnBomBowlMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play);
void EnBomBowMan_WaitNotBeatenDC(EnBomBowlMan* this, PlayState* play); void EnBomBowlMan_WaitNotBeatenDC(EnBomBowlMan* this, PlayState* play);
void EnBomBowMan_TalkNotBeatenDC(EnBomBowlMan* this, PlayState* play); void EnBomBowlMan_TalkNotBeatenDC(EnBomBowlMan* this, PlayState* play);
void EnBomBowMan_SetupRunGame(EnBomBowlMan* this, PlayState* play); void EnBomBowlMan_SetupRunGame(EnBomBowlMan* this, PlayState* play);
void EnBomBowMan_RunGame(EnBomBowlMan* this, PlayState* play); void EnBomBowlMan_RunGame(EnBomBowlMan* this, PlayState* play);
void EnBomBowlMan_HandlePlayChoice(EnBomBowlMan* this, PlayState* play); void EnBomBowlMan_HandlePlayChoice(EnBomBowlMan* this, PlayState* play);
void func_809C41FC(EnBomBowlMan* this, PlayState* play); void func_809C41FC(EnBomBowlMan* this, PlayState* play);
void EnBomBowMan_SetupChooseShowPrize(EnBomBowlMan* this, PlayState* play); void EnBomBowlMan_SetupChooseShowPrize(EnBomBowlMan* this, PlayState* play);
void EnBomBowMan_ChooseShowPrize(EnBomBowlMan* this, PlayState* play); void EnBomBowlMan_ChooseShowPrize(EnBomBowlMan* this, PlayState* play);
void EnBomBowlMan_BeginPlayGame(EnBomBowlMan* this, PlayState* play); void EnBomBowlMan_BeginPlayGame(EnBomBowlMan* this, PlayState* play);
ActorInit En_Bom_Bowl_Man_InitVars = { ActorInit En_Bom_Bowl_Man_InitVars = {
@ -79,27 +79,27 @@ void EnBomBowlMan_Init(Actor* thisx, PlayState* play2) {
this->prizeSelect = (s16)Rand_ZeroFloat(4.99f); this->prizeSelect = (s16)Rand_ZeroFloat(4.99f);
this->actor.targetMode = 1; this->actor.targetMode = 1;
this->actionFunc = EnBomBowMan_SetupWaitAsleep; this->actionFunc = EnBomBowlMan_SetupWaitAsleep;
} }
void EnBomBowlMan_Destroy(Actor* thisx, PlayState* play) { void EnBomBowlMan_Destroy(Actor* thisx, PlayState* play) {
} }
void EnBomBowMan_SetupWaitAsleep(EnBomBowlMan* this, PlayState* play) { void EnBomBowlMan_SetupWaitAsleep(EnBomBowlMan* this, PlayState* play) {
this->frameCount = (f32)Animation_GetLastFrame(&gChuGirlNoddingOffAnim); this->frameCount = (f32)Animation_GetLastFrame(&gChuGirlNoddingOffAnim);
Animation_Change(&this->skelAnime, &gChuGirlNoddingOffAnim, 1.0f, 0.0f, this->frameCount, ANIMMODE_LOOP, -10.0f); Animation_Change(&this->skelAnime, &gChuGirlNoddingOffAnim, 1.0f, 0.0f, this->frameCount, ANIMMODE_LOOP, -10.0f);
this->actor.textId = 0xC0; this->actor.textId = 0xC0;
this->dialogState = TEXT_STATE_EVENT; this->dialogState = TEXT_STATE_EVENT;
this->actionFunc = EnBomBowMan_WaitAsleep; this->actionFunc = EnBomBowlMan_WaitAsleep;
} }
void EnBomBowMan_WaitAsleep(EnBomBowlMan* this, PlayState* play) { void EnBomBowlMan_WaitAsleep(EnBomBowlMan* this, PlayState* play) {
s16 yawDiff; s16 yawDiff;
SkelAnime_Update(&this->skelAnime); SkelAnime_Update(&this->skelAnime);
if (Actor_ProcessTalkRequest(&this->actor, play)) { if (Actor_ProcessTalkRequest(&this->actor, play)) {
this->actionFunc = EnBomBowMan_TalkAsleep; this->actionFunc = EnBomBowlMan_TalkAsleep;
} else { } else {
yawDiff = ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)); yawDiff = ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y));
@ -109,23 +109,23 @@ void EnBomBowMan_WaitAsleep(EnBomBowlMan* this, PlayState* play) {
} }
} }
void EnBomBowMan_TalkAsleep(EnBomBowlMan* this, PlayState* play) { void EnBomBowlMan_TalkAsleep(EnBomBowlMan* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime); SkelAnime_Update(&this->skelAnime);
if ((Message_GetState(&play->msgCtx) == this->dialogState) && Message_ShouldAdvance(play)) { if ((Message_GetState(&play->msgCtx) == this->dialogState) && Message_ShouldAdvance(play)) {
play->msgCtx.msgMode = MSGMODE_PAUSED; play->msgCtx.msgMode = MSGMODE_PAUSED;
this->actionFunc = EnBomBowMan_WakeUp; this->actionFunc = EnBomBowlMan_WakeUp;
} }
} }
void EnBomBowMan_WakeUp(EnBomBowlMan* this, PlayState* play) { void EnBomBowlMan_WakeUp(EnBomBowlMan* this, PlayState* play) {
this->frameCount = (f32)Animation_GetLastFrame(&gChuGirlWakeUpAnim); this->frameCount = (f32)Animation_GetLastFrame(&gChuGirlWakeUpAnim);
Animation_Change(&this->skelAnime, &gChuGirlWakeUpAnim, 1.0f, 0.0f, this->frameCount, ANIMMODE_ONCE, -10.0f); Animation_Change(&this->skelAnime, &gChuGirlWakeUpAnim, 1.0f, 0.0f, this->frameCount, ANIMMODE_ONCE, -10.0f);
this->eyeMode = CHU_GIRL_EYES_OPEN_SLOWLY; this->eyeMode = CHU_GIRL_EYES_OPEN_SLOWLY;
this->actionFunc = EnBomBowMan_BlinkAwake; this->actionFunc = EnBomBowlMan_BlinkAwake;
} }
void EnBomBowMan_BlinkAwake(EnBomBowlMan* this, PlayState* play) { void EnBomBowlMan_BlinkAwake(EnBomBowlMan* this, PlayState* play) {
f32 frameCount = this->skelAnime.curFrame; f32 frameCount = this->skelAnime.curFrame;
SkelAnime_Update(&this->skelAnime); SkelAnime_Update(&this->skelAnime);
@ -146,12 +146,12 @@ void EnBomBowMan_BlinkAwake(EnBomBowlMan* this, PlayState* play) {
this->eyeTextureIndex = 2; this->eyeTextureIndex = 2;
this->blinkCount++; this->blinkCount++;
if (this->blinkCount >= 3) { if (this->blinkCount >= 3) {
this->actionFunc = EnBomBowMan_CheckBeatenDC; this->actionFunc = EnBomBowlMan_CheckBeatenDC;
} }
} }
} }
void EnBomBowMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play) { void EnBomBowlMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime); SkelAnime_Update(&this->skelAnime);
if ((Message_GetState(&play->msgCtx) == this->dialogState) && Message_ShouldAdvance(play)) { if ((Message_GetState(&play->msgCtx) == this->dialogState) && Message_ShouldAdvance(play)) {
@ -164,7 +164,7 @@ void EnBomBowMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play) {
// Check for beaten Dodongo's Cavern // Check for beaten Dodongo's Cavern
if (!(GET_EVENTCHKINF(EVENTCHKINF_25) || BREG(2))) { if (!(GET_EVENTCHKINF(EVENTCHKINF_25) || BREG(2))) {
this->actionFunc = EnBomBowMan_WaitNotBeatenDC; this->actionFunc = EnBomBowlMan_WaitNotBeatenDC;
} else { } else {
this->actor.textId = 0x18; this->actor.textId = 0x18;
this->dialogState = TEXT_STATE_CHOICE; this->dialogState = TEXT_STATE_CHOICE;
@ -174,26 +174,26 @@ void EnBomBowMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play) {
} }
} }
void EnBomBowMan_WaitNotBeatenDC(EnBomBowlMan* this, PlayState* play) { void EnBomBowlMan_WaitNotBeatenDC(EnBomBowlMan* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime); SkelAnime_Update(&this->skelAnime);
if (Actor_ProcessTalkRequest(&this->actor, play)) { if (Actor_ProcessTalkRequest(&this->actor, play)) {
this->actionFunc = EnBomBowMan_TalkNotBeatenDC; this->actionFunc = EnBomBowlMan_TalkNotBeatenDC;
} else { } else {
func_8002F2CC(&this->actor, play, 120.0f); func_8002F2CC(&this->actor, play, 120.0f);
} }
} }
void EnBomBowMan_TalkNotBeatenDC(EnBomBowlMan* this, PlayState* play) { void EnBomBowlMan_TalkNotBeatenDC(EnBomBowlMan* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime); SkelAnime_Update(&this->skelAnime);
if ((Message_GetState(&play->msgCtx) == this->dialogState) && Message_ShouldAdvance(play)) { if ((Message_GetState(&play->msgCtx) == this->dialogState) && Message_ShouldAdvance(play)) {
Message_CloseTextbox(play); Message_CloseTextbox(play);
this->actionFunc = EnBomBowMan_WaitNotBeatenDC; this->actionFunc = EnBomBowlMan_WaitNotBeatenDC;
} }
} }
void EnBomBowMan_SetupRunGame(EnBomBowlMan* this, PlayState* play) { void EnBomBowlMan_SetupRunGame(EnBomBowlMan* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime); SkelAnime_Update(&this->skelAnime);
if (this->minigamePlayStatus == 0) { if (this->minigamePlayStatus == 0) {
@ -209,10 +209,10 @@ void EnBomBowMan_SetupRunGame(EnBomBowlMan* this, PlayState* play) {
this->dialogState = TEXT_STATE_EVENT; this->dialogState = TEXT_STATE_EVENT;
} }
this->actionFunc = EnBomBowMan_RunGame; this->actionFunc = EnBomBowlMan_RunGame;
} }
void EnBomBowMan_RunGame(EnBomBowlMan* this, PlayState* play) { void EnBomBowlMan_RunGame(EnBomBowlMan* this, PlayState* play) {
s16 yawDiff; s16 yawDiff;
SkelAnime_Update(&this->skelAnime); SkelAnime_Update(&this->skelAnime);
@ -307,7 +307,7 @@ void EnBomBowlMan_HandlePlayChoice(EnBomBowlMan* this, PlayState* play) {
this->dialogState = TEXT_STATE_EVENT; this->dialogState = TEXT_STATE_EVENT;
OnePointCutscene_Init(play, 8010, -99, NULL, CAM_ID_MAIN); OnePointCutscene_Init(play, 8010, -99, NULL, CAM_ID_MAIN);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8); Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
this->actionFunc = EnBomBowMan_SetupChooseShowPrize; this->actionFunc = EnBomBowlMan_SetupChooseShowPrize;
} }
} else { } else {
this->playingAgain = false; this->playingAgain = false;
@ -343,17 +343,17 @@ void func_809C41FC(EnBomBowlMan* this, PlayState* play) {
this->dialogState = TEXT_STATE_EVENT; this->dialogState = TEXT_STATE_EVENT;
OnePointCutscene_Init(play, 8010, -99, NULL, CAM_ID_MAIN); OnePointCutscene_Init(play, 8010, -99, NULL, CAM_ID_MAIN);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8); Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
this->actionFunc = EnBomBowMan_SetupChooseShowPrize; this->actionFunc = EnBomBowlMan_SetupChooseShowPrize;
} else { } else {
if (this->gameResult == 2) { if (this->gameResult == 2) {
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7); Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
} }
this->actionFunc = EnBomBowMan_SetupRunGame; this->actionFunc = EnBomBowlMan_SetupRunGame;
} }
} }
} }
void EnBomBowMan_SetupChooseShowPrize(EnBomBowlMan* this, PlayState* play) { void EnBomBowlMan_SetupChooseShowPrize(EnBomBowlMan* this, PlayState* play) {
Vec3f accel = { 0.0f, 0.1f, 0.0f }; Vec3f accel = { 0.0f, 0.1f, 0.0f };
Vec3f velocity = { 0.0f, 0.0f, 0.0f }; Vec3f velocity = { 0.0f, 0.0f, 0.0f };
Vec3f pos; Vec3f pos;
@ -367,7 +367,7 @@ void EnBomBowMan_SetupChooseShowPrize(EnBomBowlMan* this, PlayState* play) {
EffectSsBomb2_SpawnLayered(play, &pos, &velocity, &accel, 50, 15); EffectSsBomb2_SpawnLayered(play, &pos, &velocity, &accel, 50, 15);
Actor_PlaySfx(&this->actor, NA_SE_IT_GOODS_APPEAR); Actor_PlaySfx(&this->actor, NA_SE_IT_GOODS_APPEAR);
this->prizeRevealTimer = 10; this->prizeRevealTimer = 10;
this->actionFunc = EnBomBowMan_ChooseShowPrize; this->actionFunc = EnBomBowlMan_ChooseShowPrize;
} }
} }
@ -377,7 +377,7 @@ static Vec3f sPrizePosOffset[] = {
static s16 sPrizeRot[] = { 0x4268, 0x4268, -0x03E8, 0x0000, 0x4268, 0x0000 }; static s16 sPrizeRot[] = { 0x4268, 0x4268, -0x03E8, 0x0000, 0x4268, 0x0000 };
void EnBomBowMan_ChooseShowPrize(EnBomBowlMan* this, PlayState* play) { void EnBomBowlMan_ChooseShowPrize(EnBomBowlMan* this, PlayState* play) {
s16 prizeTemp; s16 prizeTemp;
s32 pad; s32 pad;
@ -459,7 +459,7 @@ void EnBomBowlMan_BeginPlayGame(EnBomBowlMan* this, PlayState* play) {
// "Wow" // "Wow"
osSyncPrintf(VT_FGCOL(YELLOW) "☆ わー ☆ %d\n" VT_RST, play->bombchuBowlingStatus); osSyncPrintf(VT_FGCOL(YELLOW) "☆ わー ☆ %d\n" VT_RST, play->bombchuBowlingStatus);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7); Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
this->actionFunc = EnBomBowMan_SetupRunGame; this->actionFunc = EnBomBowlMan_SetupRunGame;
} }
} }